Duke Nukem 3D: 20th Anniversary World Tour
#1171 Posted 23 September 2016 - 02:49 PM
#1172 Posted 23 September 2016 - 04:48 PM
Marphy Black, on 23 September 2016 - 06:51 AM, said:
Fear not people, for a user by the name of varg666 from the Facepunch forums managed to retrieve the video and reupload it:
#1174 Posted 23 September 2016 - 05:24 PM
Tea Monster, on 23 September 2016 - 02:14 PM, said:
I don't suppose for a minute that any of that was put into World Tour?
The chances are almost zero. It wouldn't be worth the effort. SW's ROR is relatively limited. With some creative level design you can already pull off decent 3D using sprites or SOS.
Not to mention that even if those planned updates do exist, we're back to the same problem of it being on some random hard drive that would be difficult to find.
Edit:
With respect to that terrible player in the video, it's actually like golf. The less enemies you hit, the higher your score
This post has been edited by Micky C: 23 September 2016 - 05:26 PM
#1175 Posted 24 September 2016 - 12:08 AM
#1176 Posted 24 September 2016 - 12:17 AM
#1177 Posted 24 September 2016 - 12:43 AM
I don't want to even talk about the gameplay.
#1178 Posted 24 September 2016 - 01:21 AM
#1179 Posted 24 September 2016 - 01:27 AM
NightFright, on 24 September 2016 - 12:17 AM, said:
As far as I can tell from the button prompts, all videos shown have been PS4 builds. This doesn't excuse the poor gameplay though, people have used gamepads for FPS games for years now and while Duke Nukem 3D wasn't intended to have this kind of gamepad controls, plenty of competent consumers have shown that controllers work fine with the game. It could possibly be though that controller support is another thing that has gone wrong with this port.
#1180 Posted 24 September 2016 - 01:34 AM
Daedolon, on 24 September 2016 - 12:43 AM, said:
I don't want to even talk about the gameplay.
They might have just given it a playthrough or two before recording, or looked up some other gameplay videos and taken the combinations from there.
#1181 Posted 24 September 2016 - 01:38 AM
Lunick, on 24 September 2016 - 01:27 AM, said:
Would there be any particular reason for the repeated use of the PS4 for demonstration purposes? If they're trying to show off how fantastic the gameplay is on a console they're kind of having the opposite effect.
#1182 Posted 24 September 2016 - 01:41 AM
Micky C, on 24 September 2016 - 01:38 AM, said:
I'm not 100% sure myself. I have noticed some framedrops in the PS4 version currently and I want to say they are showing the PS4 version specifically because it has better hardware than the Xbox One version does which might have more performance issues at the moment but that's just a guess of mine. Consoles are more accessible to a lot of reviewers (etc.) as well.
#1183 Posted 24 September 2016 - 01:45 AM
Lunick, on 24 September 2016 - 01:41 AM, said:
Oh my god.
They couldn't make a 1996 game run smoothly on a current gen console?!
#1184 Posted 24 September 2016 - 01:49 AM
MetHy, on 24 September 2016 - 01:45 AM, said:
That's not fair to say when the port introduces the new lighting system (although I agree that there should not be frame drops anyway)
#1185 Posted 24 September 2016 - 01:55 AM
Now if only we could combine the performance of polymerNG and the stability/polish of polymer, then we'd be good. Plus multiplayer. And sandwiches.
#1186 Posted 24 September 2016 - 02:30 AM
Lunick, on 24 September 2016 - 01:49 AM, said:
Just saying that's the kind of remarks they're going to get.
#1188 Posted 24 September 2016 - 03:12 AM
Not to get this thread off topic or anything.
#1190 Posted 24 September 2016 - 07:03 AM
This post has been edited by MusicallyInspired: 24 September 2016 - 07:05 AM
#1191 Posted 24 September 2016 - 07:28 AM
Micky C, on 24 September 2016 - 01:55 AM, said:
Now if only we could combine the performance of polymerNG and the stability/polish of polymer, then we'd be good. Plus multiplayer. And sandwiches.
I had thought about applying polymost geo culling code to polymer like icecoldduke did to NG, it would boost performance but cost TROR errors. It's currently above my C skills... not that I've even really tried, I've only skimmed the sources a bit.
#1192 Posted 24 September 2016 - 07:56 AM
#1193 Posted 24 September 2016 - 07:57 AM
MusicallyInspired, on 24 September 2016 - 07:03 AM, said:
I think it's all controlled by Gearbox PR. Look, any time they've talked about it, console is always the priority, like when saying "it's coming to PS4, XBOX ONE and PC" they put console first.
Notice also how at first we only got videos of the same 3 levels from the first episode by several people. Then we got dev commentary at the same time by different people; and now we're getting the first level of the new episode, at the same time by several people. I think the press is being handed out things piece by piece, or at least allowed to share it piece by piece, and I would bet they were only given the console versions to showcase.
This post has been edited by MetHy: 24 September 2016 - 07:57 AM
#1194 Posted 24 September 2016 - 09:16 AM
MusicallyInspired, on 24 September 2016 - 07:03 AM, said:
Because Gearbox provided them with PS4 build for the preview.
#1197 Posted 24 September 2016 - 10:19 AM
Daedolon, on 24 September 2016 - 10:13 AM, said:
This seems to be a general theme for this re-release.
The only thing that probably isn't cheap is the level design itself and the music.
This post has been edited by Doom64hunter: 24 September 2016 - 10:19 AM
#1198 Posted 24 September 2016 - 10:50 AM
MetHy, on 24 September 2016 - 09:28 AM, said:
What's up is that the base of the gun has always been a separate sprite from the sprites that make up the top half (because the top has animation and those sprites swap out). But evidently they fucked up the hud code so that they don't fit together cleanly.
#1199 Posted 24 September 2016 - 11:21 AM
#1200 Posted 24 September 2016 - 01:10 PM
Vazovski, on 24 September 2016 - 07:56 AM, said: