Are Duke Nukem 3d mods dead?

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Re: Are Duke Nukem 3d mods dead?

Postby Jblade » Mon Apr 06, 2015 12:27 pm

Sgt. Shivers wrote:
Jblade wrote:Those are DUP missiles, they're an alternate ammo type for the Zilla missile launcher - you can use them with it by hitting the alternate ammo type key (it was done this way as they can be used in conjuction with the heat seeking fire mode as well) and selecting them from the menu.

Ah! Thanks a bunch! I'm having a blast with the mod so far, the original was incredible and this second part is even better! If I could make a suggestion for the next one, (not sure how hard this would be) could there be a "Create a class" character? You could use the AMC trooper sprites and let the player select from temporary weapons. This might not work well with the story levels, but it could be okay with the extra missions!

Heh, I've had a very similar idea - this would be a significant amount of work (I would limit it so you could only select similar type weapons for each slot) but if they ever manage to fix multiplayer I imagine something like this would make it's way in. Keep me posted on your impressions on the mod!
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Re: Are Duke Nukem 3d mods dead?

Postby Sgt. Shivers » Tue Apr 07, 2015 1:06 am

Well for one thing, I'm loving some of the new twists in the levels, like when you enter the s̶p̶o̶i̶l̶e̶r̶ and it EXPLODES!
The base upgrading stuff is badass, and so are the temporary weapons. One thing I would ask for is some new sprites for the police shotgun (I could cook some up for you if you want) considering the M16 has some nice new ones.
It's too bad I know nothing about Duke modding, or I'd do more to contribute to this project...
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Re: Are Duke Nukem 3d mods dead?

Postby Jblade » Tue Apr 07, 2015 7:59 am

I probably should replace those sprites, as you can tell with like at least 100 weapons it's kinda hard to perfect them all :P You're pretty good at spriting and animating, if you wanted to help than when development of episode 3 kicks off I'll be looking for a bit more help with that side of stuff :) (Zero X Diamond is also jumping on board to help, he voiced some guys and is going to try and pick up Build mapping) It feels humbling to inspire some of the Doom community, since Zdoom mods have been huge sources of inspiration to me in the past. I think the AMC TC is a pretty good demo of what can be done with Eduke32, even though it takes a ton of work at times.
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Re: Are Duke Nukem 3d mods dead?

Postby xenoxols » Tue Apr 07, 2015 8:32 am

Most of the sprites would look good, but they seem to have been screwed over by the palette. Especially James's weapons.
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Re: Are Duke Nukem 3d mods dead?

Postby Jblade » Wed Apr 08, 2015 7:25 am

Yeah Duke's grey palette has a faint red tinge and sometimes it can be difficult to get art in without it getting all muddied up.
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Re: Are Duke Nukem 3d mods dead?

Postby Nash » Wed Apr 08, 2015 8:19 am

Gez wrote:There's also BLiGHT which is worth a look I think.


Blight is amazing, it was exactly the thing that inspired me to bring in camera roll and weapon sway effects into GZDoom. :D
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Re: Are Duke Nukem 3d mods dead?

Postby BFG » Mon Apr 13, 2015 11:16 pm

the code in Duke is more complex, but the other reason Doom is more popular with editors is because Duke has a personality and speaks, and the Doom marine is just a default base character that is silent and can become anyone you want.

I see people talk about how if Blood's source code was released it would become like ZDoom and loads of modder, but I don't think that's true, after all Shadow Warrior, which is the most advanced build game and the most advanced of all the 90's sprite based fps, meaning the entire Doom, Duke and all the other sprite fps could probably be fully ported to SW. It has had it's source released since 2006 or so and nobody has touched it, nobody understands the coding for it and doesn't even want to attempt to because of how complicated it would be.. I always thought when SW code would be released it would replace ZDoom and EDuke and have the best of both worlds.
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Re: Are Duke Nukem 3d mods dead?

Postby xenoxols » Tue Apr 14, 2015 9:55 am

I don't believe the build engine has a variable tickrate, which would make doom literally impossible to port to it. I could be wrong though.
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Re: Are Duke Nukem 3d mods dead?

Postby PlayerLin » Sat Apr 18, 2015 10:25 am

BFG wrote:I see people talk about how if Blood's source code was released it would become like ZDoom and loads of modder, but I don't think that's true, after all Shadow Warrior, which is the most advanced build game and the most advanced of all the 90's sprite based fps, meaning the entire Doom, Duke and all the other sprite fps could probably be fully ported to SW. It has had it's source released since 2006 or so and nobody has touched it, nobody understands the coding for it and doesn't even want to attempt to because of how complicated it would be.. I always thought when SW code would be released it would replace ZDoom and EDuke and have the best of both worlds.


