Duke Nukem 3D: 20th Anniversary World Tour
#1878 Posted 14 October 2016 - 11:17 PM
#1879 Posted 14 October 2016 - 11:22 PM
However, the thing is: At least the sound issues had been noticed in the trailers quite early, and apparently nothing was done about it. Hopefully they realize the severity of the matter now and do something about it. If you ask for 20 bucks for a game that most people already own once or more, you gotta make sure it's working properly at least.
#1880 Posted 14 October 2016 - 11:27 PM
NUKEMDAVE, on 14 October 2016 - 05:35 PM, said:

You know, if you can anticipate that easily that people will say they're not getting "exactly the game you want it to be", wouldn't it make sense to, you know, make the game exactly what people want it to be?
The issues are well known. The fixes are easy. Your move Gearbox.
#1881 Posted 14 October 2016 - 11:28 PM
#1882 Posted 14 October 2016 - 11:32 PM
#1883 Posted 14 October 2016 - 11:34 PM
#1884 Posted 14 October 2016 - 11:52 PM
PsychoGoatee, on 14 October 2016 - 11:17 PM, said:
You don't have to be paid to be a forum shill.
#1885 Posted 14 October 2016 - 11:59 PM
Speaking of the engine and whatnot, was cool that Allen gave a shoutout to eduke in the commentary of Golden Carnage, just listened to it. Also having TROR etc.
#1886 Posted 15 October 2016 - 12:06 AM
PsychoGoatee, on 14 October 2016 - 09:08 PM, said:

