DNF 90% Complete Goalposts Shift to 2002 Build "3DR wants to release it, but it's up to Gearbox"
#1591 Posted 11 May 2022 - 10:04 AM
I totally agree. I just really doubt Gearbox will want someone else to develop it. But outsourcing it would be the best move, for sure. Knowing Gearbox, I just think that's unrealistic.
https://twitter.com/...445829750214659
This post has been edited by Duke64 Jr: 11 May 2022 - 10:05 AM
#1592 Posted 11 May 2022 - 10:36 AM
Altered Reality, on 11 May 2022 - 09:51 AM, said:
The bit where the majority of 3DR's attention was on Duke certainly didn't help, but the killing blow was coldly technical more than anything else.
#1593 Posted 11 May 2022 - 01:51 PM
The Kins, on 11 May 2022 - 10:36 AM, said:
Wait... that doesn't fit the timeline. 3DFX was bought out by nVidia in December 2000. By then, not only had William Scarboro's engine been scrapped (in October 1998), but so was Corrinne Yu's attempt (in March 2000).
3DFX in October 1998 was still at the top with its Voodoo 2 card and would not release the first Voodoo 3 for another 2 months. Its main competitor, the RIVA TNT, was slower and lacked Glide compatibility for obvious reasons. At the same time, there was another game with an engine (originally) tied to Glide: Unreal. Later, Unreal switched to Direct3D just fine.
#1594 Posted 11 May 2022 - 04:38 PM
This post has been edited by hismasterplan: 11 May 2022 - 04:38 PM
#1595 Posted 11 May 2022 - 04:54 PM
Kristian Joensen, on 11 May 2022 - 08:14 AM, said:
1. The first experimental Quake 1 Engine build.
2. The last experimental Quake 1 Engine build before receiving the Quake 2 source code.
3. The first Quake 2 Engine build.
4. The last Quake 2 Engine build.
5. The first Unreal Engine build.
6. The last build before updating to the Unreal Tournament codebase.
7. The first build on the UT codebase.
8. A build as close to the 1999 screenshots as possible.
9. A build from as close to January 2000 as possible.
10. A build as close to June 2000 as possible.
11. A build as close to January 2001 as possible.
12. A build as close to E3 2001 as possible.
13. A build as close to January 2002 as possible.
14. A build as close to June 2002 as possible.
15. The infamous October 2002 build.
16. The first build using the new renderer.
17. A build as close to January 2003 as possible.
18. A build as close to June 2003 as possible.
19. A build as close to January 2004 as possible.
20. The last build on Havok.
21. The first build on Meqon.
22. A build after 6 months or so of using Meqon (So March 2005 or so).
23. A build as close to June 2005 as possible.
24. A build as close to January 2006 as possible.
25. A build as close to June 2006 as possible.
26. A build as close to August 2006(The famous departures) as possible.
27. A build as close to January 2007 as possible.
28. A build as close to June 2007 as possible.
29. A build as close as possible to the teaser trailer from 2007.
30. A before "cutting is shipping" build.
31. A after "cutting is shipping" build.
32. A build as close to what Jace Hall saw.
33. The last 3DR pre-Triptych build, presumably from May 2009.
34. The first Triptych build.
35. The last Triptych build before GBX took over.
The idea being to capture major events from the development of the game(Such as the 2002/2003 restart, the switch to Meqon physics, the mass departures of 2006 etc etc).and to track progress every 6 months or so.
Minor corrections, not October 2002, but December 2002.
Last build on Karma, not Havok. Though technically Karma is still used in final (most notably in multiplayer, from the looks of it)
Also keep in mind that Jace saw DNF in Dec 2007, the same month that infamous teaser was made. for all we know, that build and the Jace build are the one and the same or at least close enough to each other (one of the biggest indicators is the duke model, the glovehand has the helices located in the glove in the exact same place in both the teaser and the JH footage)
But, yeah, I'm down with this. I'd absolutely love it from a historical pov alone, much less a fan pov.
#1596 Posted 11 May 2022 - 05:36 PM
Shellshock, on 11 May 2022 - 04:29 AM, said:
It's 3D Realms in name only. Nobody from the original 3D Realms is there. Nobody who worked on DNF. Nobody who made the games we love. Nobody.
This post has been edited by Outtagum: 11 May 2022 - 05:37 PM
#1597 Posted 11 May 2022 - 05:38 PM
Outtagum, on 11 May 2022 - 05:36 PM, said:
Isn't Joe Siegler still there?
