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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   Steveeeie 

#721

View Postt800, on 04 September 2016 - 02:58 PM, said:

So we got showcase of developer commentary:



What do you think of it? I hope they will go more into technological and game design topics as Source engine games do.


Just randy babbling on while the other guys go "yerp, yeh, yep"
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User is offline   Steveeeie 

#722

Jons Duke lines sound horrible.

Why does he not say "Groovy" like Ash anymore?!

This post has been edited by Steveeeie: 04 September 2016 - 04:01 PM

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User is offline   xMobilemux 

#723

The Duke talk in this is kind of a hit and miss IMO.

Some sound good, some sound horrible and out of place, it'll be great to have some more HQ Duke lines for use, but I still want there to be an option to toggle original voice lines.
0

User is offline   Steve 64 

#724

I don't know if this was posted yet
http://www.gamespot....h/1100-6443306/
3

User is offline   ashura252 

#725

View PostDemon Duke, on 04 September 2016 - 04:32 PM, said:

I don't know if this was posted yet
http://www.gamespot....h/1100-6443306/

They really just need to include the old voices and give you the option to switch in a menu or something. Surely they could do this easily. But it sounds like they won't.
1

User is offline   NUKEMDAVE 

#726

What they should have done, in my opinion, was use the higher quality versions of the original voice recordings for Duke3D, like which were used in Total Meltdown. And any new recordings that were done for the new episode should have been reduced to the equivalent quality.
2

User is offline   Lunick 

#727

Rewind and bots confirmed for PC then, that's interesting
2

User is offline   Shaq Fu 

#728

Jon St. John can still do the original Duke voice as seen at 0:06 of the 1st vid. The Jace Hall vid was DNF before Gearbox re-recorded Duke's lines and redesigned his character model.

contains loud annoying people swearing

The 2nd video right here at 3:09 has the re-recorded line.


1

User is offline   HulkNukem 

#729

Botmatches?
Holy hell that is awesome, one of my favorite things about the 64 version.
Just hope the AI is slightly better

This post has been edited by HulkNukem: 04 September 2016 - 05:59 PM

1

User is offline   xMobilemux 

#730

View PostShaq Fu, on 04 September 2016 - 05:28 PM, said:

Jon St. John can still do the original Duke voice as seen at 0:06 of the 1st vid. The Jace Hall vid was DNF before Gearbox re-recorded Duke's lines and redesigned his character model.

I keep seeing the "Pigs do fly!" comparison show up on this forum and that Jace Hall video doesn't give us a good quality version of the old voice file.

SO I decided to make this small comparison video of Duke saying the "Pigs do fly" line from Time to Kill and in DNF.

IMO they sound rather similar.
3

User is offline   HiPolyBash 

#731

Sorry, but slightly lower sound quality doesn't completely change the tone and delivery. It's clear that Gearbox has just put Jon St. John in a booth and said 'read this however you want' instead of providing direction for him. I hope there's a toggle for the original audio or EDuke32 compatibility because the new lines sound like total ass.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#732

With the disparity in quality between the Duke voiceovers and the sounds from the rest of the game, it sounds like JSJ is doing a Let's Play commentary video with Duke's voice.

This post has been edited by MusicallyInspired: 04 September 2016 - 06:41 PM

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User is offline   spessu_sb 

#733

Quite interesting what they say in that Gamespot interview.

"Because of the anniversary edition, it was discussed at some point, like, what does the anniversary mean? It was definitely to just keep Duke as original as possible with a few tweaks."

Yet JSJ has basically completely different tone in it, when compared to Duke3D :D

This post has been edited by spessu_sb: 04 September 2016 - 07:03 PM

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#734

Hopefully we'll be able to mod the sound files, though you never know with recent steam games. Would be nice if we could though.

For Half-Life 2 for example, I use a few custom guns and sounds, makes the pistol and SMG feel a lot more badass. I do wonder why Gearbox didn't just make a new pistol sound if they were going to muffle it so it sounds like a tumble dryer.

And like people have mentioned, I wonder what the legality of the Playstation and Nintendo64 Duke sound assets are.

This post has been edited by PsychoGoatee: 04 September 2016 - 07:08 PM

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User is offline   ashura252 

#735

On Twitter, Randy answered my question about including the old voice lines
https://twitter.com/...624827618209792

This post has been edited by ashura252: 04 September 2016 - 07:10 PM

2

User is offline   spessu_sb 

#736

View PostPsychoGoatee, on 04 September 2016 - 07:06 PM, said:

Hopefully we'll be able to mod the sound files, though you never know with recent steam games. Would be nice if we could though.

For Half-Life 2 for example, I use a few custom guns and sounds, makes the pistol and SMG feel a lot more badass. I do wonder why Gearbox didn't just make a new pistol sound if they were going to muffle it so it sounds like a tumble dryer.

And like people have mentioned, I wonder what the legality of the Playstation and Nintendo64 Duke sound assets are.


