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DM Duke was kind of cool on Vita the 1 day it was populated enough.
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# ? Aug 30, 2022 19:21 |
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# ? Jun 4, 2024 02:24 |
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Y'know it's funny, DukeZone even has a few good maps on it. dukeprox is a good one. https://dnr.duke4.net/maps/Proxyon_Military_Base.html
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# ? Aug 30, 2022 19:24 |
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Needs the duke 'squish' sound effect every time the square flips over
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# ? Aug 30, 2022 19:27 |
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haveblue posted:Which in turn as I understand it is due to the Doom engine being much more amenable to source ports expanding its limits vastly beyond what the 1993 engine was capable of, while Build is kind of a mess and nowhere near as flexible or easy to work with Todd Replogle posted:I don't think I did such a great job coding [Duke 3D]. I was (and still am) a weak programmer. I wasn't familiar with trigonometry or how to make C code portable. I slapped script together in a nervous way without any thought to readability. I didn't use a debugger either. The most impressive thing was that it was a game of a 1000 hacks and all somehow worked.
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# ? Aug 30, 2022 19:43 |
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There's a website (that I can no longer recall) that describes how Duke 3D development "worked", and honestly I can't claim that it's accurate. But allegedly the Build engine was one large C source file, the game logic was another large C source file, and state was communicated between the two through a handful of global variables. Ken would make updates to the Build engine as necessary and provide an object file of the engine for 3D Realms to link against. Assuming that's all true, that's about the most non-portable idosyncratic least-flexible way to develop a game. I want to believe it too, because Ken strikes me as something of (at the time) a young math prodigy but ultimately not very good (and certainly lacking experience) as a software engineer, and, well, Todd openly acknowledges his inexperience. But if this is all true then I'm not sure how exactly contemporary ports of Duke 3D materialized. In contrast, DOOM's development was consciously done in a portable fashion. It's unclear to me if there was actually a 68k-based port of DOOM running on NeXT workstations throughout its development or if that's something Dave Taylor sorted out later, but certainly their tooling all ran on NeXT and there was a conscious decision to abstract the platform-specific bits.
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# ? Aug 30, 2022 20:02 |
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Baron von Eevl posted:I never did doom level editing, but I remember the build level editor for duke3d making a big deal about being able to easilyswap yo something close to a character view instead if having to stop and load the game to see what things actually looked like. Doom editors have this now and it's awesome. You can even edit while in the visual mode, it's such a easy &immediate way to get your hands on level design. Hell, been thinking of making a new level myself, once I wrap up Plutonia. Been stuck on MAP32, the final final trap is a real POS.
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# ? Aug 30, 2022 20:06 |
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That’s how forge worked for making marathon maps back in the day. Could change floor and ceiling heights, textures, lighting in real time in the editor.
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# ? Aug 30, 2022 20:34 |
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ExcessBLarg! posted:There's a website (that I can no longer recall) that describes how Duke 3D development "worked", and honestly I can't claim that it's accurate. But allegedly the Build engine was one large C source file, the game logic was another large C source file, and state was communicated between the two through a handful of global variables. Ken would make updates to the Build engine as necessary and provide an object file of the engine for 3D Realms to link against. Not the website you are looking for but it seems like a good time to revisit george.txt https://tcrf.net/Proto:Blood/Alpha_Demo#GEORGE.TXT
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# ? Aug 30, 2022 20:50 |
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Heavy Metal posted:Y'know it's funny, DukeZone even has a few good maps on it. dukeprox is a good one. DukeZone and other similar products were just made by downloading whole directories from public FTP servers and throwing them onto a CD, right? So odds are at least a few good things would accidentally end up in it.