#1598 Posted 11 May 2022 - 06:08 PM
Undead Zaxxy, on 11 May 2022 - 05:38 PM, said:
Looks like it from his LinkedIn https://www.linkedin.../in/joesiegler/
#1599 Posted 11 May 2022 - 06:35 PM
Altered Reality, on 11 May 2022 - 01:51 PM, said:
3DFX in October 1998 was still at the top with its Voodoo 2 card and would not release the first Voodoo 3 for another 2 months. Its main competitor, the RIVA TNT, was slower and lacked Glide compatibility for obvious reasons. At the same time, there was another game with an engine (originally) tied to Glide: Unreal. Later, Unreal switched to Direct3D just fine.
Quote
What did Prey look like before the company’s shift to Duke? "Our in-house tools [at 3D Realms] were just amazing - the level editor and script environment really made you feel like you were sculpting a real world out of the dark void of cyberspace," Schuytema says. "The editor was in-engine and it was just so damn immersive!" But a problem with tech was about to hurt development, according to Schytema.
Timing and industry changes turned to trouble for Prey. It was mostly developed on the 3DFX card and the Glide API ("It was the hot shit API of the day," Schuytema says) but internal troubles at 3DFX hit just as the Prey team was ready to go all-in with Glide. Meanwhile, Microsoft was getting its Direct X API off the ground. The team moved away from Glide, and ended up going with Direct X instead.
"It was the right call, but boy did it cost us," Schuytema says. "That was when William Scarboro (Head Engineer) had to essentially rebuild the engine, so it was non or semi-functional for a long time. There was just too much work to do and at that time, it was essentially only William working on the engine code". Schuytema very much credits the death of the first version of Prey to the stalled progress of the Direct X switch. And in 1998, George and Scott "pulled the plug," according to Schuytema. "It was a painful decision, but they had to make it". Schuytema left in 1998 too, and Prey sat unfinished and unreleased. "When I left, the game looked sort of like a Lamborghini that was getting its engine rebuilt - it was gorgeous and amazing, but it had parts all over the place!," Schuytema says.
#1600 Posted 11 May 2022 - 07:26 PM
Duke64 Jr, on 11 May 2022 - 10:04 AM, said:
I totally agree. I just really doubt Gearbox will want someone else to develop it. But outsourcing it would be the best move, for sure. Knowing Gearbox, I just think that's unrealistic.
https://twitter.com/...445829750214659
No, no Duke 3D remake.
#1601 Posted 12 May 2022 - 12:00 AM
Kristian Joensen, on 11 May 2022 - 08:14 AM, said:
1. The first experimental Quake 1 Engine build.
...
...
...
35. The last Triptych build before GBX took over.
The idea being to capture major events from the development of the game(Such as the 2002/2003 restart, the switch to Meqon physics, the mass departures of 2006 etc etc).and to track progress every 6 months or so.
Personally speaking, among the ones you mentioned, I would love to see the most developed builds of each iteration of the game so:
- The most advanced Quake 1 build (I don't expect much from this build, but still interested)
- The most advanced Quake 2 build before the switch to UE1/UT99 engine
- [The most important] The most advanced DNF2001/2002 era build. The "allegedly" (as per Fred's claim) 90% completed build before the decision to add Doom 3 style lighting (so late 2002 I guess)
- The last build on Karma
- A build before the employee departures in August 2006
- The teaser trailer/ Jace Hall visit build (December 2007)
- The last build before "cutting is shipping"
- Last 3DR build before Triptych took over
- Last Triptych build before Gearbox took over
This post has been edited by ReaperAA: 12 May 2022 - 12:01 AM
#1602 Posted 12 May 2022 - 12:46 AM
Outtagum, on 11 May 2022 - 05:36 PM, said:
It's pathetic how neo-3D Realms uses deceptive marketing slogans like "from the studio that brought you Duke Nukem and Shadow Warrior". Their CEO even calls himself the father of retro FPS games even though he was a kid when all those games came out back in the 90s.
#1604 Posted 12 May 2022 - 01:36 AM
randir14, on 12 May 2022 - 12:46 AM, said:
To be fair, this isn't as uncommon. When Rare was making Sea of Thieves, you'd often also hear about their legendary past with Goldeneye, Banjo-Kazooie and what not when at that point, pretty much everyone that was involved in those games had already left the company. They just do it for brand recognition.
