Duke Nukem 3D: 20th Anniversary World Tour
#2101 Posted 23 October 2016 - 05:27 AM
I mean, it took me about 8 hours total to record the sounds from mapster32's soundtest, crop and save them as ogg, adjust the timing and volume on them and compile that into a zip.
That is a cheap and simple solution that you could even assign some intern to do, all while retaining the .ogg system they have in place now.
#2102 Posted 23 October 2016 - 05:35 AM
Doom64hunter, on 23 October 2016 - 05:27 AM, said:
Perhaps the pistol and other weapons are participating in the voice actor strike?
#2103 Posted 23 October 2016 - 06:16 AM
This post has been edited by Wolf: 24 October 2016 - 01:18 AM
#2104 Posted 23 October 2016 - 07:38 AM
Doom64hunter, on 23 October 2016 - 05:27 AM, said:
I mean, it took me about 8 hours total to record the sounds from mapster32's soundtest, crop and save them as ogg, adjust the timing and volume on them and compile that into a zip.
That is a cheap and simple solution that you could even assign some intern to do, all while retaining the .ogg system they have in place now.
Well there is probably a lot more to it for pros. Let's say that the initial contract between Nerve and Gearbox is over, this means someone need to specify what has to be done, evaluate the time and manpower it will take, schedule it since the guys are Nerve are probably not sitting around waiting for Gearbox to ask more stuff and have other projects to take care of, negotiate the contract, etc Meaning that the mere idea a single fix like this probably has to go through several people both on Gearbox's and Nerve's side.
Then they probably need to figure out by themselves what Hendricks said, figure out the best way to overcome this, then testing etc
And in the end, who knows if they can even update the game themselves without going through some people at Steam taking care of updates.
This post has been edited by MetHy: 23 October 2016 - 07:41 AM
#2105 Posted 23 October 2016 - 08:28 AM
MetHy, on 23 October 2016 - 07:38 AM, said:
I'm pretty sure they can, I played plenty of games which were updated at least day one after release. It's the same with release dates, you can release your game whenever you want on Steam. You need to do that on PSN and Xbox store though and it does take a lot of time to submit your patch there.
Maybe they want to bring original sounds in better quality if they even exist? That would be pretty good if they brought them. Or likely they're just preparing big patch to fix other issues. Wishful thinking, but maybe they listened to TX or other people.
#2106 Posted 23 October 2016 - 11:08 AM
This post has been edited by NightFright: 23 October 2016 - 11:11 AM
#2107 Posted 23 October 2016 - 11:28 AM
#2108 Posted 23 October 2016 - 11:29 AM
NightFright, on 23 October 2016 - 11:08 AM, said:
I have about half a dozen contacts at Gearbox currently and tend to send them the most serious issues that will need to be addressed.
#2109 Posted 23 October 2016 - 11:51 AM
TerminX, on 23 October 2016 - 11:29 AM, said:
Here's all the stuff I've found so far. Edited the "ambience off" issue.
This post has been edited by Wolf: 24 October 2016 - 01:21 AM
#2110 Posted 23 October 2016 - 11:57 AM
#2111 Posted 23 October 2016 - 12:02 PM
Sledgehammer, on 23 October 2016 - 11:28 AM, said:
Do you have the sales data?
#2112 Posted 23 October 2016 - 12:42 PM
Doom64hunter, on 23 October 2016 - 05:27 AM, said:
I mean, it took me about 8 hours total to record the sounds from mapster32's soundtest, crop and save them as ogg, adjust the timing and volume on them and compile that into a zip.
That is a cheap and simple solution that you could even assign some intern to do, all while retaining the .ogg system they have in place now.
Why even do that when you can just export them from the GRP file, convert them to WAV, and run them through something like r8brain or Wavosaur to upsample them with no filtering and export to high-bitrate OGG? The end result would be sounds that aren't muffled, sounding more like they did in Vanilla Duke3D set to 44100hz.
#2113 Posted 23 October 2016 - 01:32 PM
Striker, on 23 October 2016 - 12:42 PM, said:
Unless these programs resample exactly the same way as the Apogee Sound System, this will give an incorrect result.
HMNuke93, on 15 October 2016 - 04:14 AM, said:
SLOWLY working on at least a sprite replacement for the final boss. I call him "The Immolator". If someone has a better name, let me know it
The sprite is cool but how does it fit with an alien invasion? It doesn't match either Duke's art style or its theme.
#2114 Posted 23 October 2016 - 02:33 PM
Hendricks266, on 23 October 2016 - 01:32 PM, said:
The sprite is cool but how does it fit with an alien invasion? It doesn't match either Duke's art style or its theme.
It's just a big humanoid alien with a flamethrower implanted on his arm. Didn't put much effort on detailing the armor since i wanted to reproduce that "90's monster" feel. I think it fits the art style quite good.
#2115 Posted 23 October 2016 - 03:03 PM
Striker, on 23 October 2016 - 12:42 PM, said:
I just tested those two tools, and r8brain doesn't really improve the quality at all so that one is out of the question.
