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closeted republican posted:Devolver Digital's been tweeting that they're releasing a new version of Duke Nukem 3D on Steam called "Duke Nukem 3D: Megaton Edition". It's basically Duke 3D: Atomic Edition and all of the expansions, Duke it out in DC, Life's a Beach and Nuclear Winter, in one package. It'll use OpenGL and include Steam achievements. It's coming out later this month and will be on the PC and Mac.
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# ? Mar 9, 2013 10:19 |
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# ? May 14, 2024 15:40 |
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The Kins posted:The developers popped up on one of the Duke3D community forums with a little more info: Well. Gosh. Looks like my GoG version will be put out to pasture.
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# ? Mar 9, 2013 11:00 |
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Once the source code is released, the relevant changes may find their way to EDuke32. (Sans Steamworks stuff I imagine. I'm pretty sure Steam stuff remains closed source, so all there'll be in the released source will be stubs or conditional wrappers around the calls.)
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# ? Mar 9, 2013 11:59 |
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I'm picking it up as soon as it pops on steam, and as Rather Dashing said, It'll make my GOG version obsolete. What I'm pleased to see is that they're releasing the source code, and using OpenGL, I wonder how long will take for someone to hack the looking up/down disortion like GZDoom.
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# ? Mar 9, 2013 12:41 |
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You can use eduke32 and have no problem with distortion right now.
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# ? Mar 9, 2013 16:51 |
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There is still some disortion. Back in the days I just shrugged and kept playing but today is a thing that annoys me. Eduke32 is a good source port but I hate that they put so much effort on polymer and they never tried to make multiplayer actually work.
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# ? Mar 9, 2013 21:02 |
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Guillermus posted:There is still some disortion. Back in the days I just shrugged and kept playing but today is a thing that annoys me. Eduke32 is a good source port but I hate that they put so much effort on polymer and they never tried to make multiplayer actually work. Yeah I've never managed to get a decent multiplayer game going with any of the source ports - even on a LAN, they'd always lag and desync like crazy and were far worse than just running the game in DOSBox and turning on its IPX mode.
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# ? Mar 9, 2013 21:38 |
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Rather Dashing posted:Well. Gosh. Looks like my GoG version will be put out to pasture. I only just now started playing it! Good thing I got it during the free promo a couple months ago Speaking of which: Who else here gets a flood of nostalgia whenever they have to open the old DOS setup programs?
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# ? Mar 9, 2013 23:15 |
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E: Whoops, thought this was the GOG thread, nevermind!
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# ? Mar 9, 2013 23:20 |
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Mak0rz posted:Speaking of which: Who else here gets a flood of nostalgia whenever they have to open the old DOS setup programs? Admittedly, a part of me does enjoy writing AUTOEXEC.BAT and CONFIG.SYS files. Probably the part of me that also enjoys punching myself in the groin repeatedly.
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# ? Mar 9, 2013 23:33 |
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My favorite part was learning how to do it myself by comparing what happened after each time I ran Memmaker so I wouldn't have to run Memmaker anymore.
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# ? Mar 9, 2013 23:46 |
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Here's something that's kind of cool: A lot of the sprites in Duke 3D were done by creating detailed (by 90s CG standards) 3D models, rendering them out, and hand-tweaking them in Deluxe Paint. Apparently at least one CD release of the software used to create the models contains some nice renders of those models... Protector Drone Fat Commander Octabrain (including the creepy LameDuke design!) Cycloid Emperor (aka The Only Boss In The Game That You Remember) Overlord (aka That Boss That You Do A Poo Inside) Battlelord and Duke That Other Build Game This guy got cut from Shadow Warrior but he's so loving 90s CG that I need to include him!
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# ? Mar 10, 2013 16:57 |
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Interesting to see how that all came about. I wonder if the original 3d models are still knocking around somewhere... I still much prefer the look of Doom's actual hand-crafted models though.
