Duke Nukem's Bulletstorm Tour "Randy hinted at something for December 1st"
#391 Posted 27 February 2017 - 04:01 PM
Also Duke's jump sound in DNF always reminded me of Quake 2's jump sound.
#392 Posted 27 February 2017 - 05:01 PM
HulkNukem, on 27 February 2017 - 03:40 PM, said:
That sounds like something I'd say, but I don't specifically remember saying it.
So is this the final version or is the lip syncing something they're going to do later? If they're going to charge full price as with a new game for this thing, the least they could do is make it so the lip syncing is consistent with the last ~15 years of industry standard.
This post has been edited by Micky C: 27 February 2017 - 05:03 PM
#393 Posted 27 February 2017 - 05:24 PM
Top comments on the Reddit thread for the gameplay:
#394 Posted 27 February 2017 - 05:50 PM
HulkNukem, on 27 February 2017 - 02:40 PM, said:
Check the timed link I linked. Atleast on that spot you can clearly hear someone totally else than JSJ's voice.
#395 Posted 27 February 2017 - 06:13 PM
spessu_sb, on 27 February 2017 - 05:50 PM, said:
Okay that one is clear as day hahahaha.
Most likely an oversight that will get fixed, but that's hilarious.
Steve Blum is such a good voice actor/unique identifiable voice I almost dislike the idea of replacing it with Duke's. Would've loved to have them interact with eachother and new banter made between Duke and General Sarrano. Fuck, thinking about Bulletstorm again makes me really want to play Bulletstorm again.
#396 Posted 27 February 2017 - 06:30 PM
I'm sure everyone remembers before the release of Duke Nukem Forever the interviews with Randy claiming the franchise is dear and special to him, how he saved the game, and so on...all of which has been disproven now and he's changed his tone from 'We finished the game! We saved Duke!' to 'This is basically what 3D Realms gave us, we just put it out the door.' which to anyone who followed the development of Colonial Marines is exactly what he did with that title too. A major shift from 'Aliens is special to me. It's a dream to work on it! We're putting in all our effort and passion!' to post-release 'We didn't really do the campaign, it isn't our fault. It's awesome anyway though everyone who criticizes it is wrong and a troll!!!'
I'll probably still pick up Bulletstorm Full Clip Edition when it's on sale because I enjoyed it the first time around but that'd simply be in support of People Can Fly. Gearbox has done nothing to deserve my money but I enjoyed Bulletstorm so I'm mildly conflicted there..People Can Fly should have worked with Devolver or someone slightly more respectable..
#398 Posted 28 February 2017 - 01:55 AM
#400 Posted 28 February 2017 - 04:25 AM
I don't know what I expected, but it sure wasn't something as low-effort as that.
EDIT: lol, go to 9:12, that part isn't even dubbed into Duke's voice
This post has been edited by TheZombieKiller: 28 February 2017 - 04:35 AM
#401 Posted 28 February 2017 - 04:26 AM
This is a fucking travesty. As usual. *shrugs*
#402 Posted 28 February 2017 - 06:03 AM
#403 Posted 28 February 2017 - 08:23 AM
TBH, I'm interest on this game and I can get a copy of Bulletstorm: FCE with just about 28.8 USD(882 TWD, as pre-order price) if I want but I don't know why I should supporting such of...laziness, even just for sake of Duke.
This post has been edited by Player Lin: 28 February 2017 - 08:29 AM
#404 Posted 28 February 2017 - 11:08 AM
#405 Posted 28 February 2017 - 12:07 PM
Richard Shead, on 28 February 2017 - 04:15 AM, said:
Yes. Yes, it really is that bad. They put zero effort into lip-syncing Duke's lines to his facial talking animations. Zero as in no work whatsoever. They didn't even try.
I want to be excited about this but they're making it very hard. I hope playing this game with a full weapon wheel and Duke's lines will make it fun enough. Those cutscenes are going to be atrocious.
This post has been edited by MusicallyInspired: 28 February 2017 - 12:09 PM
#406 Posted 28 February 2017 - 12:45 PM
This post has been edited by HulkNukem: 28 February 2017 - 01:12 PM
#407 Posted 28 February 2017 - 01:08 PM
MusicallyInspired, on 28 February 2017 - 12:07 PM, said:
My understanding of how game character lip syncing works is that it's generally automated and based on the audio itself. I'm going to hold out hope that this issue is some kind of a bug wherein the system that handles the lip syncing simply isn't aware of multiple sets of audio existing for the player character, in whatever build the video was recorded from.
