Ion Fury "formerly Ion Maiden, launching August 15!"
#76 Posted 05 August 2015 - 09:53 PM
Really wondering what this will mean for the Build Engine, which version they will be using and what kind of quality we can expect from the textures etc.
really wondering if we are going to be able to crack this open and edit/build new levels or even go as far as to do full mods.
This post has been edited by Benjamin Foley: 05 August 2015 - 09:56 PM
#77 Posted 05 August 2015 - 10:36 PM
Also, PLEASE no "classic executable" or any bullshit that requires DOSBox. DOSBox itself isn't all that wonderful, and runs like shit on weaker hardware. Ideally, the game should at the very least have native support for widescreen. If based on a new version of the engine it would run blindingly fast on all modern machines, including Android smartphones and the like, if ported to those.
#78 Posted 06 August 2015 - 04:55 AM
Duke of Hazzard, on 05 August 2015 - 10:36 PM, said:
Also, PLEASE no "classic executable" or any bullshit that requires DOSBox. DOSBox itself isn't all that wonderful, and runs like shit on weaker hardware. Ideally, the game should at the very least have native support for widescreen. If based on a new version of the engine it would run blindingly fast on all modern machines, including Android smartphones and the like, if ported to those.
TerminX, on 26 July 2015 - 10:18 AM, said:
TerminX, on 27 July 2015 - 11:54 AM, said:
#79 Posted 06 August 2015 - 06:17 AM
I can't think if 3DR guys will doing that stupid shit by using original BUILD/Duke3D engine for the new Bombshell prequel, it's just pointless and won't works fine.
This post has been edited by Player Lin: 06 August 2015 - 06:18 AM
#80 Posted 06 August 2015 - 08:40 AM
My question is, is this more like NAM (or rather, AMC TC or WGRealms 2 except with unique assets), or more like every other Build game ?
Would the version of EDuke32 used be "unique" to Bombshell or would it be the same EDuke32 as we can all download?
Also EDuke32 has no multiplayer atm. What about it? Are they investing to make that work?
Multiplayer is a big part of Build engine games, so big that the fact that every map can be played in co-op and DM influences level design for Singleplayer an awful lot. For example it forces a certain sense of size and scale to respect, and it also forces some areas to be interconnected.
It's part of what you expect from Build era FPS level design, if there is no multiplayer, levels might end up very different from what people expect to see.
Just some random thoughts.
This post has been edited by MetHy: 06 August 2015 - 08:42 AM
#81 Posted 06 August 2015 - 10:19 AM
Sgt. Rarity, on 29 July 2015 - 09:56 PM, said:
Maybe it's just me. As I said, I don't think Megaton is anywhere close to being a polished product. Eduke32 is way better, but still got issues.
#82 Posted 06 August 2015 - 10:48 AM
Fox, on 06 August 2015 - 10:19 AM, said:
What are those issues, assuming somebody is just playing the original game in 8-bit? I'm assuming if this is a retro project, it won't deviate too much from the complexity of the original game. Playing the original game in EDuke32 is darn near perfect, or at least better than DOS or any other source port. As for not being "polished", I don't think EDuke32 will ever be a finished product.
This post has been edited by Sgt. Rarity: 06 August 2015 - 11:36 AM
#83 Posted 06 August 2015 - 11:44 AM
There's likely not going to be multiplayer, for the reasons you mentioned, but the levels are still being made with interconnecting areas in mind. It's kind of a hallmark of classic shooters.
The binary the game will come with will be a little bit different from regular EDuke32 builds. It won't detect Duke3D installations, will be compiled without Polymer, and of course the startup image and other branding will be changed. We're actually hoping to do this in a way that modders can exploit, so that people making Duke mods can benefit from any improvements as well.
#84 Posted 06 August 2015 - 11:49 AM
This post has been edited by Mark.: 06 August 2015 - 11:51 AM
#85 Posted 06 August 2015 - 07:42 PM
-new 8-bit palette, with RR-like increased sized .ART?
-Classic and Polymost (both optimize from the android port code...)
-?
Bombshell prequel code to be ingratiated into EDuke32 at a later time?
#86 Posted 06 August 2015 - 08:15 PM
Corvin, on 06 August 2015 - 07:42 PM, said:
-new 8-bit palette, with RR-like increased sized .ART?
-Classic and Polymost (both optimize from the android port code...)
-?
Bombshell prequel code to be ingratiated into EDuke32 at a later time?
Yes to all of that. The textures are somewhere in between SW and RR in terms of size, and the resolution we're targeting for sprites is about 80x160 for a human sized character. We're very much trying to make the best classic Build game that never was.