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# ? Mar 10, 2013 17:55 |
Despite the fact that they're based on increasingly complex models, there's definitely a peculiar "flatness" to some of the finalized sprites in DN3D and Shadow Warrior (moreso in Shadow Warrior) that, conversely, isn't really an issue in Doom. It's difficult to explain, but it's similar to the result when an author "converts" models from modern games, like CoD, into Doom sprites. The complexity of the model doesn't always translate well to a sprite. Personally, I feel like DN3D struck a nice balance between the two, giving a lot more detail without crossing the threshold into "flat 3D model" territory like a lot of 2.5D FPS games did.
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# ? Mar 10, 2013 19:50 |
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Cream-of-Plenty posted:So re: Brutal Doom -- In the latest test version, the chaingun sprite got swapped out with one they had been working on for a while. Not sure how I feel about it, overall, although having the animated belt of ammunition is pretty cool. They also scaled back the really aggressive recoil that v18 added, which I strangely enjoyed. And what's with that green energy gun in 18a? When I fire it the weapon sprite freezes for a few moments, and then it fires, sometimes several times, like you could load i like the eightball cannon.
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# ? Mar 11, 2013 00:54 |
Copper Vein posted:Where can one download this version? I've got 18a but the changes you listed aren't in it, and i can't find anything more current. The author posted the test version on the ZDoom Projects Brutal Doom thread, but here is a direct download link for it. It's a good place to keep your eyes peeled for updates and "mods" like the Brutal Arsenal and janitor. I think you're talking about the Skulltag/Zandronum BFG10K, which isn't really part of Brutal Doom, but can be accessed by using "idkfa" to cheat it into your inventory, like the railgun and the grenade launcher. The resources for those weapons are included with the last several Brutal Doom versions, however. Like the BFG9000, there's a delay between pulling the trigger and actually firing, so the multiple shots might be some sort of bugginess with pulling the trigger a bunch of times before it actually fires. Cream-of-Plenty fucked around with this message at 07:51 on Mar 11, 2013 |
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# ? Mar 11, 2013 07:49 |
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Cream-of-Plenty posted:The author posted the test version on the ZDoom Projects Brutal Doom thread, but here is a direct download link for it. It's a good place to keep your eyes peeled for updates and "mods" like the Brutal Arsenal and janitor.
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# ? Mar 11, 2013 08:18 |
Copper Vein posted:That link is dead. I found the 18b link in the official thread but it is dead too. Oh well. Here, I just repacked and uploaded the copy I have on this computer.
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# ? Mar 11, 2013 08:29 |
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I like the older, smaller rifle sights better. 18a's look nice but they take up so much of the screen; they also don't zoom from the gun to the sights as smoothly as the older sights, which was something I really liked. The 18b sights aren't much of an improvement on the old version, IMO. I wish he would design a better looking model as a whole and put a simple, clear post on it that will zoom in smoothly. I didn't care for the new chaingun design either. Hopefully the mutators will expand to allow for exactly what iteration of the weapon sprites we each want since they are changing do often now. I did think that the AK and M60 from Arsenal are very well done though. The belt needs to get shorter at the end, like in Powerslave, so you know when you are about to run out.
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# ? Mar 11, 2013 22:06 |
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I still liked the old sprite that was ripped from NAM the best. The one with the little post protectors on it.
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# ? Mar 11, 2013 22:46 |
Copper Vein posted:I like the older, smaller rifle sights better. 18a's look nice but they take up so much of the screen; they also don't zoom from the gun to the sights as smoothly as the older sights, which was something I really liked. The 18b sights aren't much of an improvement on the old version, IMO. I wish he would design a better looking model as a whole and put a simple, clear post on it that will zoom in smoothly. It's relatively easy to add/replace sprites between BD versions, especially if the changes were predominately cosmetic (you can run into problems if a weapon went through significant coding changes between versions). For example, because I enjoy the iron sights, I ended up replacing the 18b rifle sprites with the 18a versions, and it seriously took 30 seconds to pull the files and use them to overwrite the new ones. I suspect the minigun/chaingun could handle the same cosmetic changes. Mike (one of the guys who does artwork for BD) has been posting WIP pics of a chainsaw for months now, and I think it's ugly as sin. If he ever adds it to the mod, hopefully it will be as easy to replace it as the rifle. If you're talking about the minigun from BD (and not Arsenal) I'm not a huge fan of it, either. The whole "UAC" box off to the left is sort of ugly and tacky, and the ports on the barrel make it look way too busy. I've actually considered going through and removing the ports.
