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January 7th, 2004, 08:10 PM
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#1 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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jDuke/jStrife Discussion
Discussion into the development of Duke Nukem 3D sourceport using the Doomsday Engine.
For those who are new here I should just say that jDuke is not currently available or even being worked on (yet). Here are some file resources. Download the Duke Nukem 3D Shareware Duke Nukem Source Code Last edited by Slide; January 11th, 2004 at 12:22 PM. |
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January 7th, 2004, 08:10 PM
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#2 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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jStrife/jDuke/jBlood etc...
Discussion into the emulation of Strife with the Doomsday Engine.
As doom ports are starting to acquire Strife support; jStrife is becoming more of a possibility. For those who are new here I should just say that jStrife is not currently available or even being worked on (yet). Download Original Strife Demo and Official Patches Last edited by Slide; January 10th, 2004 at 06:58 AM. |
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January 7th, 2004, 09:32 PM
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#3 |
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Commander Keen
Join Date: May 2003
Location: The Sticks, Canada
Posts: 279
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I just hope that JonoF's port of Duke get's to a better point. The OpenGl renderer doesn't work at all with my Intel Graphics (doesn't surprise me much, I got a 9600 XT coming in anyway). That Polymost renderer that Ken Silverman (creator of Build) wrote up will surely help out in speeding up a jDuke or similar project. I just hope Blood and Shadow Warrior get their sources released soon. Maybe even the Redneck Rampage games. I don't think any other Build games are worth the time (the only other one I've played is NAM and that's more of a Duke TC then anything else, so I can't speak from experience, just reviews).
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January 8th, 2004, 01:06 AM
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#4 | |
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Commander Keen
Join Date: Jul 2003
Posts: 215
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Quote:
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January 8th, 2004, 01:41 AM
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#5 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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Yeah!...
Humm..is possible to working DukeNukem withe the Doomsday or Is for making an Game mod ( like the Doom64 )...? I think Strife can work greatly with the Doomsday...but it is legale..? |
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January 8th, 2004, 02:03 AM
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#6 |
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Guest
Posts: n/a
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The problem is that Hexen Heretic, and Doom share the same code, while all duke games are, in fact, completely different.
No. 27: The Larch. (sorry, had to do that =d ) anyway, If the polymost engine is ever cleaned up, I would love to see JonoF's port grow to Doomsday proportions. And we finally have a hardware Duke. And I can play at 1600x1200, not just take screenys. And why has NOONE mentioned the KICK-A$$ menu's added? now if only mouse-look worked properly... EDIT: An update to JonoF's port is out, mostly polymost updates, like working mirrors and status bar. Last edited by Sin4U; January 8th, 2004 at 02:10 AM. |
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January 8th, 2004, 02:52 AM
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#7 | |
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Guest
Posts: n/a
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Quote:
I had to modify "Duke3d.cfg" to get that to work right. In "Duke3d.cfg" under the "[Controls]" section add MouseAimingFlipped = 0 MouseAiming = 0 AimingFlag = 1 AutoAim = 0 I know it looks funky but that is how I could get proper mouse-look to work |
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January 8th, 2004, 05:23 AM
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#8 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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wow....
Hum..and what about "Rise of the triad" ( for me the first version of the build engine ) ...?? i'm very like this game.. - Humm.. what is the "Dark force" engine..? ( this engine can post 3d thing ) |
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January 8th, 2004, 06:46 AM
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#9 | |
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Commander Keen
Join Date: Jul 2003
Posts: 215
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'witchaven' dark forces (a lucas arts frist person shooter prequel to jedi knight/jedi outcast/jedi academy) used a unnamed inhouse engine by lucas arts http://www.lucasarts.com/products/darkforces/splash.htm |
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January 8th, 2004, 07:37 AM
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#10 |
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Commander Keen
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
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Map Geometry/Map Converter
I've had this question burning in the back of brain for a long long time now:
Why could we not just read the Darkforces/Duke maps as lines verticies and sectors and re-compile them in BSP for JDoom, much like the way GLBSP works? Obviously, duke can do SOS, and Darkforces could have polygons on screen and sprite flats... but the MAP GEOMETRY for both games is very similar between those three games. Many features in Duke3D already exist in some form or fasion in JDoom's XG capabilities (except for slopes... ) And darkforces wasn't too much more complex. Anyway, I'm certain this could be done, and if I'm right. With an additional duke3d 'mod' and a map converter, we could play duke3d maps in JDoom, with the obvious lack of flat sprites, SOS and slopes of course. In any case, it's a start, and to me seems better than trying to re-write the portal system used in Duke3d. |
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January 8th, 2004, 07:41 AM
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#11 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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How...yeah..i remember "Witchaven"....( Tekwar not out befor Witchaven ? )
An strange game... - Strife use the Doom engine...why is not possible to use the Doomsday whith it...? |
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January 8th, 2004, 08:02 AM
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#12 |
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Join Date: Jul 2003
Posts: 1,261
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The original source code for Strife is unreleased/unavailable/lost (or something, so many different rumours).
An attempt to add it to Doomsday (or any port) without the original source code would be very difficult. Someone would have to create a new source code from the game it'self, which would likely result in something similar to the original source code but not the same. So you would be left with something like Strife, but not actually Strife. (Is this all correct info someone?) Last edited by Vermil; January 8th, 2004 at 08:14 AM. |
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January 8th, 2004, 08:50 AM
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#13 | |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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January 8th, 2004, 08:51 AM
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#14 |
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Join Date: Jul 2003
Posts: 1,261
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Do you mean in Vavoom? I thought that it's Strife support was still in a very early phase?
I wasn't saying that it wasn't possible, simply that it would be pretty difficult thing to do. Last edited by Vermil; January 8th, 2004 at 08:58 AM. |
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January 8th, 2004, 09:03 AM
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#15 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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Yup a lot of the ground work has been done with Vavoom so I think with a little work the much can be done to make jStrife a reality - I know that Skyjake was keener on this than jDuke anyway.
It's actually playable up to a point in the game now with quests/conversations all in. Edit: No you didn't have too much to drink last night - the jStrife and jDuke threads have been split to stop people talking over each other
Last edited by Slide; January 8th, 2004 at 06:59 PM. |
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January 8th, 2004, 02:18 PM
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#16 |
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Commander Keen
Join Date: May 2003
Location: The Sticks, Canada
Posts: 279
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Yah, I was referring to a new engine with Doomsday like features. I wouldn't mind making a couple models for that.
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January 8th, 2004, 11:47 PM
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#17 | |
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Guest
Posts: n/a
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Quote:
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January 9th, 2004, 12:26 AM
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#18 |
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Guest
Posts: n/a
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Hey, turning off auto-aim works! Your a lifesaver, Deathgiver (ironicly...)
Excalibat? okay... Doesnt beat the missle launcher from Shadow Warrior, though. (ever seen another rocket launcher that can launch dumbfire, heatseeking (dumbfire with a card you get separatly), and NUCLEAR WARHEADS???) sure, yours is a bit more unconventional, but then theres the DOLL OF DOOM!!! from the CHAOS mod for UT. ie, a doll that chases your enemys that explodes with A NUCLEAR WARHEAD!!! for that...
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January 9th, 2004, 01:08 AM
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#19 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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EXCELENT !
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January 9th, 2004, 01:12 AM
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#20 |
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Guest
Posts: n/a
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Maybe because Strife is a "doom" game, duke nukem 3d isnt :P
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