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Old January 7th, 2004, 08:10 PM   #1
Slide
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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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Old January 7th, 2004, 08:10 PM   #2
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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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Old January 7th, 2004, 09:32 PM   #3
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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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Old January 8th, 2004, 01:06 AM   #4
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Quote:
Originally Posted by Weenuk
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.
nothing really works too well on intel graphics, the polymost does not speed jduke, since whenever we'll see it or not it will use the doomsday (2.0) engine, not the build engine
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Old January 8th, 2004, 01:41 AM   #5
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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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Old January 8th, 2004, 02:03 AM   #6
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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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Old January 8th, 2004, 02:52 AM   #7
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Originally Posted by Sin4U
now if only mouse-look worked properly...
I might be able to help you there.

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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Old January 8th, 2004, 05:23 AM   #8
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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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Old January 8th, 2004, 06:46 AM   #9
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Quote:
Originally Posted by Cain
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 )
rise of the triad used a modified wolf3d engine if my memory serves me right, the first game with the build engine was
'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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Old January 8th, 2004, 07:37 AM   #10
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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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Old January 8th, 2004, 07:41 AM   #11
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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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Old January 8th, 2004, 08:02 AM   #12
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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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Old January 8th, 2004, 08:50 AM   #13
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Quote:
An attempt to add it to Doomsday (or any port) without the original source code would be very difficult.
Except of course its just been done
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Old January 8th, 2004, 08:51 AM   #14
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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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Old January 8th, 2004, 09:03 AM   #15
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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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Old January 8th, 2004, 02:18 PM   #16
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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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Old January 8th, 2004, 11:47 PM   #17
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Quote:
Originally Posted by Cain
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 )
I used to love Rise Of The Triad! The best weapon ever came from that game... The Excalibat!

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Old January 9th, 2004, 12:26 AM   #18
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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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Old January 9th, 2004, 01:08 AM   #19
Cain
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EXCELENT !
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Old January 9th, 2004, 01:12 AM   #20
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Maybe because Strife is a "doom" game, duke nukem 3d isnt :P
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