If it has steamworkshop support like the storepage claims, doesn't that mean then that you can modify the stuff?
0

#737

View Postashura252, on 04 September 2016 - 07:08 PM, said:

On Twitter, Randy answered my question about including the old voice lines
https://twitter.com/...624827618209792


Very cool! For people who haven't clicked the link, Randy says he "believes so" for this having the option to use the old Duke voice.


View Postspessu_sb, on 04 September 2016 - 07:10 PM, said:

If it has steamworkshop support like the storepage claims, doesn't that mean then that you can modify the stuff?


That would be cool, for the Megaton workshop you could only post maps. What I meant was the game's installation being such that you can just replace sound files, like you can for Half-Life 2 on steam, or eduke etc. On some recent steam games everything is in big archive or temporary file thingies sometimes where you can't edit stuff.
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User is offline   spessu_sb 

#738

View PostPsychoGoatee, on 04 September 2016 - 07:12 PM, said:

Very cool! For people who haven't clicked the link, Randy says he "believes so" for this having the option to use the old Duke voice.




That would be cool, for the Megaton workshop you could only post maps. What I meant was the game's installation being such that you can just replace sound files, like you can for Half-Life 2 on steam, or eduke etc. On some recent steam games everything is in big archive or temporary file thingies sometimes where you can't edit stuff.


I see..

I don't really have any indepth knowledge about Duke3D trivia since I only really late last year took my babysteps in mapster32.

So the audio in Megaton can't be changed even if you replace the duke3d.grp file? Doesn't that file have all the audio and assets inside it? (sorry for off topic)
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#739

View Postspessu_sb, on 04 September 2016 - 07:26 PM, said:

I see..

I don't really have any indepth knowledge about Duke3D trivia since I only really late last year took my babysteps in mapster32.

So the audio in Megaton can't be changed even if you replace the duke3d.grp file? Doesn't that file have all the audio and assets inside it? (sorry for off topic)


I haven't messed with that in Megaton, not sure. Just in eduke for example you can put replacement sound files in your folder, to replace the pistol sound for example. And in some games on steam like HL2, and possibly Megaton. So mentioning the idea of how it'd be cool if you could do that in World Tour.
0

User is offline   Jimmy 

  • Let's go Brandon!

#740

View PostDustFalcon85, on 02 September 2016 - 05:12 PM, said:

Should've recolored the crosses from red to green. Oh well.

View PostJblade, on 02 September 2016 - 11:04 PM, said:

The Pill is dumb though, should of just made new art of a green medikit instead or something.


We tried that during the HTTK development. It doesn't work. The red on white provides a sharp contrast to the eye and you can see it a mile away. The green and white combo just blends in and you can't see it unless you're really looking. It was a hindrance to gameplay. TerminX came up with a really cool heart monitor type of design that was great. The pill art is definitely shit though.

View PostEngel220, on 02 September 2016 - 05:25 PM, said:

Randy Pitchford doesn't deserve to have the Duke Nukem IP. I'd much rather see it in the hands of a company like Devolver Digital and let them give Flying Wild Hog the double whammy of Duke Nukem and Shadow Warrior to build upon as devs, but you can't always get what you want.

East Meets West this time-a for real! - Lo Wang

View PostLunick, on 02 September 2016 - 05:34 PM, said:

I'm gonna say no. Nerve is working on this port and with the Doom ports, they altered the original data files so Doom source ports had to be updated to use the data (or created patches to fix the wads) so I guess after the port is released, the EDuke32 team will have a look at getting it supported.

View Postfunduke, on 03 September 2016 - 05:38 AM, said:

When reading, that the new Duke3D version will break previously made user-authored addons, i remembered the Original Strife: Veteran Edition ( http://store.steampo...com/app/317040/ ). That version of Strife, although featuring new game functions and ways to play, contains the original game data file, so users of source ports can still play with it like with the original strife. Is there any hope, that something like this will be done with the new Duke3D? If so, the old add-ons will have a future (be playable for future buyers of the game, who not already own it).

You could load Nerve's WAD from day one. Source ports just added functionality to automatically recognize it as an official WAD. I don't think anyone has anything to worry about concerning the original .GRP file. They're honestly not a very competent team, obviously. To make this port completely closed from modification would take more work than I think they're able to do. Only the EDuke32 team would be readily capable of that in my opinion.

This post has been edited by Jimmy Gnosis: 05 September 2016 - 12:00 AM

1

User is offline   Lunick 

#741

You don't need the Steam Workshop to be able to mod files in a game, it's just there for you to distributed modified files. Megaton's workshop only accepted map files and I don't expect Gearbox to do any different to be honest.

You could replace files in Megaton and get them to play in-game, just not using the Workshop.
0

User is offline   Jimmy 

  • Let's go Brandon!

#742

View PostPsychoGoatee, on 04 September 2016 - 07:12 PM, said:

Very cool! For people who haven't clicked the link, Randy says he "believes so" for this having the option to use the old Duke voice.

Randy has proven himself time and time again to be untrustworthy. He 'believed' DNF would ship out mod tools.

