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Duke Nukem III: Atomic Reload  "Atomic Reload revival"

User is offline   TURBOKID 

  • 163

#1

Okay so it has been some years since Atomic Reload was first thought up, birthed, then cooked up and eaten (And rightfully so, development was chaotic and the visuals extremely choppy).
Looking back, Atomic Reload started when DNF was still Vapourware, and was at first supposed to be a DNF substitute, this path was all Wrong and now it will be what it should have been, a Duke 3D Mod that will hopefully hold its own.
The idea of making Duke 3D more "Realistic" is out and now Atomic Reload will be coming in with a fresh new look.
So this thread is the official Revival, lets keep it civil and see if we can do it right this time :dukehappy:

Already set up as there were issues, just include your DUKE3D.grp
Minor basic release
Runs alone, no need for HRP

*Update coming soon*

This post has been edited by TURBOKID: 10 July 2017 - 12:53 PM

5

User is offline   icecoldduke 

  • 1,322

#2

View PostTURBOKID, on 25 June 2017 - 08:06 AM, said:

Okay so it has been some years since Atomic Reload was first thought up, birthed, then cooked up and eaten (And rightfully so, development was chaotic and the visuals extremely choppy).
Looking back, Atomic Reload started when DNF was still Vapourware, and was at first supposed to be a DNF substitute, this path was all Wrong and now it will be what it should have been, a Duke 3D Mod that will hopefully hold its own.
The idea of making Duke 3D more "Realistic" is out and now Atomic Reload will be coming in with a fresh new look.
So this thread is the official Revival, lets keep it civil and see if we can do it right this time :dukehappy:

Minor basic release
Runs alone in Eduke32's Autoload

A video and screenshots would be nice :)..

PolymerRTX
PolymerRTX github
ICED Shadow Warrior Port
https://crozzbreed23...site.com/icedsw
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User is offline   TURBOKID 

  • 163

#3

View Posticecoldduke, on 25 June 2017 - 08:10 AM, said:

A video and screenshots would be nice :)..


Yeah i understand that, but i havent had time to make one just yet, just thought id get this uploaded while i have some time, its done from my friends laptop so when i get home ill look at taking some screenshots, this is very basic though just to get a feel for the mod, i have a more complete package on my external :dukeaffirmative:
0

User is offline   Photonic 

  • 1,255

#4

Download this, put it in your autoload folder and tell us what it does for you.

Spoiler


This post has been edited by Drek: 25 June 2017 - 08:38 AM

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User is offline   TURBOKID 

  • 163

#5

View PostDrek, on 25 June 2017 - 08:37 AM, said:

Download this, put it in your autoload folder and tell us what it does for you.

Spoiler



Okay let me try and fix this

This post has been edited by TURBOKID: 25 June 2017 - 09:24 AM

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User is online   Mark 

  • Honored Donor
  • 2,822

#6

Interesting. This is the first mod I've played that had a noticible stereo separation for the weapon firing sounds.
0

User is online   Tea Monster 

  • Polymancer
  • 2,114

#7

Interesting look to the sprites. I've said this before, but it's nice to see someone do something different.
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User is offline   stumppy84 

  • 55

#8

Screenshots for the lazy? :P
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User is offline   TheDragonLiner 

  • 278

#9

View Poststumppy84, on 25 June 2017 - 05:08 PM, said:

Screenshots for the lazy? :P


There you go, although there are some problems ... I don't know if it's related to the fact EDuk32 showed tons of error messages and the absence of the DEF file but I'm no specialist >_>
It may come from the fact I played in Polymost instead of the default Polymer setting but there's no way I'm playing on Polymer so I got my hands tied on that regard ...
Also the Shrinker and the Freezer are big black squares, and the Expander has no crystal.

Attached Image: duke0000.png
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Attached Image: duke0007.png
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If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: 25 June 2017 - 11:35 PM

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User is offline   Trooper Dan 

  • Duke Plus Developer
  • 3,593

#10

I'm lazy so I'm just commenting on the posted screenshots. Obviously it needs a lot of work but I like the artistic direction; it reminds me of Borderlands in a good way. I would not say it is going for realism, it is just a different style.
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User is offline   icecoldduke 

  • 1,322

#11

I like the look of the weapon sprites, but they affect the composition of the entire scene in a bad way. In the first E1L1 screenshot it fits well, but it seems he hasn't modified the rest of the art to fit his new style. I think if he puts in the work to modify the rest of the art, the borderlands duke style will work, but I can't judge until the composition of the scene is more synergistic.