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# ? Aug 30, 2022 21:57 |
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ExcessBLarg! posted:It's unclear to me if there was actually a 68k-based port of DOOM running on NeXT workstations throughout its development or if that's something Dave Taylor sorted out later, but certainly their tooling all ran on NeXT and there was a conscious decision to abstract the platform-specific bits. There was. They never implemented sound for it and I’m not sure if networking was added, but those were both things that happened at the very end. (Pic curtsey of the Doom wiki)
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# ? Aug 30, 2022 22:23 |
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verbal enema posted:There is that one insane Duke3D TC I can't remember the name of right now it's loving bonkers
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# ? Aug 31, 2022 01:18 |
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david_a posted:There was. They never implemented sound for it and I’m not sure if networking was added, but those were both things that happened at the very end. You can see it in action at 19:45 of this video https://youtu.be/Bn7qIl59MAQ
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# ? Aug 31, 2022 04:46 |
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I picked up the switch version of doom 1 and had no idea that a) they had added all these free WADs with it and b) they don't distinguish between doom 1 or doom 2...you just get to play everything if you own either. This is fuckin awesome. There's a lot on here I wanna play
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# ? Aug 31, 2022 06:44 |
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In Training posted:and b) they don't distinguish between doom 1 or doom 2...you just get to play everything if you own either.
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# ? Aug 31, 2022 07:07 |
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The Kins posted:This is actually a fairly recent change! Before that, a couple of the mods in the Bethesda-approved list were game specific, like Double Action. I think you still have to buy doom 1 and doom 2 separately for the original maps right? like they're not "one purchase gets you e1-e4 of ultimate doom and all of the doom 2 maps"
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# ? Aug 31, 2022 07:13 |
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Arivia posted:I think you still have to buy doom 1 and doom 2 separately for the original maps right? like they're not "one purchase gets you e1-e4 of ultimate doom and all of the doom 2 maps"
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# ? Aug 31, 2022 07:35 |
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Arivia posted:I think you still have to buy doom 1 and doom 2 separately for the original maps right? like they're not "one purchase gets you e1-e4 of ultimate doom and all of the doom 2 maps"
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# ? Aug 31, 2022 14:57 |
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Anyone here that hasn't pressed 'help' on the Blood menu and waited for a good minute at every screen should do it today except the GT Interactive one Convex fucked around with this message at 22:42 on Aug 31, 2022 |
# ? Aug 31, 2022 22:39 |
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Hank Morgan posted:Not the website you are looking for but it seems like a good time to revisit george.txt Holy poo poo that sure backs up the statement that Ken was just sending a single monolithic object file and maybe the names and signatures of a few functions and global variables, no source code or modularity or anything, and in order to do anything with the engine non-Ken developers had to use a disassembler and reverse engineer his code that way this belongs in the coding horrors thread
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# ? Sep 1, 2022 00:13 |
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Everything about BUILD, it's games, source ports and mods belong in a Coding Horrors thread. At some point I'll sit down and collate all the stories I've heard, there's some real howlers. In other news, the Halo MCC August Update is live, although the Reach mod tools have been held back for a little bit longer to stomp the bugs out.
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# ? Sep 1, 2022 04:11 |
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The Kins posted:Everything about BUILD, it's games, source ports and mods belong in a Coding Horrors thread. At some point I'll sit down and collate all the stories I've heard, there's some real howlers. Really looking forward to that one
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# ? Sep 1, 2022 10:03 |
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ExcessBLarg! posted:There's a website (that I can no longer recall) that describes how Duke 3D development "worked", and honestly I can't claim that it's accurate. But allegedly the Build engine was one large C source file, the game logic was another large C source file, and state was communicated between the two through a handful of global variables. Ken would make updates to the Build engine as necessary and provide an object file of the engine for 3D Realms to link against. Might be this. There's some deep-dives of other engines too. quote:Opening those files reveals something hostile to the eyes and the mind.
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# ? Sep 1, 2022 11:32 |
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https://twitter.com/3DRealms/status/1565052582153920515?t=fvf4giPqbWFUj0jAY15Zdw&s=19
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# ? Sep 1, 2022 11:38 |
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how much postal does it haveTwo Owls posted:Might be this. There's some deep-dives of other engines too. ken you coward you could have had Duke Nukem 3D running on Ken Silverman's Erection Engine. 90s Cringe Rock fucked around with this message at 11:50 on Sep 1, 2022 |
# ? Sep 1, 2022 11:38 |
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90s Cringe Rock posted:how much postal does it have quote:Other developers and partners at this year’s Realms Deep include Fulqrum, New Blood, Team 17, Nvidia, HYPERSTRANGE, Dread XP, Nightdive Studios, Retrovibe, Bounding Box Software, Rogue Games, Running With Scissors, Top Hat Studios, Hellforge Studios, In The Keep, Evil Guinea Pig, Schmidt Workshops, Warcry Interactive, Tastyspleen, Reload Magazine, NoLight Games, and more to be announced! At least a little, I guess
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# ? Sep 1, 2022 11:50 |
Hyperstrange is there too, so that's likely to be about Postal: Brain Damage.
