Duke3D & SW - Early/Alpha/Beta/Gold Material
#452 Posted 23 April 2014 - 07:27 PM
TerminX, on 23 April 2014 - 07:02 PM, said:
I just thought since it was the simplest map that it was the oldest.
#453 Posted 23 April 2014 - 07:40 PM
Also I would think companies would pay more attention to people from Interceptor Entertainment than they would random modders asking for permission to release certain betas.
This post has been edited by Marnetmar: 23 April 2014 - 07:44 PM
#454 Posted 23 April 2014 - 07:51 PM
blood was originally being developed by 3D realms but then monolith finished it and 3DR became a producer of the game, blood was Published GT interactive and GT still has the IP rights with the only difference that they are a subsidiarity of atari SA (formerly known as Infogrames) and there name was changed to atari inc also like most atari SA/atari inc IPs, it has been dormant for years because atari dose not know what to do with the hundreds of IPs they have and if you want to know what happened to some good IPs, just look up Infogrames,GT interactive and companies that they bought out
#455 Posted 23 April 2014 - 07:51 PM
Marnetmar, on 23 April 2014 - 07:40 PM, said:
Also I would think companies would pay more attention to people from Interceptor Entertainment than they would random modders asking for permission to release certain betas.
Wait for the revamped 3D Realms website...
rtim, on 23 April 2014 - 07:51 PM, said:
blood was originally being developed by 3D realms but then monolith finished it and 3DR became a producer of the game, blood was Published GT interactive and GT still has the IP rights with the only difference that they are a subsidiarity of atari SA (formerly known as Infogrames) and there name was changed to atari inc also like most atari SA/atari inc IPs, it has been dormant for years because atari dose not know what to do with the hundreds of IPs they have and if you want to know what happened to some good IPs, just look up Infogrames,GT interactive and companies that they bought out
The Blood rights are owned by Warner Bros. Atari has the rights to publish the games. http://www.lith.com/Games/Blood
BLOOD™ Warner Bros. Entertainment Inc. (s97-13)
This post has been edited by Lunick: 23 April 2014 - 07:53 PM
#456 Posted 23 April 2014 - 09:52 PM
#457 Posted 23 April 2014 - 10:11 PM
rtim, on 23 April 2014 - 07:51 PM, said:
No it was initially being developed by Q Studios who were later acquired by Monolith.
#460 Posted 23 April 2014 - 10:25 PM
gerolf, on 23 April 2014 - 10:14 PM, said:
That should answer part of the Blood story.. Then GT died and everything was sent to Atari and.. Now how this led to WB is beyond me.
That's how I think it all went.
3D Realms was the publisher before the sale not the developer.
#461 Posted 24 April 2014 - 12:54 AM
MrFlibble, on 23 April 2014 - 08:15 AM, said:
You know, that actually does make sense when I think about it. It's funny, Commando Nukem mentioned something about this game still having suprises after all these years, and I'd have to say that is definitely true. Great stuff.
Also, I must say that coming home to this thread everyday and seeing all of this new/old stuff being released and discussed has been a real treat. Thanks Hendricks and TerminX for putting in the effort in going through all of this awesome material, and thanks to Fred for giving it to them!
#462 Posted 24 April 2014 - 01:13 AM
Fox, on 23 April 2014 - 05:23 PM, said:
Huh, what kind of problems did they have to face during the development?
By the way, was the Stadium back then in lameduke planned as a boss stage or what?
#463 Posted 24 April 2014 - 01:22 AM
#464 Posted 24 April 2014 - 02:39 AM
Commando Nukem, on 23 April 2014 - 11:00 AM, said:
It also explains why the "mark 2" (as I call it) Duke model was made for Episode 2-4 cinematics.
Duke Nukem FROM 3D.jpg
I call mark 2 Duke creepy old Duke. I always wondered why he looked significantly uglier in those later cutscenes. I would have taken no fingers over that any day!
#465 Posted 24 April 2014 - 09:03 AM
#466 Posted 24 April 2014 - 09:28 AM
For now, I have only one question: what portion of source code is covered by the beta snapshots? Specifically, would I be correct to assume that the Build engine versions are only distributed as pre-compiled libraries? What I'm really aiming at is the "gradual" water mirroring code from LameDuke -- people have asked for it to be implemented in the past and I guess it would be pretty cool seeing it resurrected in EDuke32 in its original glory.
High Treason, on 24 April 2014 - 01:22 AM, said:
You really have to distinguish between engine and game code. If something like the mentioned water mirroring isn't present in the engine, there's not much you can do, but as far as game effects are concerned, the editor couldn't care less about those. After all, consider how effects are made when mapping: you add special sprites and give them particular properties. The editor has no knowlege at all what this all means. So what you likely want is the elevator code (which I guess to be implemented on the game side) to be ported, and again -- this has nothing to do with the editor.
One more thing: let's keep trivial quarrels out of this glorious thread, okay? It's already high-volume without them.
#467 Posted 24 April 2014 - 09:31 AM
#468 Posted 24 April 2014 - 09:43 AM
TerminX, on 24 April 2014 - 09:31 AM, said:
Jimmy, on 17 April 2014 - 12:24 PM, said:
I have to admit that I'm probably missing something. Sure, that entrance to the "lunar metro" in Dark Side is more colorful than the final version, there's this big green star and the fullbright light texture running along the top, but what's the "neon" Viper is referring to? The reddish glow from the walls? (Again, I'm kinda curious whether it's only due to different resources or a "novel" engine effect, in which case the above smiley applies.)
#469 Posted 24 April 2014 - 10:05 AM
Helixhorned said:
That's not how I meant it. LameDuke used a different version of the engine to the final game (Version 5 or 6 for LameDuke versus Version 7 for the final game) and Ken never made a version of the Build editor available that can open and save Lameduke maps, also no converter to convert the maps back to the version used in LameDuke rendering it impossible to tamper with maps from it.
Porting the code would be neat, however, but it'd still be nice to get ahold of that editor as I think it would be fun to play with.
As a last note, there wasn't only water mirroring, there was an effect for non reflective water too, if that code is around it may be worth looking into porting that as I always thought it looked cool.
This post has been edited by High Treason: 24 April 2014 - 10:06 AM
#470 Posted 24 April 2014 - 10:09 AM
High Treason, on 24 April 2014 - 10:05 AM, said:
The V5/V6 map format specification is available in EDuke32 (see build/src/engine_oldmap.h), after all we can read those. It would be a modest amount of work make it write them, too.
Edit: but yeah, I get your point. Just wanted to say that there's nothing magic with that.
#471 Posted 24 April 2014 - 10:47 AM
https://dl.dropboxus...uke%20Nukem.mp4
The LameDuke version of the player model/sprite with those grey knee pads.
#474 Posted 24 April 2014 - 01:05 PM
#475 Posted 25 April 2014 - 01:42 PM
Kid, on 23 April 2014 - 07:55 AM, said:
Nukeaholic, on 23 April 2014 - 08:05 AM, said:
#476 Posted 25 April 2014 - 02:03 PM
This post has been edited by Cage: 25 April 2014 - 02:03 PM
#477 Posted 25 April 2014 - 02:10 PM
Hendricks266, on 25 April 2014 - 01:42 PM, said:
After seeing this, I can see why they cut the Snake head. it looks really, really stupid when it's staring at you.
#478 Posted 25 April 2014 - 02:11 PM
#480 Posted 25 April 2014 - 02:32 PM
Hendricks266, on 25 April 2014 - 01:42 PM, said:
Can you post some Shadow Warrior stuff please?