PolymerRTX
PolymerRTX github
ICED Shadow Warrior Port
https://crozzbreed23...site.com/icedsw

This post has been edited by icecoldduke: 26 June 2017 - 07:41 AM

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User is offline   TheDragonLiner 

  • 278

#12

View Posticecoldduke, on 26 June 2017 - 07:41 AM, said:

I like the look of the weapon sprites, but they affect the composition of the entire scene in a bad way. In the first E1L1 screenshot it fits well, but it seems he hasn't modified the rest of the art to fit his new style. I think if he puts in the work to modify the rest of the art, the borderlands duke style will work, but I can't judge until the composition of the scene is more synergistic.


Well he said it was still in a basic state after all so it's kinda to be expected. However I do agree that it can become a solid overall indeed !
IMO the most important issues right now is the big black squares and all those error messages ... I have just tried running in Polymer and nothing different happened ... It also looks like including the Duke3D DEF doesn't do anything ...

I don't know if it could help but here's my EDuk32 Log just in case >_>
Look out it's VERY long :
(let's hope I'll manage to get that spoiler feature to work ...)

Spoiler


If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Tea Monster 

  • Polymancer
  • 2,114

#13

As TheDragonLiner said, I think this more of a test than a complete release.
2

User is offline   TURBOKID 

  • 163

#14

View PostTea Monster, on 26 June 2017 - 11:41 AM, said:

As TheDragonLiner said, I think this more of a test than a complete release.


This is correct, there will be a series of updates until the thing is finished, the link will always be updated.

And maybe this will help show something a little more complete with the art style

Posted Image
1

User is offline   TURBOKID 

  • 163

#15

Messing about

Posted Image

This post has been edited by TURBOKID: 06 July 2017 - 02:48 PM

2

User is offline   TURBOKID 

  • 163

#16

Finishing touches

Posted Image
2

User is offline   TURBOKID 

  • 163

#17

New toys hopefully coming very soon

Posted Image

Posted Image

This post has been edited by TURBOKID: 09 July 2017 - 03:51 PM

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User is offline   TURBOKID 

  • 163

#18

One of many alternate weapons

Posted Image
3

User is offline   TURBOKID 

  • 163

#19

Devastators
(For Polymost)

Posted Image

Devastators
(For Polymer)
Posted Image

This post has been edited by TURBOKID: 10 July 2017 - 06:05 PM

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User is offline   TON 

  • 60

#20

View PostTURBOKID, on 09 July 2017 - 03:48 PM, said:

New toys hopefully coming very soon

Posted Image

Posted Image




Are you going to add these 3d models in game or only create 2d sprites from them?

This post has been edited by TON: 11 July 2017 - 07:17 AM

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User is offline   TURBOKID 

  • 163

#21

View PostTON, on 11 July 2017 - 04:35 AM, said:

Are you going to add these 3d models in game or only create 2d sprites from them?


Sprites, but i am having trouble with getting those as my friend and i seem to have fallen out.
Hence the other Devastators.
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User is offline   TURBOKID 

  • 163

#22

Posted Image
1

User is online   Tea Monster 

  • Polymancer
  • 2,114

#23

View PostTON, on 11 July 2017 - 04:35 AM, said:

Are you going to add these 3d models in game or only create 2d sprites from them?


They look really nice, but I imagine you are going to have to create low-poly versions for them and bake the details down from the high poly model.
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User is offline   icecoldduke 

  • 1,322

#24

View PostTURBOKID, on 26 June 2017 - 11:56 AM, said:

This is correct, there will be a series of updates until the thing is finished, the link will always be updated.

And maybe this will help show something a little more complete with the art style

Posted Image

I would definitely play that.

PolymerRTX
PolymerRTX github
ICED Shadow Warrior Port
https://crozzbreed23...site.com/icedsw
0

User is offline   TURBOKID 

  • 163

#25

Polymost and Poymer Devastators testing :dukeaffirmative:

Posted Image

Posted Image
1

User is online   Mike Norvak 

  • Music Producer
  • 658

#26

So this is the project you need maps for? Do you already have a mapper? How many maps do you want and what extension it should have?
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User is online   NightFright 

  • The Truth is in here
  • 903

#27

The standard maps already look so refreshing with this that it may justify a complete playthrough. I really like the artistic direction taken here. Eagerly awaiting its arrival!
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#28

I, on the other hand, don't really like the art direction of this mod.And am not awaiting its arrival. BUT I do have to say NICE WORK! B)

I always appreciate good effort even if its not too my taste. ;)

Keep it up,and have fun. :D
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User is offline   Mere_Duke 

  • 19

#29

I like what I see. I usually stick to vanilla textures but these look like they at their places.
Would've tried that but the link have expired...
0

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