Ion Fury "formerly Ion Maiden, launching August 15!"
#2971 Posted 18 July 2019 - 06:59 AM
#2972 Posted 18 July 2019 - 07:47 AM
After August 15th, what will be the statuses of the other games to be added to Eduke32? For example, Redneck Rampage and Shadow Warrior?
Also, will Ion Fury be natively supported in regular standalone eduke32 builds after that date?
This post has been edited by Master O: 18 July 2019 - 07:48 AM
#2973 Posted 18 July 2019 - 12:33 PM
TerminX, on 17 July 2019 - 06:55 PM, said:
Remember, AHB and Levelord made the levels in World Tour using Mapster32 and it had been 20 years since they had touched the original DOS version of the editor. I think you are underestimating what people who are determined to make something can do.
You aren't wrong about the interface in general, however. Maybe if IF sells well enough that making another game on the engine seems worthwhile we can put some of the revenue toward a UI rework.
I think this attitude people have is largely nonsense anyhow. Duke Nukem 3D is still the easiest game in the world to mod for and I challenge anyone to prove me wrong. The only real difficulties arise because of things that are undocumented. That's our only real setback. I used BUILD when I was like ten years old, and I'm not a genius by any means. There are quality of life improvements that could be made across the board but with like ten minutes of research you can get to work modding this game in every way imaginable.
#2974 Posted 18 July 2019 - 12:44 PM
#2975 Posted 18 July 2019 - 07:05 PM
BlitZ, on 18 July 2019 - 12:33 PM, said:
What about Doom? Although I note you specifically said modding, not mapping, and I'm not too familiar with Doom's modding workflow.
I thought a lot of the tools available for Duke modding, such as art file editors, are fairly old and outdated? Not to mention, aren't there lots of little hard-coded issues which can make things more complicated? I'm not sure how far the eduke standalone builds go to address this.
#2976 Posted 18 July 2019 - 07:17 PM
#2977 Posted 18 July 2019 - 08:00 PM
This post has been edited by Micky C: 18 July 2019 - 08:01 PM
#2978 Posted 18 July 2019 - 08:04 PM
Also, guys I just noticed that the main page of the forums is still advertising Ion Maiden.
This post has been edited by BlitZ: 18 July 2019 - 09:10 PM
#2979 Posted 18 July 2019 - 11:23 PM
BlitZ, on 18 July 2019 - 12:33 PM, said:
BlitZ, on 18 July 2019 - 08:04 PM, said:
To be fair, though, if you use a tool for however many decades you become used to (and somewhat blind to) certain usability issues that you learn to work around or live with.
#2980 Posted 19 July 2019 - 02:51 AM
The Kins, on 18 July 2019 - 11:23 PM, said:
GZDoom Builder is quite lovely and easy to use, as can be seen by its prodigious output, but BUILD/MAPEDIT/MAPSTER32/etc would be just as effective (possibly more so in some cases) if it weren't for the acknowledged issues that come with having an interface straight out of 1995. The bigger issue, frankly, is adding new art to the game. Existing .ART tools kind of suck, and juggling different copies of TILES014 and TILES015.ART for different maps is painful.
To be fair, though, if you use a tool for however many decades you become used to (and somewhat blind to) certain usability issues that you learn to work around or live with.
With EDuke32 you can use per-map art, so you don't have to juggle art files the same way anymore. Makes distribution easier, if nothing else.
Also, yeah, Mapster/Build is really not hard to use, but I guess it looking like a DOS program could make people think it's way more complicated than it really is.
#2981 Posted 19 July 2019 - 03:43 AM
BlitZ, on 18 July 2019 - 12:33 PM, said:
https://www.doomworld.com/cacowards/
https://www.doomworld.com/10years/
This post has been edited by Master O: 19 July 2019 - 03:44 AM
#2982 Posted 19 July 2019 - 07:37 AM
#2983 Posted 19 July 2019 - 08:14 AM
BlitZ, on 19 July 2019 - 07:37 AM, said:
*imagines the next Geico commercial spoofing that.*
This post has been edited by Master O: 19 July 2019 - 08:14 AM
#2984 Posted 19 July 2019 - 10:24 AM
Although you had to learn a ton of arcane key commands, placing sprites and moving sectors around was relatively child's play and you got immediate feedback as to what your level looked like and if it was usable by the player.