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# ? Mar 12, 2013 00:00 |
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Uh... https://www.youtube.com/watch?v=ARc1flxpZ44
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# ? Mar 12, 2013 19:03 |
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I...want to say it's an interesting concept. Because it kind of is. But cars don't strafe! Or go up and down stairs! Or mouselook, either. Even the finest Mercedes Benz handles clunky compared to normal Doom movement.
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# ? Mar 12, 2013 19:27 |
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ain't no Quake Rally that's fer sure http://www.youtube.com/watch?v=uZvaVgmIUrc&feature=youtube_gdata_player
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# ? Mar 12, 2013 20:10 |
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Not sure if this has been mentioned here before, but RPS have featured a rather spiffy looking editor for Quake 1 which seems to function somewhat like that there Portal 2 editor. Amazing. I love PC gaming.
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# ? Mar 12, 2013 20:23 |
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Rather Dashing posted:Not sure if this has been mentioned here before The RPS article, no, but the editor has, three and four pages ago: Johnny Law posted:A couple of folks were asking about Quake mapping back in January... if you're still hanging around there's a few tool releases you'll be interested in. Zaphod42 posted:Somebody mentioned it a page ago, but it didn't really get much attention. This new Quake editor is really amazing; cross-platform and has lots of functionality, really easy to use:
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# ? Mar 13, 2013 00:02 |
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So, here's a question for you folks. I'm looking to get some retro FPS action going on the go. Specifically, on my Android phone. Now, when I say "on the go", I'm using a fairly loose definition. I'm not just gonna have it in my hands all the time(though good touch controls would be nice), and can get KBAM or a gamepad hooked up fairly easily. Thus, are there any good, clean solutions for some of the big games, particularly for Duke Nukem 3D? While I've played Doom, if not 2 and that humongous list of mods, I've hardly even seen DN3D in action. I've seen one official-looking port on the Play Store, but considering it has middling reviews, I was hoping there might be something better out there, even if I have to stuff in the actual game from a GOG purchase or something. Anyone know of anything good? Or am I better off just sticking Doom on my phone and leaving DN3D to computers?(And if so, anyone have any opinions on the best Doom port, since I see like four or five just on the actual Play Store alone?)
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# ? Mar 14, 2013 09:26 |
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The Catacombs series is now on GOG. They're kind of weird!
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# ? Mar 14, 2013 13:26 |
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The Kins posted:The Catacombs series is now on GOG. They're kind of weird! Watching a video of Catacomb 3D gameplay, I can't imagine anyone ever wanting to play this unless they feel intense nostalgia for it. Your hand seems to be the only weapon, with which you mash the fire key to spam fireballs with unlimited ammo, stunlocking all 3 different enemy types. It also seems to involve a lot of shooting at and grinding up against walls. Bloodmobile fucked around with this message at 20:18 on Mar 14, 2013 |
# ? Mar 14, 2013 20:10 |
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Bloodmobile posted:Watching a video of Catacomb 3D gameplay, I can't imagine anyone ever wanting to play this unless they feel intense nostalgia for it. Your hand seems to be the only weapon, with which you mash the fire key to spam fireballs with unlimited ammo, stunlocking all 3 different enemy types. It also seems to involve a lot of shooting at and grinding up against walls. Bear in mind this came out before Wolfenstein 3D. In fact, I think only Hovertank preceded it in terms of proper FPS gaming.
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# ? Mar 14, 2013 20:36 |
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Convex posted:Bear in mind this came out before Wolfenstein 3D. In fact, I think only Hovertank preceded it in terms of proper FPS gaming. Wasn't it basically made because John Carmack wanted to make a Ultima Underworld knock-off?