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# ? Sep 1, 2022 12:13 |
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Everyone at realms deep is working together to finish that leaked Duke build, but all in their own unique way. Like that RoboCop remake
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# ? Sep 1, 2022 12:17 |
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Personally, I'm hoping for something that actually gets released within four years of being announced. If ever. Would also be nice to see some stuff that doesn't have you fighting demons in hell while some subgenre or another of metal plays. Not that I'm opposed to that! But when 30+ games with the same premise all get announced one after another... Malcolm Excellent posted:Everyone at realms deep is working together to finish that leaked Duke build, but all in their own unique way. Like that RoboCop remake https://www.youtube.com/watch?v=SCS8HSmAMUU
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# ? Sep 1, 2022 12:31 |
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I’m looking forward to anything that is t early access. I’m still waiting on Wrath and Graven. Supplice and Selaco aren’t EA but I’m waiting on them too.
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# ? Sep 1, 2022 13:25 |
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https://twitter.com/HellforgeStudio/status/1565084208330326016 https://twitter.com/MischiefDonut/status/1565066085308956677 https://twitter.com/HellslingerGame/status/1565088380538523650 https://twitter.com/MovieGamesSA/status/1564551803932495874 Turin Turambar fucked around with this message at 13:40 on Sep 1, 2022 |
# ? Sep 1, 2022 13:37 |
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is disdain gonna be valheim with guns, because that's what that logo is telling me
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# ? Sep 1, 2022 13:40 |
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New Civvie vid for RtCW https://www.youtube.com/watch?v=ZkLRsOw1d84
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# ? Sep 1, 2022 14:09 |
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ToxicFrog posted:Holy poo poo that sure backs up the statement that Ken was just sending a single monolithic object file and maybe the names and signatures of a few functions and global variables, no source code or modularity or anything, and in order to do anything with the engine non-Ken developers had to use a disassembler and reverse engineer his code that way
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# ? Sep 1, 2022 14:16 |
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Civvie returns to the return. https://www.youtube.com/watch?v=ZkLRsOw1d84 Arivia posted:is disdain gonna be valheim with guns, because that's what that logo is telling me
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# ? Sep 1, 2022 14:24 |
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Oh hey, voidpoint. The Ion Fury DLC fell right off the face of the earth, so I assume they'll have an update on that one.
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# ? Sep 1, 2022 15:55 |
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The Kins posted:It started like as I Made A Quake Clone In 10 Days. It now has slightly more development time and polish put into it, along with a bunch of cool new engine features for GZDoom nerds to do things with. it was a comment on how much it looks like the valheim logo and nothing else. thanks for filling me in, though
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# ? Sep 1, 2022 15:59 |
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calling a game hellslinger when there's a more prominent game called metal: hellsinger already in development sounds like a bad idea don't outer wilds/worlds yourself if you can help it
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# ? Sep 1, 2022 16:09 |
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anilEhilated posted:Hyperstrange is there too, so that's likely to be about Postal: Brain Damage. bounding box is Prodeus and they might be there to announce a 1.0 date as well retrovibe might be there for Impaler The 7th Guest fucked around with this message at 16:27 on Sep 1, 2022 |
# ? Sep 1, 2022 16:17 |
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Hyperstrange are a developer and a publisher, and it sounds like they have a lot to show. https://twitter.com/HYPERSTRANGE/status/1565119079328976897
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# ? Sep 1, 2022 16:31 |
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# ? Jun 4, 2024 02:24 |
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I only played Blood West's demo last RD and found it way too punishing. Has that changed through EA at all?
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# ? Sep 1, 2022 16:40 |