Wavosaur however seems to upsample them almost identically to the Apogee Sound System, and might even sound a slight bit better. So I'll definitely keep that in mind for the future.
You just have to make sure to disable interpolation and anti-aliasing or you'll end up with the same result as in World Tour.
This post has been edited by Doom64hunter: 23 October 2016 - 03:04 PM
#2116 Posted 23 October 2016 - 03:17 PM
HMNuke93, on 23 October 2016 - 02:33 PM, said:
I think the body looks reptilian which does fit with the theme (lizard troopers and enforcers), and the weapon fits too. The only element which seems a bit off is the head. Maybe it would be better if the head looked like a super-enforcer lizard guy.
#2117 Posted 23 October 2016 - 03:45 PM
Trooper Dan, on 23 October 2016 - 03:17 PM, said:
I agree, what about taking the octobrain face and giving it the cycloid eye?
#2118 Posted 23 October 2016 - 03:50 PM
HMNuke93, on 23 October 2016 - 12:02 PM, said:
http://steamspy.com/app/434050
Nearly 8,000 copies on Steam. Dunno how much sold on consoles, but somehow I don't think it's even a minor hit there.
And average playtime is between 2,5 and 3 hours, everyone bought it only for the new levels, goddamn.
#2119 Posted 23 October 2016 - 04:04 PM
CryptKiller, on 23 October 2016 - 03:50 PM, said:
Nearly 8,000 copies on Steam. Dunno how much sold on consoles, but somehow I don't think it's even a minor hit there.
And average playtime is between 2,5 and 3 hours, everyone bought it only for the new levels, goddamn.
That's terrible. They would surely need at least 100,000 copies sold overall to make it profitable. Wouldn't they?
#2120 Posted 23 October 2016 - 04:08 PM
CryptKiller, on 23 October 2016 - 03:50 PM, said:
And average playtime is between 2,5 and 3 hours, everyone bought it only for the new levels, goddamn.
What did Gearbox expect? Everyone who was even remotely interested/curious in trying out Duke 3D would have gotten Megaton (possibly in one of the many super cheap bundles).
I've said this many times, but the only real reason to buy WT is for the new levels, and considering there's 1000's of free maps out there, at a deeper level the only reason to buy WT is the curiosity of what the original devs can pull off. Is curiosity worth $20? Not in my opinion.
I wouldn't be surprised if news of the final boss alone put a lot of people off.
This post has been edited by Micky C: 23 October 2016 - 04:10 PM
#2121 Posted 23 October 2016 - 04:12 PM
Micky C, on 23 October 2016 - 04:08 PM, said:
I've said this many times, but the only real reason to buy WT is for the new levels, and considering there's 1000's of free maps out there, at a deeper level the only reason to buy WT is the curiosity of what the original devs can pull off. Is curiosity worth $20? Not in my opinion.
I wouldn't be surprised if news of the final boss alone put a lot of people off.
Sigh... I really wish Gearbox just kept Megaton up on there. I really want another copy of Megaton now, and now it looks like I'm too late to purchase a Steam key for it.
#2122 Posted 23 October 2016 - 04:21 PM
#2123 Posted 23 October 2016 - 04:54 PM
#2124 Posted 23 October 2016 - 06:51 PM
Doom64hunter, on 23 October 2016 - 03:03 PM, said:
Wavosaur however seems to upsample them almost identically to the Apogee Sound System, and might even sound a slight bit better. So I'll definitely keep that in mind for the future.
You just have to make sure to disable interpolation and anti-aliasing or you'll end up with the same result as in World Tour.
I could have sword r8brain had an option to turn off any filtering when upsampling, but maybe my memory didn't serve me well. But yes, Wavosaur when resampling without any interpolation or anti-aliasing works exactly how the Apogee Sound System does it.
This post has been edited by Striker: 23 October 2016 - 06:51 PM
#2125 Posted 23 October 2016 - 09:19 PM
HMNuke93, on 23 October 2016 - 02:33 PM, said:
While the art quality itself is great, some things bother me:
At first glance I thought you fight a red bearded viking, because of the lower heads color and the human looking face. And it doesn't look reptilian to me at all. More like a big human (from the face), which doesn't look as it belongs to the rest of the alien forces.
#2126 Posted 23 October 2016 - 09:37 PM
This post has been edited by Striker: 23 October 2016 - 09:37 PM
#2127 Posted 23 October 2016 - 10:50 PM
#2128 Posted 23 October 2016 - 11:05 PM
Jblade, on 23 October 2016 - 10:50 PM, said:
Lucy Pinder looks really good too ... but she still doesn't fit as final boss for a Duke game.
#2129 Posted 24 October 2016 - 12:20 AM
They also could release alpha and beta material with this, I mean this is fucking Duke Nukem anniversary, why not to make something really worthwhile and big? Imagine if they really hired Chuck Jones, wouldn't you buy it then? Less people would think of such re-release as "the same old shit with new levels for 20 bucks". I have no doubt that good release would outsell Megaton Edition.