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# ? Mar 14, 2013 20:41 |
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Bloodmobile posted:Wasn't it basically made because John Carmack wanted to make a Ultima Underworld knock-off? I think it was Wolf3D and it was purely because he thought he could make a faster 3D engine than Ultima Underworld.
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# ? Mar 14, 2013 22:38 |
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Bloodmobile posted:Watching a video of Catacomb 3D gameplay, I can't imagine anyone ever wanting to play this unless they feel intense nostalgia for it. Your hand seems to be the only weapon, with which you mash the fire key to spam fireballs with unlimited ammo, stunlocking all 3 different enemy types. It also seems to involve a lot of shooting at and grinding up against walls. It's a historical precursor to wolfenstein 3d. A museum piece. Sure, it isn't very compelling to play but it's interesting and should be available.
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# ? Mar 14, 2013 22:51 |
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I had a lot of fun with the game back in the old days when it was new and original.
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# ? Mar 14, 2013 23:00 |
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Fergus Mac Roich posted:I think it was Wolf3D and it was purely because he thought he could make a faster 3D engine than Ultima Underworld. Yes, Wolf 3D was faster, but Underworld had true 3D geometry and multi-floor buildings four years before Quake, and a full RPG environment to boot. Catacomb Abyss is worth checking out, though, if only for its historical significance.
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# ? Mar 15, 2013 03:36 |
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I had Abyss and Apocalypse when I was a kid. They weren't exactly amazing, but they were a nice alternative to Wolf3D if you had parents that were worried about game violence. I guess there was also Ken's Labyrinth but that game was kind of awful. Anyways, I did always really like the bits of flavor text that popped up constantly ("A mystic presence emanates from beyond this doorway!") and that time-stop power-up was pretty novel to me when I was 7 or so. I'll probably pick this up on sale since I've always been curious about Catacombs 3D (the one that ID did).
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# ? Mar 15, 2013 03:38 |
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LividLiquid posted:Meanwhile, the Ultima Underworld engine was more advanced in features than any FPS engine would be for over five years, which was an eternity back then given the leaps in technology being made. I play Underworld every couple of years and I'm always pretty impressed with what was possible. Can you explain Ultima Underworld being true 3D to me? I don't think I fully understand all the 2.5D stuff. My understanding was that Ultima Underworld, like all of these games, was actually fake 3D, an optical illusion, hence the absolutely nauseating distortion you get when you select one of the up or down viewpoints and walk near a wall.
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# ? Mar 15, 2013 04:34 |
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A 2.5D game is one which treats one dimension differently from the others. The elements of the map will be arranged in two dimensions and have the third assigned to them in a different manner, like how in Doom every vertex has only 2 coordinates and the height of the floor is a property of the sector. Whereas in a true 3D engine like Quake or Ultima the vertices are positioned in all three dimensions and there is no fundamental split between floors and walls; they're both simply consequences of where the surfaces defined by the vertices lie and the floor is only special in that gravity points toward it and the camera is aligned to keep it on the bottom of the screen. Ultima's hosed up textures were most likely a result of taking shortcuts with the perspective calculation while rasterizing the view; the underlying geometry was still 3D.
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# ? Mar 15, 2013 05:08 |
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LividLiquid posted:Meanwhile, the Ultima Underworld engine was more advanced in features than any FPS engine would be for over five years, which was an eternity back then given the leaps in technology being made. I play Underworld every couple of years and I'm always pretty impressed with what was possible. Ultima Underworld required a seriously expensive computer to run at any capacity at release. Wolfenstein/catacomb ran on a run of the mill 286 at a high frame rate, which is ultimately why those games were so influential.
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# ? Mar 15, 2013 05:56 |
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# ? May 14, 2024 15:40 |
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I'm finishing all episodes from Doom I, how does Doom II vanilla maps compare? I only had the shareware versions back when I was a kid.
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# ? Mar 15, 2013 06:01 |