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Reputation: 574 My posts turn threads into gold
Group:
Super Moderator
Active Posts:
396 (0.13 per day)
Most Active In:
Everything EDuke32 (111 posts)
Joined:
11-July 09
Profile Views:
8,855
Last Active:
User is online Today, 01:27 AM
Currently:
Not online

My Information

Age:
27 years old
Birthday:
October 21, 1989
Gender:
Male Male
Location:
finland

Contact Information

E-mail:
Private
Skype:
Skype  max.ylitalo

Posts I've Made

  1. In Topic: [ANNOUNCEMENT] Hollywood Holocaust Rethinked

    22 August 2017 - 04:17 AM

    Will definitely try this out when it's released !
  2. In Topic: Bombshell

    17 August 2017 - 08:13 AM

    Am I the only one who thinks that the original one was a typical 90s juvenile teenager fantasy cliche ?

    I mean I'm fine with either but the old one was clearly meant to pair with Duke and the game world that d3d set out.
  3. In Topic: [MAPPING DYNAMIC] NUKEM CITY

    07 August 2017 - 01:44 PM

    I really like the idea, I wanted to start mapping but I don't really have time atm :/
    Wanted to restrict myself to +95% EP4 texture set only with only some supplemental textures for a set allowed.

    Bomb there is to damage the player to a low HP for an idea I've been wanting to do for some time but this is really not the time.

    I hope other people will get their variations done, consider this a motivational snap !
  4. In Topic: Recreation of map Plug and Pray

    01 August 2017 - 10:40 PM

    View PostHendricks266, on 30 July 2017 - 12:51 PM, said:

    I would be very displeased. I've been kicked in the stomach enough times as it is.

    Pfft!

    I think this re-creation is really well done and if it wasn't for the reverse-engineering efforts, it would be the closest thing we'd even have by this point.

    Keep up the good work guys ! :)
  5. In Topic: My god, George was an even bigger dickhead than I thought!

    01 August 2017 - 04:51 AM

    Anything you don't see is unnecessary and proper optimization should remove such.
    Keeping low level of detail areas around aren't as resource intensive and being too strict on what to remove can make designing a bit challenging as any change in verticality / play area would mean that the player might see more than what was thought.
    It's better to have the LOD fallback than nothingness in those kind of situations.

    Reason for crude slices like that could simply be RAM usage and not to mention that levels load faster due to less complicated geometry.

    If you want a game chock full of scrapped content in a way that goes even further than DNF, then check out Alan Wake. It practically streams a full map of the open world on each of it's levels, A single chapter might use 5-10% of the total map area overall. Full game uses maybe 45% of the map while leaving more than 50% of the map out there, something you can explore with cheats.
    I guess they just had a good enough of an engine for the streaming to work well and in a development environment loaded the whole thing at once and did changes in a way that affected every chapter if needed, keeping consistency between levels. Possibly lower detail areas in DNF were kept for the same reason.

    I have no doubts on if these had more content than what meets the eye but having a facade for buildings is perfectly normal and something you find in pretty much any modern game.

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