Several of these are incorrect French. To begin with "Tour De Nukem" sounds weird to me, I'm not exactly sure if it's grammatically correct, but I think that related to people names you'd say "Tour Nukem" (like "Tour Eiffel", not "Tour d'Eiffel") and only when it's related to the name of a place you'd say "Tour De Pise".
But it's not like there is any "tower" in the map anyway.
"Deesse brasser" doesn't seem to make any sense to me no matter how I look at it from a French point of view. Only when I looked it up on wordreference to give me ideas I finally understood it: it's basically "Goddess brew" and they translated each word literaly, which sadly doesn't make any sense.
Above the "ne pas travasser" sign there is a graffiti saying "La fin est proce", again I'm not sure if it's a joke but if it is I don't get it, but it should be "la fine est proche" meaning "The end is near".
I know there are others I noticed but I don't remember right now. Pretty sure the frog one is wrong too.
In the dev commentary Levelord too is quick at
Edit : Maybe their translation of "Goddess Brew" would make more sense if they at the very least knew how to translate things literally; as, if my assumptions on how they did this are correct, they translated a noum (brew) to a verb (brasser). Maybe if they had taken a noum instead of a verb in the list, which seem the logical thing to do, it would have made more sense.
Maybe they just asked google translate.
This post has been edited by MetHy: 15 October 2016 - 12:12 AM
#1887 Posted 15 October 2016 - 12:10 AM
(edit: ah I see what happened, google auto detected it as latin for some reason)
This post has been edited by PsychoGoatee: 15 October 2016 - 12:12 AM
#1888 Posted 15 October 2016 - 12:16 AM
I mean, most of the jokes here seem to be stereotypical, either have things "sound French" or have things like "Frogs." It's not any deeper than that.
I don't even think "Deèsse brasser" is supposed to be a joke btw. Some other textures aren't jokes. I'll translate them all a bit later since you seem to care.
This post has been edited by MetHy: 15 October 2016 - 12:22 AM
#1889 Posted 15 October 2016 - 12:19 AM
PsychoGoatee, on 14 October 2016 - 11:34 PM, said:
So what Jon insults people all the time.
#1890 Posted 15 October 2016 - 12:21 AM
Might also use some of the high quality sounds perkristian compilated, and some Total Meltdown sounds that Fox ripped.
This post has been edited by Doom64hunter: 15 October 2016 - 12:21 AM
#1891 Posted 15 October 2016 - 12:30 AM
Judging by Steam sales, I guess it was worth it not to pay royalties for using EDuke32. I'd rather buy HTTKC for Android if it wasn't killed and I don't like mobile gaming, I had many thoughts about it during playthrough.
Forgot about music which is great. I wish there was lossless version of the whole OST, I love to play Duke with headphones because of music (sometimes it's just too silent which is why I liked Total Meltdown OST more) and that would be nice to use Lee's WT version as music pack in good quality.
This post has been edited by Sledgehammer: 15 October 2016 - 12:39 AM
#1892 Posted 15 October 2016 - 12:53 AM
#1893 Posted 15 October 2016 - 12:56 AM
#1894 Posted 15 October 2016 - 01:18 AM
Most of them should be a given to anyone who isn't French I'm sure, but there are a couple ones which may require explaining and I'll point out grammar and spelling mistakes.
This post has been edited by MetHy: 15 October 2016 - 02:11 AM
#1895 Posted 15 October 2016 - 01:25 AM
#1896 Posted 15 October 2016 - 01:37 AM
MetHy, on 15 October 2016 - 01:18 AM, said:
I haven't played it yet but that's still interesting. Again, it shows a lack of care -- they could easily have found one French-speaking person to consult about the signs.
MetHy, on 15 October 2016 - 01:18 AM, said:
It's just the English expression "rue the day" with "la" thrown in there.
#1897 Posted 15 October 2016 - 01:50 AM
PsychoGoatee, on 14 October 2016 - 11:28 PM, said:
I think the 3 biggest things that people are complaining about (and rightfully so) are:
1. The lazy final boss, where simply making the cycloid try to move within a certain distance of the player would solve the problem.
2. The lazy conversion of the sounds, resulting in a poor quality muffled attribute.
3. Not including the 3 expansions, making the package feel much less complete than Megaton, and therefore notably less value for money, especially considering it's double the price. As a bonus complaint, with the replacement of Megaton with WT, it's impossible to obtain the expansions legally (at least easily and at a reasonable price). More likely than not, this is due to laziness of not wanting to add lights to the expansions' maps, and add normals to the textures.
The word "lazy" is a common theme among these points. You'd think that at the very least, the first two points would be trivial to fix.
#1898 Posted 15 October 2016 - 01:55 AM
These cut rooms were left in the map files, with effects still in, but also supplies items and more importantly enemies (a DOZEN of them!) meaning you couldn't get 100% kills.
I have reconnected the cut rooms and uploaded the map on the workshop. Credits go to Levelord:
http://steamcommunit...s/?id=781120926
Trooper Dan, on 15 October 2016 - 01:37 AM, said:
Ah thanks, I'll edit it and add it. I didn't know this expression.
This post has been edited by MetHy: 15 October 2016 - 01:55 AM
#1900 Posted 15 October 2016 - 02:14 AM
#1901 Posted 15 October 2016 - 02:17 AM
Also, they should have at least code in the DNF Cycloid's Engine Dash move for this new final boss. Shouldn't be too hard since it'd basically be like a grounded Sentry Drone.
#1902 Posted 15 October 2016 - 02:20 AM
#1903 Posted 15 October 2016 - 02:26 AM
The only counter-argument to this I can possibly think of is that the supply is in his favour since it's the only way to buy the game. Unfortunately for him, the game being released half a dozen times already mean there's no demand. Well, no demand other than paying $20 for 8 new levels. Then again there are likely hundreds of maps out there better than the ones in the episode so there goes the demand argument...
Still, Randy implied that Gearbox will be releasing the expansions in the future. How's that going to work? He's clearly stated that WT is not intended to be a compilation and therefore the expansions won't be added. But surely there's no way in hell that people are going to pay for yet another re-release with the expansions. The only thing I can think of would be if they released some other stuff like Duke64, Plug n Prey, and possibly even the other console games like Zero Hour and Time to Kill, but then they'd be treading into HTTK territory which makes me feel sad for Voidpoint.
Edit: Holy crap, how long was I writing this post?
This post has been edited by Micky C: 15 October 2016 - 02:26 AM
#1904 Posted 15 October 2016 - 02:27 AM
I know TX will downvote this I'm a fucking rebel yeeeaaahhh!
Edit:
Guys, go play Prima Arena Uncut. The map is a lot better like this. I can't believe Levelord cut out some of the connections between rooms in the map only to catter to his modern gamer crybabies of betatesters because they'd get lost.
The connection between rooms is part of the essence of DN3D, especially for DM, which is what this map was primarly designed for. No wonder the majority of the maps in the episode are so streamlined and linear, if they wanted to catter to modern FPS audiance.
If you ask me the map is actually LESS confusing with the cut rooms back in. The elevators that were cut, as well as the path going down, make it very clear which floor is below and which is above; while without the cut rooms, if you base yourself on the connections the underwater section makes, the layout makes no sense: if you look at the underwater exits, there are two which are on the same height level, but one of them leads to the upper floor, and another one to the lower floor. Then, there is even an underwater exit that's at a higher height level as the ones leading above ground but which lead to the underground floor!
This post has been edited by MetHy: 15 October 2016 - 02:34 AM
#1905 Posted 15 October 2016 - 02:33 AM
It's an album of comparisons of how the two renderers do their thing. First images of a scene are from World Tour, the second are from Polymer.
edit: The navigation buttons are at the top right!
Things I've noticed:
- WT is much darker. (Closer to original shading?)
- Some faint lights are FANTASTICALLY used in WT to create an indirect lighting effect, which is right up my alley, but...
- On the other hand, polymer can't achieve the same effects since it always creates the shine to go along with the light, as well. [Comparisons: One and Two]
- Something's buggy about the Death Row cell door lights. The lights get cut off at one edge of the sectors that light up when the doors open. [Look at the closed doors.]
- Polymer's lights are stuck where they're created, it seems, while WT's lights are objects that can be moved. For example, the strip club, the lights come down with the dancers, but in Polymer they didn't.
This post has been edited by Wolf: 15 October 2016 - 03:32 AM
#1906 Posted 15 October 2016 - 02:36 AM
Micky C, on 15 October 2016 - 02:26 AM, said:
With emulators around, how is there a demand for these? Only if they completely rewrite them in a modern port, but since World Tour was built over the DOS version, I don't think so.
This post has been edited by Fox: 15 October 2016 - 02:36 AM
#1907 Posted 15 October 2016 - 02:38 AM
Wolf, on 15 October 2016 - 02:33 AM, said:
- WT adheres to the Duke3D palette. [Example.]
You realize that polymer has had an artmapping feature which basically makes it use the Duke 3D palette for shading? From what I can gather, it doesn't look like it's enabled in that screenshot. I'm not sure if it's on by default or not.
Besides, polymer isn't the future of eduke32, polynerNG is. Hopefully icecoldduke will be able to finish it in a year or two and we'll have a renderer that runs faster than WT's, and looks way better due to the addition of light shadows and all other kinds of fancy effects.
Edit @Fox:
From what I understand, there's still difficulty in buying the N64 and PS version of the Duke games for you to run in an emulator in the first place. Same deal for the Duke spinoffs. I'm not forgetting your mods though which throw a spanner in the works for the Duke 3D content.
This post has been edited by Micky C: 15 October 2016 - 02:40 AM

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