#408 Posted 28 February 2017 - 03:26 PM
On the flip of that, if they rig Duke's character to the skeleton of the original character, they may get all the lip syncing for free - depending on how the character animation works in their engine.
#409 Posted 28 February 2017 - 03:49 PM
#410 Posted 28 February 2017 - 06:13 PM
As for the Duke stuff, I just see this as another source for dialogue in Duke mods. "This thing is judging me!" has some potential for something silly I have in my mind.
This post has been edited by Striker: 28 February 2017 - 06:16 PM
#411 Posted 28 February 2017 - 09:00 PM
TerminX, on 28 February 2017 - 01:08 PM, said:
I hope so. Even so, they allowed this footage to be released for public consumption in this state...still lazy. Even so-er, HL2 didn't animate facial animations this way. It seems strange to me for developers to fall back to automated animations years after HL2 was capturing actor's actual dialogue lip movement and facial expressions. Still, what do I know...
#412 Posted 28 February 2017 - 09:52 PM
MusicallyInspired, on 28 February 2017 - 09:00 PM, said:
Half-Life 2 didn't use any motion capture data for lip syncing or facial expressions. Lip sync was generated by inputting the lines in text form which produces mouth movement using pre-defined phonemes (for example, the alien Vortigaunt characters have unique phonemes distinct from humans). Facial expressions were animated manually, but the engine has an expression system which allows the animator to control the individual facial flex controllers. This is all part of the choreography system. The advantage here is that everything is modular and done in real time in-engine, so you can easily swap lines, animations, actors, and so on in scenes. This is how localization on Source engine games can be accomplished so easily since all the localizers need to implement are the recorded lines with the embedded lip sync data. This new dialog simply blends in with all of the other existing choreographed assets on the fly.
In the aforementioned Bulletstorm clip, it looks like the mouth movements are baked into the full body cutscene animations. Out of curiosity, I checked some footage of Bulletstorm's other localizations: Spanish, German, and French. These all look like they're still using the English lip sync animations, so if they hadn't created new lip syncing for the additional language localizations, I wouldn't imagine they'd go out of their way to do it now just for Duke's new lines.
And for reference, here's the original English cutscene with Grayson.
This post has been edited by Marphy Black: 28 February 2017 - 10:02 PM
#413 Posted 28 February 2017 - 10:32 PM
#414 Posted 28 February 2017 - 11:18 PM
Oh, and nobody fixed the clipping issues with the soldiers armour and his bicep.
This post has been edited by Tea Monster: 28 February 2017 - 11:20 PM
#415 Posted 28 February 2017 - 11:58 PM
MusicallyInspired, on 28 February 2017 - 10:32 PM, said:
They drew grid lines on this guy's face:
However, that was for the purpose of modeling the reference actor's appearance. Their facial animation system was based on this face technology demo and psychology studies from the 70s which laid out rules for the creation of expressions.
#416 Posted 01 March 2017 - 12:56 AM
Once you have a library of them, then it's just a case of applying them at the right places on the animation timeline so that they match what the character is saying in the soundtrack. If it's like most other animation systems - If the original character was set up correctly, all they should have to do is rig Duke to the character's skeleton and face rig/shapes and he should just completely ape the original.
This post has been edited by Tea Monster: 01 March 2017 - 12:57 AM
#417 Posted 01 March 2017 - 02:31 AM
MusicallyInspired, on 28 February 2017 - 12:07 PM, said:
I want to be excited about this but they're making it very hard. I hope playing this game with a full weapon wheel and Duke's lines will make it fun enough. Those cutscenes are going to be atrocious.
Missed the sarcasm and reference, did we?
This post has been edited by Richard Shead: 01 March 2017 - 02:31 AM
#418 Posted 01 March 2017 - 03:39 AM
Tea Monster, on 28 February 2017 - 03:26 PM, said:
Well, and the current price would be more justifiable too if they did it, that would be fair if they put at least some effort into it. This remaster doesn't feel like proper remaster at all. On top of that they don't offer free version to the owners of old Steam version, something what 2K and Bethesda did recently with their Bioshock and Skyrim. I bet Bulletshtorm doesn't even use servers for online play. They could at least offer bigger discount for the owners, that's how Metro developers handled their remasters IRC.
I'd definitely pre-order the game if Duke Nukem presence made some sense, it could be pretty good crossover game with Duke.