#87 Posted 07 August 2015 - 05:01 AM
This post has been edited by DustFalcon85: 07 August 2015 - 05:07 AM
#88 Posted 07 August 2015 - 05:16 AM
TerminX, on 06 August 2015 - 11:44 AM, said:
There's likely not going to be multiplayer, for the reasons you mentioned, but the levels are still being made with interconnecting areas in mind. It's kind of a hallmark of classic shooters.
The binary the game will come with will be a little bit different from regular EDuke32 builds. It won't detect Duke3D installations, will be compiled without Polymer, and of course the startup image and other branding will be changed. We're actually hoping to do this in a way that modders can exploit, so that people making Duke mods can benefit from any improvements as well.
Well okay, this sounds cool and gives me a better idea of what it's like and what's going on.
DustFalcon85, on 07 August 2015 - 05:01 AM, said:
secret places, humour and easter eggs, fun unrealistic weapons, enemies with simple AI, difficulty levels that increase the number of enemies, no continue and you can save anytime, if you die you start the map from scratch with just your basic weapon, midi musics, voxels, tons of new cool Build effects and moving sectors
This post has been edited by MetHy: 07 August 2015 - 05:17 AM
#89 Posted 07 August 2015 - 05:26 AM
TerminX, on 06 August 2015 - 08:15 PM, said:
But you chose Davox as the mapper
I kid
#91 Posted 07 August 2015 - 07:11 AM
#92 Posted 07 August 2015 - 09:47 AM
This post has been edited by Tea Monster: 07 August 2015 - 09:47 AM
#93 Posted 07 August 2015 - 10:45 AM
Plus I don't believe they will forget where they come from, and where they found the people working on this prequel. Also ROTT has tools, a community, the workshop, etc
This post has been edited by MetHy: 07 August 2015 - 10:47 AM
#95 Posted 07 August 2015 - 01:24 PM
MetHy, on 07 August 2015 - 10:45 AM, said:
Plus I don't believe they will forget where they come from, and where they found the people working on this prequel. Also ROTT has tools, a community, the workshop, etc
The game which is developed by modders. I think tools will be released. BUT it is just my thought...
#96 Posted 07 August 2015 - 02:09 PM
#97 Posted 09 August 2015 - 05:17 PM
#98 Posted 09 August 2015 - 06:50 PM
I, of course, judge all Build engine games by the quality of their toilet renditions.
#99 Posted 10 August 2015 - 06:56 PM
#100 Posted 10 August 2015 - 07:33 PM
Marphy Black, on 09 August 2015 - 06:50 PM, said:
I, of course, judge all Build engine games by the quality of their toilet renditions.
Shadow Warrior didn't even have toilets, you had to build them. I'm afraid to ask where this places Sw on your quality list
This post has been edited by Robman: 10 August 2015 - 07:34 PM
#101 Posted 10 August 2015 - 07:50 PM
Robman, on 10 August 2015 - 07:33 PM, said:
SW is #1... have you even played Charlie's map Airplane?
#102 Posted 10 August 2015 - 08:11 PM
Hendricks266, on 10 August 2015 - 07:50 PM, said:
Well then, I'm thrilled you say that
Of course I've played his map many times! - Still sector built toilets though.
It really is a bad-ass map effects wise, in and out of the plane and then the crash action at the end when you see the mountain coming at you.. pretty sweet stuff especially for it's day.
They do have added bonuses I suppose, you can make them actually flush, exchanging the soiled water for clean water among more things. However they don't usually resemble real toilets, most times they're a blocky mess but you understand what they are.
For the Sw-addon, I've stolen Duke's urinals and toilets, hehe.
This post has been edited by Robman: 10 August 2015 - 08:16 PM
#103 Posted 11 August 2015 - 05:05 AM
Marphy Black, on 09 August 2015 - 06:50 PM, said:
I, of course, judge all Build engine games by the quality of their toilet renditions.
I don't know if the "type" of construction really means much on the quality of the toilets. I mean, look at Redneck Rampage games, the toilets are made of sprites, but they are so well made it almost look like a model. Actually I only realized recently that they were sprites.
Now some of SW's toilets are cool because you can flush dirty water and it comes back clean. Too bad you can't make the water dirty and then flush it again... Well, here's an idea for Bombshell-prequel.
This post has been edited by MetHy: 11 August 2015 - 05:06 AM
#104 Posted 11 August 2015 - 07:42 AM
#105 Posted 11 August 2015 - 07:48 AM
RIP Sunstorm Interactive.
This post has been edited by DustFalcon85: 11 August 2015 - 08:52 AM

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