SW is not as mod-able as Duke3D, no CONs, lot of hardcoded things in SW.EXE, not able to modified artworks without replace the actual file etc, even with source code, it still won't be as popularly as Duke3D...don't know why 3DR was not make it more mod-able like Duke3D. :(

But at least, eduke32 still try to port SW things into it... and someone in eduke32 developer team said he's developing a new SW port based all(or most?) of modifiable features in eduke32...but not in his highest priority. :|


Oh...I still don't get the Build map editor/mapster32(the map editor comes with eduke32) at all, and I already knew some basic editings in DooM Builder/SLADE3(but just so "basic")...mapping in Build isn't that easy as I were through and I still didn't get it, not being able to do a basic map..., even with some very detailed tutorials... :(
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Re: Are Duke Nukem 3d mods dead?

Postby Hellser » Sun Apr 19, 2015 10:59 pm

PlayerLin wrote:Oh...I still don't get the Build map editor/mapster32(the map editor comes with eduke32) at all, and I already knew some basic editings in DooM Builder/SLADE3(but just so "basic")...mapping in Build isn't that easy as I were through and I still didn't get it, not being able to do a basic map..., even with some very detailed tutorials... :(


Because the folks in the Duke3D community are as archaic as some of the "purists" that pops up in the Doomworld community. It's near heresy to consider a Build Editor that isn't Mapster32/Build.exe. I for one would embrace such a change. As Build's Sector Effectors, GSpeed and what not is near cryptic - especially if you do have a notepad or book on hand.
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Re: Are Duke Nukem 3d mods dead?

Postby Jblade » Mon Apr 20, 2015 8:55 am

Because the folks in the Duke3D community are as archaic as some of the "purists" that pops up in the Doomworld community. It's near heresy to consider a Build Editor that isn't Mapster32/Build.exe.

Where do you get this idea from? I've been part of the community for about 16 years and the real issue is that there hasn't been an alternative. LEBuild sort of appeared but that was geared towards some ultra-hardcore kind of editing and didn't even have a workable 3D mode for a while. I've seen a common complaint that people feel Mapster is outdated but there's nobody around to really code a modern alternative.

I could say the same kind of hyperbole that nobody in the Zdoom forums care about levels and nobody in the Doomworld forums care about gameplay mods, that would make about as much sense ;)
SW is not as mod-able as Duke3D, no CONs, lot of hardcoded things in SW.EXE, not able to modified artworks without replace the actual file etc, even with source code, it still won't be as popularly as Duke3D...don't know why 3DR was not make it more mod-able like Duke3D.

This is pretty much accurate, the possibilities with the basic map format are much greater in SW and everything in general is more complex but the trade-off was that they did it all in engine rather than make a new scripting language which did make modding impossible beyond basic hacks of level names and stuff.
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Re: Are Duke Nukem 3d mods dead?

Postby PlayerLin » Mon Apr 20, 2015 10:51 am

Jblade wrote:Where do you get this idea from? I've been part of the community for about 16 years and the real issue is that there hasn't been an alternative. LEBuild sort of appeared but that was geared towards some ultra-hardcore kind of editing and didn't even have a workable 3D mode for a while. I've seen a common complaint that people feel Mapster is outdated but there's nobody around to really code a modern alternative.


Lacks of proper(?) tool for mapping would be one of the reasons for sure, and good designed tools can helps mappers for sure too...

For a VB6 program, LEBuild is really nice work, but...

Well, for me, whatever Build.exe or mapster32.exe or other maps tools, doesn't matters, maybe it(the map format of Build) just too complicated for me... :(

(PS: I don't even sure what "proper" should be?)

Jblade wrote:This is pretty much accurate, the possibilities with the basic map format are much greater in SW and everything in general is more complex but the trade-off was that they did it all in engine rather than make a new scripting language which did make modding impossible beyond basic hacks of level names and stuff.


That's really shame......
After SWP's attempts failed and stopped updates, SW modding just fall into the abyss(not sure if it exists or not at all). Still wait that thing... :P
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Re: Are Duke Nukem 3d mods dead?

Postby Jblade » Mon Apr 20, 2015 1:30 pm

That's really shame......
After SWP's attempts failed and stopped updates, SW modding just fall into the abyss(not sure if it exists or not at all). Still wait that thing... :P

I'm assuming you're talking about Deadly Kiss - yeah I was looking forward to it, but it's been years and we haven't heard any news :(
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Re: Are Duke Nukem 3d mods dead?

Postby PlayerLin » Tue Apr 21, 2015 9:37 am

Jblade wrote:I'm assuming you're talking about Deadly Kiss - yeah I was looking forward to it, but it's been years and we haven't heard any news :(


Hmm...actually, I mean Hendricks266's eSW32(?) port. :P

Deadly Kiss, I don't care until it's really happened. :(

(PS: That eSW32 isn't the real name of the eduke32-equalment project for SW, I just joking. :oops: )
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