If you printed out Mr. Bishop's Build Guide, then the 'Enter' key was your gateway to a new universe.
#2985 Posted 19 July 2019 - 12:35 PM
Tea Monster, on 19 July 2019 - 10:24 AM, said:
Although you had to learn a ton of arcane key commands, placing sprites and moving sectors around was relatively child's play and you got immediate feedback as to what your level looked like and if it was usable by the player.
If you printed out Mr. Bishop's Build Guide, then the 'Enter' key was your gateway to a new universe.
It sounds like the Build Engine needs an open-source editor like that...
#2986 Posted 19 July 2019 - 01:55 PM
I would prefer to keep patching on small tidbits of features and more importantly, get caught up on all the documentation.
This post has been edited by Mark: 19 July 2019 - 01:56 PM
#2987 Posted 19 July 2019 - 02:18 PM
Master O, on 19 July 2019 - 12:35 PM, said:
Why? Mapster32 already is open source. I'm sure it would be way less work to redo its interface than making a new editor from scratch.
#2988 Posted 19 July 2019 - 03:13 PM
#2989 Posted 19 July 2019 - 06:27 PM
#2990 Posted 19 July 2019 - 07:29 PM
Also, I mentioned this before, but my dad, a pastor, was spearheading a new building project for our church at the time and used the blueprints to design the church in Duke3D with Build to show people how it would look. He initially bought a 3D House Designer program for Win95 but it was trash and he abandoned it for Duke3D when I suggested it. Duke3D/Build was so much more convincing and, honestly, smoother. I helped him with the sector effectors for the door effects and whatnot (I also put an atomic health in the baptismal tank XD).
This post has been edited by MusicallyInspired: 19 July 2019 - 07:31 PM
#2991 Posted 20 July 2019 - 12:02 AM
necroslut, on 19 July 2019 - 02:18 PM, said:
This.
#2992 Posted 20 July 2019 - 01:26 PM
The Kins, on 19 July 2019 - 06:27 PM, said:
Todd Replogle coded the entire game!
#2994 Posted 23 July 2019 - 02:35 AM
Actually dont answer that
This post has been edited by HulkNukem: 23 July 2019 - 02:36 AM
#2995 Posted 23 July 2019 - 03:50 PM
#2996 Posted 23 July 2019 - 03:56 PM
#2997 Posted 23 July 2019 - 04:57 PM
Photonic, on 23 July 2019 - 03:50 PM, said:
I'm hoping for Capture the Randy. It's basically CTF but with a twist: there are two teams of GDF officers who have to capture Randy Pitchford for various crimes ha committed. You have to pick up Randy who spawns at the center of the map and you have to carry him to your team's jail cell but of course since Randy's a generally annoying person he slows down your movement and tries to obscure your vision while you're carrying him (and he's singing the bigot song of course). To counter this you can bitch slap him. The first team to capture Randy three times wins!
This post has been edited by Zaxx: 23 July 2019 - 05:02 PM
#2999 Posted 24 July 2019 - 04:38 AM
Photonic, on 23 July 2019 - 03:50 PM, said:
HulkNukem, on 23 July 2019 - 07:58 PM, said:
Maybe I just can't read the revision history right, but I don't see any recent EDuke32 updates pertaining to the netcode. Keep expectations low on this one.
#3000 Posted 25 July 2019 - 03:48 AM
Zaxx, on 23 July 2019 - 04:57 PM, said:
No, one of the boss fights in Ion Fury will be against a giant mecha chick named "Sandy Bitchford" and you have to blow her up. (joking)