Duke Nukem 3D: 20th Anniversary World Tour
#2431 Posted 02 December 2016 - 06:04 PM
#2432 Posted 02 December 2016 - 06:13 PM
Jimmy Gnosis, on 02 December 2016 - 06:04 PM, said:
No one said close to finished. Fred said the 1998 build had very little if nothing aside from what was shown in the trailer but the 2001 era version of the game had a lot of content.
#2433 Posted 02 December 2016 - 06:15 PM
#2434 Posted 02 December 2016 - 06:22 PM
#2435 Posted 02 December 2016 - 06:50 PM
#2436 Posted 02 December 2016 - 07:06 PM
#2437 Posted 02 December 2016 - 08:40 PM
#2438 Posted 02 December 2016 - 10:41 PM
Fox, on 02 December 2016 - 05:41 PM, said:
Fred have also said that the 2002 version is when the "2001 version" was "at its best", whatever that means. It looks like all the weapons + their alternate fire modes and deathmatch levels were already implemented back then, but we still don't know about the state of the SP in 2002 aside from George being idea-mad and the dynamic lighting thrown into the mix near the end which slowed down development.
#2439 Posted 02 December 2016 - 11:54 PM
#2440 Posted 03 December 2016 - 12:01 AM
stumppy84, on 02 December 2016 - 11:54 PM, said:
Pretty much, yep. Without that bullshit, the game would have went to completion. Doom 3's gritty and cinematic presentation scared Broussard shitless I wager. It shows, too, because the versions from 2003 to 2005 really have that Doom 3 look to them. Thick oily shadows, wonky physics. The wewks.
#2443 Posted 03 December 2016 - 06:38 AM
#2444 Posted 03 December 2016 - 07:28 AM
BTW... I actually think that the new episode looks way better under eduke32. The mouselook is also way superior.
#2445 Posted 03 December 2016 - 07:33 AM
This post has been edited by Fox: 03 December 2016 - 07:33 AM
#2446 Posted 03 December 2016 - 07:34 AM
Also, I agree the game looks better in eDuke32, but Polymer is too laggy for me.
#2447 Posted 03 December 2016 - 01:12 PM
A few questions though:
1. When will we be seeing full support in eduke32 for world tour (incinerator, final boss, ...)? As it is my understanding, the main priority of the eduke development team is now the Total Meltdown mod?
2. When full support is available, will it maintain the new world tour main menu and intro screens? Or will it just be using the old atomic intro screens?
3. Are there plans to also provide world tour specifics? Such as ambient occlusion, the playback feature or the developper commentary?
#2448 Posted 03 December 2016 - 02:52 PM
axl, on 03 December 2016 - 01:12 PM, said:
I suppose the main priority is new a game on Build Engine. And if it's so, it is the best decision.
#2449 Posted 03 December 2016 - 03:08 PM
#2450 Posted 03 December 2016 - 03:11 PM
#2451 Posted 03 December 2016 - 03:12 PM
This post has been edited by MusicallyInspired: 08 December 2016 - 07:22 AM
#2452 Posted 03 December 2016 - 03:23 PM
brullov, on 03 December 2016 - 02:52 PM, said:
Correct, this is almost our only priority at the moment.
#2454 Posted 03 December 2016 - 03:36 PM
HulkNukem, on 03 December 2016 - 03:26 PM, said:
Of course! With sequel, film by 20th century fox and betas! lol
#2455 Posted 04 December 2016 - 12:32 PM
#2456 Posted 04 December 2016 - 12:41 PM
stumppy84, on 04 December 2016 - 12:32 PM, said:
VO_MQ_Duke_BigBang.ogg, defined as sound 427 MQ_DUKE_BIGBANG. That's all I can tell you.
#2457 Posted 05 December 2016 - 10:32 AM
(Heard in Mirage Barrage "water" room, when Duke blows up the cracks...)
#2459 Posted 05 December 2016 - 12:32 PM
Nancsi, on 05 December 2016 - 10:32 AM, said:
(Heard in Mirage Barrage "water" room, when Duke blows up the cracks...)
Tuskens do it better.
Trivia: You can clearly hear "tusken" in second video around 0:05)
This post has been edited by Fantinaikos: 05 December 2016 - 12:36 PM