View PostTea Monster, on 03 September 2016 - 12:33 AM, said:

I don't think it would have killed them to go back to the original source material and upped the res of some of the sprites (that is if they have them, and they aren't in the hands of Interceptor). There has been some effort to replace some of the original tiles - looking at the screens, none of this work seems to have been handled consistently.

View PostTea Monster, on 04 September 2016 - 04:43 AM, said:

No attempt seems to have been made to upgrade any of the existing pixel assets either. There are a number of reasons for this:

1. It could be that a lot of touch-up work was done on the originals at current game-resolution, so that you couldn't just take the original sources and export them at higher res. If this is the case, then it would have involved a lot of work and would probably not be cost-effective (no matter how much we would disagree).
2. All the art-assets are locked away in 3DR's basement so they didn't have access to them.
3. They were too cheap.

What gets me about this is that they got Levelord and Blum back to do the levels and Jackson to do the music. Would it have really have broke the bank to get Chuck Jones back to output higher-res sprites for the monsters? Just upping it to 2x would look miles better.

View PostMetHy, on 03 September 2016 - 06:25 AM, said:

No, really, for me the problem is the artistic choices and the quality of the new art, mostly.

The amount of work it would take to "upgrade" the sprites from the source materials makes my head hurt just thinking about it. You'd have to re-render the models and take screenshots in every position again, then once you're done doing that you'd still have to go through and repaint them so they look good. Gearbox ain't paying nobody to do that. I'm not even sure if all the models still exist in their finished forms either. However, whoever is in Nerve's art department for this should be fired. This stuff is abysmal Babby's First Doom WAD tier art. A bunch of slapped together textures and a really bad frankensprite weapon. This is 1999 totalconversions.com shit. They should have hired back Stephen Hornback or Dirk Jones or Douglas Wood or something. Those guys are fabulous artists.

This post has been edited by Jimmy Gnosis: 04 September 2016 - 08:06 PM

1

User is offline   Jimmy 

  • Let's go Brandon!

#743

View PostMetHy, on 03 September 2016 - 06:25 AM, said:

Edit : btw, noone's talked about it yet, but I'm curious as how they handled online play. Altough I doubt we're going to see the modern style server service with the ability to drop in and out of a game at any time that we've been dreaming of.

Inb4 "To be released at a later time."

View PostVazovski, on 04 September 2016 - 03:35 AM, said:

The sign "Do not talk with strangers" is funny. But "Almost mail" sounds strange to me, because this joke can get only russian people.

Levelord lives in Russia and speaks Russian so it's just him being funny ol' Levelord.

View PostDecember Man, on 04 September 2016 - 03:51 AM, said:

As for the re-recorded lines: for me they sound really good, some of them are really on point - like literally the same, except for being high quality. 'Groovy' seems a bit stretched and the scream when falling sounds comical and should be re-re-recorded. Overall, it's obvious Jon tried to sound as close to the original deadpan-early-Duke delivery as possible. He wasn't successful 100% of the time, but I'd say 90%.

Are you smoking crack, dude?

View PostX-Vector, on 04 September 2016 - 04:01 AM, said:

This must have come up before, but I wonder/can't remember what happened to the orginal audio material.
Assuming 3D Realms didn't use a My First Sony to record the sound effects and voice acting, these could be used as a source for higher resolution masters if they're still available.

I don't think it really ever existed in a higher format, and I'm pretty sure it doesn't now. Total Meltdown seemed to have slightly higher quality sounds though.
0

User is offline   deuxsonic 

#744

It'll be one player and then seven bots. That's never been done before, or hasn't been in Duke Nukem 3D.

Duke3d /l#(level number) /v#(episode number) /a(Use fake multiplayer bots) /q#(number of dukebots to play with).

It was in the game manual!

This post has been edited by deuxsonic: 04 September 2016 - 08:19 PM

5

User is offline   TerminX 

  • el fundador

  #745

When I flew out to Texas in January and spent the day with Randy, what I was told regarding switching between the original and re-recorded one liners meshes with what Randy tweeted.

You're absolutely right that my heart monitor design for the medkits is far superior to any other edits, though!
8

#746

View PostTerminX, on 04 September 2016 - 08:32 PM, said:

When I flew out to Texas in January and spent the day with Randy, what I was told regarding switching between the original and re-recorded one liners meshes with what Randy tweeted.

You're absolutely right that my heart monitor design for the medkits is far superior to any other edits, though!


Very cool to hear, I hope there are plenty of options to play with.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#747

Can we see it?
0

User is offline   TerminX 

  • el fundador

  #748

I let my contacts at Gearbox know about the issue with the sound effects. I'll let you guys know if I hear anything more about it.
13

User is offline   xMobilemux 

#749

Would have figured another possible way would be to embrace the Ego meter instead of health and replace all the med kits in DN3D with Duke items that refill his "Ego" like how Land of the Babes has Duke Action figures and his Biography.

Or could have gone with the Grey & Green Cube medkits from Manhattan Project.

This post has been edited by xMobilemux: 04 September 2016 - 09:09 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#750

Again, the issue with green in Duke3D is that it doesn't work. The green colours in the game are so drab and olive-like that they just don't pop out at you like the red. You won't notice them.
1

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