Duke Nukem Console Exclusives on PC? "Curious if anyone has ever tried to port or remake on PC"
#1 Posted 22 June 2016 - 03:15 PM
#2 Posted 22 June 2016 - 04:54 PM
This post has been edited by Demon Duke: 22 June 2016 - 05:01 PM
#3 Posted 22 June 2016 - 05:07 PM
#5 Posted 22 June 2016 - 05:52 PM
#6 Posted 22 June 2016 - 06:01 PM
Demon Duke, on 22 June 2016 - 04:54 PM, said:
Months ago? It has been a few years since they lost all rights of the Duke IP.
This post has been edited by Fox: 22 June 2016 - 06:15 PM
#7 Posted 22 June 2016 - 06:19 PM
This post has been edited by MusicallyInspired: 22 June 2016 - 06:21 PM
#9 Posted 25 June 2016 - 10:21 PM
I think the easiest one to do would be the GBC Duke Nukem game.
#10 Posted 26 June 2016 - 05:41 AM
This post has been edited by deuxsonic: 26 June 2016 - 05:47 AM
#11 Posted 26 June 2016 - 09:04 AM
I still remember when, in 1999, I had bought a PS1 demo disc just to emulate the demo of Duke Nukem: Time To Kill. I had two PS1 emulators back then: PSEmuPro and VGS. The latter was the most immediate (you just popped the CD in, clicked Run and it ran the game), but the former was what gave me the most satisfaction. You could render polygonal games at higher resolutions, add bilinear filtering, mute annoying music, use a debugger, use CD images... all things that VGS couldn't do.
#12 Posted 26 June 2016 - 09:32 AM
This post has been edited by deuxsonic: 26 June 2016 - 09:37 AM
#13 Posted 26 June 2016 - 12:42 PM
To me, my monitor's native resolution, bilinear filtering and 32-bit color is good enough.
Controls are simple enough to configure if you want to use a joypad. It's also possible to configure N64 emulators to control Duke Nukem: Zero Hour with a mouse and keyboard, so, if you need help, just ask.
#14 Posted 26 June 2016 - 12:58 PM
#15 Posted 27 June 2016 - 02:01 PM
- Video plugin: Jabo's Direct3D8 1.6 (this supports widescreen).
Settings: full screen resolution=1920x1080 32 bit 60Hz; always use texture filter; adjust game aspect ratio to match yours
- Controller plugin: N-Rage's Direct-Input8 v2 1.80a (this supports the mouse).
Digital pad up = Q
Digital pad left = mouse wheel +
Digital pad right = mouse wheel -
Digital pad down = E
C button up = W
C button left = A
C button right = D
C button down = S
Start = Return
A = unassigned
B = mouse button 01
L-trig = Tab
R-Trig = Space
Z-Trig = mouse button 00
Analog stick = Range 100%, real N64 range
Analog up = mouse Y-axis +
Analog left = mouse X-axis -
Analog right = mouse X-axis +
Analog down = mouse Y-axis -
This way you'll move with WASD, look around with the mouse, scroll through weapons with the mouse wheel, scroll through inventory items with Q and E, activate the selected inventory object with Tab, shoot with the left mouse button and use interactive object with the right mouse button.
This post has been edited by Altered Reality: 27 June 2016 - 02:28 PM
#17 Posted 28 June 2016 - 04:42 AM
For graphics, I use Pete's OpenGL driver 1.76 because it's the fastest, with these settings:
- Fullscreen mode
- Resolution 1920x1080 32 bit
- Texture quality: R8 G8 B8 A8
- Hi-res textures: none
- Texture filtering: 2 (this applies bilinear filtering to every texture and sprite)
- Use FPS limit
- Autodetect FPS/frame skipping limit
- Off-screen drawing: 3, enhanced
- Framebuffer textures: 2, gfx card buffer
- Framebuffer access: 0, emulated vram
- Alpha multipass, mask bit, advanced blending
I keep everything else deactivated, because they are debug options or options to imitate the limitations of a CRT screen, which I don't want.
#18 Posted 28 June 2016 - 10:07 AM
#19 Posted 28 June 2016 - 10:12 AM
deuxsonic, on 28 June 2016 - 10:07 AM, said:
Driving games with non binary inputs on controllers is way better then a mouse and keyboard .
#20 Posted 29 June 2016 - 04:18 PM
This post has been edited by Altered Reality: 29 June 2016 - 04:18 PM