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Reputation: 208 My posts turn threads into gold
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Duke Nukem Forever General Discussion (247 posts)
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Topics I've Started

  1. 3DRealms is working on a new game

    26 October 2018 - 05:07 PM

    I'm surprised nobody has mentioned this yet, but it appears that 3DRealms is working on a new FPS, based on the Quake engine. https://www.pcgamer....ke-engine-game/

    None of the articles I've read mention anything about the title of the game, but I found a clue in three PAX photographs.
    https://steamcdn-a.a...d95cb02b3e0.jpg
    https://lh5.googleus...DBVgDRkTPE_oudg
    https://boards.3drea...cdfe875c34.jpeg

    So we have an unnamed game, and the name "Techno Cop", unattached to any game we know. The T-shirts also say "Coming in 2018", but we're already running dangerously low on 2018. I'm tempted to jump to conclusions and predict another "When it's done in 2001" situation...
  2. How big an influence did DNF have on Prey?

    13 August 2018 - 06:39 PM

    First, this is not going to be a post of how some things in Prey 2006 are reminiscent of Duke Nukem. That could be a fun topic if this was 2006, but it isn't.

    Okay, now that I cleared that up: today I've been rereading the Prey development documents, written circa 1998 (gotta upload them to the Duke Museum sooner or later) and I came across an internal schedule in a document last saved on October 29, 2007. Apparently, 3DRealms expected to release the shareware episode of Prey in May/June 1998, and the complete version in September/IOctober the same year. Of course, this schedule was fine and dandy in 1997, when 3DRealms was supposed to use the Quake2 engine for DNF to have it done by mid-1998 at the latest, while preparing the stage for the main course, the true killer app, the touted revolution: Prey.

    When mid-1998 came around, and 3DRealms was supposed to release the shareware episode of Prey according to the original schedule, disaster struck. George decided to trash everything that was done for DNF and restart development from scratch, with the Unreal engine. I'm wondering how deeply the planned Prey schedule was affected, because I can infer two effects.

    1) With no salvageable content, a short-term release had become impossible. The original schedule (DNF as a stopgap, Prey as the main and most advanced attraction) could just not be followed anymore.
    2) The prospect of an Unreal-based DNF had just killed Prey's entire reason to exist. Prey was meant to be revolutionary, to be somethng never seen before... except that the other first-party team was expected to turn DNF into something better. Compare this with this and tell me which one looks more impressive.

    Given these premises, it makes sense that work on Paul Schuytema's iteration of Prey was stopped around September/October 1998, the scheduled release date. Even inverting the roles of the two games (Prey as the stopgap, DNF as the revolution) would have made no sense, because the presence of Unreal (with warpzones as static portals, and the ability to assign a different value and direction of gravity to each zone) would have made Prey look like a ripoff!
  3. Did Gearbox secretly sell the Duke Nukem IP?

    04 May 2018 - 11:48 AM

    I just searched the status of the Duke Nukem trademark on TESS, and I found out that it's been transfered from Gearbox to a company called Balls of Steel LLC.
    This article states that Balls of Steel LLC is registered at the same address as Gearbox.
    So what's the deal? Did Randy actually found another company and transfer the Duke Nukem rights to it? Is it a way for Randy to tell the fans "Sorry, Gearbox doesn't have the right to distribute the original Duke Nukem games / the 2001 version of DNF" without actually lying?
  4. I made my own VR head-mounted display

    12 April 2018 - 12:48 PM

    I had this idea for a while now, because I wanted something more modern than my HMZ-T1, but I hate the vendor lock-in introduced by the Oculus Rift and the HTC Vive. I wanted something that did not introduce any artificial compatibility or DRM issue and was as easy to install as a monitor.

    About a month ago I had ordered the 2K Topfoison display from China. Unfortunately, when it arrived and I connected it to my PC, I discovered that it was ONLY compatible with one resolution, namely 2560x1440. Unfortunately, I don't have any other device that supports that resolution, so I could not make it work because I could not set my video card to output that resolution in the first place. Topfoison would not take it back because it would cost too much, so I bit the bullet and archived it as a false start (hoping to be able to sell it on Ebay).

    Next step: order the 1080p display. This, I was sure it would work, because my gaming PC was already set to 1080p.
    I also ordered a VR "receptacle" for smartphones (what's the correct name for those objects? They are certainly not HMDs, because they lack the D part) I would be able to wear comfortably, a mini-HDMI cable and a micro-USB cable.

    When everything arrived, I connected the display to the PC and verified that it worked. Next, I located a game for which I had already installed ReShade and the SuperDepth3D.fx shader, and added the 3D Adjuster shader to correct the proportions of the scene. When the game was launched, I carefully aligned the display to the lenses of the "receptacle", so that the view would be centered and in focus.
    I fixed the display in position with duct tape, closed what now had actually become an HMD, and fixed the control board in front of it with more duct tape.

    End result:
    Posted Image
    As far as the PC is concerned, this is a monitor, nothing more, nothing less. No DRM, no vendor lock-in.

    And this is a still shot from a Prey level I'm making, inspired by what Paul Schuytema showed at E3 in 1998, seen through a lens of my HMD:
    Posted Image

    One of the next games I played with my HMD was EDuke32, displayed in stereoscopy by following this guide. As far as I'm concerned, THAT is the real Duke VR. Any port that makes use of proprietary hardware and refuses to work on different hardware just because it lacks the correct identification is not worthy of my time.
  5. Testing the limitations of Polymer

    01 March 2018 - 10:45 AM

    I've read for years that big outdoor areas with Polymer lights are a no-no because of performance. I've also read that the DNF 2013 mod was made to be run with 8-bit textures because Polymer would make it look uglier. So I decided: let's put those claims to the test!

    I started from the LADYKLLR.MAP file from the DNF 2013 mod, which I copied into my main Duke3D directory. I deliberately avoided to add any .ART file, so that the HRP would kick in, even though that would result in several textures being rendered as black. I added several colored Polymer lights in correspondence of the street lights in the main boulevard, I replaced the custom street texture (which used to make the street look black) with the standard Duke3D street texture, then I launched the level from the main game.
    So the frame rate does take a hit, but I disagree about the level looking uglier. Here are the results:

    Posted Image

    Posted Image

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