#1605 Posted 12 May 2022 - 01:58 AM
randir14, on 12 May 2022 - 12:46 AM, said:
No, retro FPSes are not the oldschool or classic shooters from 90s. Those are oldschool or classic, not retro. The retro ones are the modern FPSs inspired by those from the 90s and no matter what you think of Fred or the "new" 3DR, ROTT 2013 has a pretty decent claim to starting that wave.
#1606 Posted 12 May 2022 - 02:07 AM
Also the Keypad designs are like a straight copy too.
#1607 Posted 12 May 2022 - 02:11 AM
Hey-Pi-Ron, on 10 May 2022 - 08:32 AM, said:
Oh yes, the summon command (sticks unreal logo to profile picture to reflect professional degree in subject) someone kick the duke logo into me. i'll change my picture later eventually though lol
You guys should run the game on the intended system! No patches on my end!!!
#1608 Posted 12 May 2022 - 02:15 AM
HEAV~Enhance, on 12 May 2022 - 02:11 AM, said:
You guys should run the game on the intended system! No patches on my end!!!
Oh man, this XP UI gives so many warm feelings in my gut.
#1609 Posted 12 May 2022 - 02:45 AM
HEAV~Enhance, on 12 May 2022 - 02:11 AM, said:
Patches are necessary anyway to run the editor. Yes, I tried it on Windows XP.
brullov, on 12 May 2022 - 02:15 AM, said:
Then you'd better reach a toilet fast so you won't puke all over the floor!
#1610 Posted 12 May 2022 - 02:59 AM
https://arstechnica....uild-from-2001/
#1611 Posted 12 May 2022 - 04:00 AM
i wonder if in this version bombshell is still trying to kill duke. shame there is no bombshell model...
#1612 Posted 12 May 2022 - 04:05 AM
xMobilemux, on 09 May 2022 - 10:46 PM, said:
press "Tab" or "F12" to pull up the console then type "Throwweapon".
you can also try "set input T throwweapon"
so by pressing T you throw the weapon you hold, mainly useful if you get weapon locked. lol
#1613 Posted 12 May 2022 - 04:21 AM
Scarred, on 12 May 2022 - 04:00 AM, said:
i wonder if in this version bombshell is still trying to kill duke. shame there is no bombshell model...
So close...
This post has been edited by Benjamin Foley: 12 May 2022 - 04:35 AM
#1614 Posted 12 May 2022 - 05:12 AM
Kristian Joensen, on 12 May 2022 - 01:58 AM, said:
But since ROTT 2013 was only started because Duke Reloaded was canned, which only became a thing because DNF was picked up by Gearbox, this means that we can reasonably claim that DNF started the wave of modern retro FPS games.
In the end, it all loops back to Duke.
Scarred, on 12 May 2022 - 04:00 AM, said:
i wonder if in this version bombshell is still trying to kill duke. shame there is no bombshell model...
I have a theory that the stripper in the Slick Willy level that leads you into a trap was supposed to be Bombshell.
Graves even mentions that she contacted Duke in his cave before that scene, so she definitely seems to be a major character.
I might just be talking out of my ass though.
This post has been edited by Doom64hunter: 12 May 2022 - 05:18 AM
#1615 Posted 12 May 2022 - 05:58 AM
And, yeah, i'm going to put that at George's feet. He couldn't resist the new shiny's, even though he had a winner, and had already gone through this with Duke Nukem 3D. Technically inferior to Quake's technology, but far and away more personality. That is what DNF would have been to the Doom 3's and Half-Life 2's.
#1616 Posted 12 May 2022 - 06:10 AM
OpenMaw, on 12 May 2022 - 05:58 AM, said:
I don't think that was in doubt. It really looks like this version could have made it to the end.
#1617 Posted 12 May 2022 - 08:23 AM
Doom64hunter, on 12 May 2022 - 05:12 AM, said:
Correct.
#1618 Posted 12 May 2022 - 08:32 AM
wiedersnoozed, on 12 May 2022 - 08:23 AM, said:
What's the risk for filling in the gaps now?? What was added 6-12 months down the line?
#1619 Posted 12 May 2022 - 08:45 AM
I did play the 2001 leak and it feels on similar level like the Half-Life 2 leak from years back...
#1620 Posted 12 May 2022 - 08:55 AM
JohnBlade, on 12 May 2022 - 08:45 AM, said:
I think it feels a lot more polished gameplay-wise than the Half-Life 2 leak.