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March 31st, 2004, 03:31 PM
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#161 | |
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Join Date: Jul 2003
Posts: 1,261
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April 4th, 2004, 08:30 AM
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#162 |
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Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
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Underdogs do have many, many downloads. And for strife, you should check this topic: http://forums.newdoom.com/showthread...threadid=21575
The ultimate Strife brag |
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April 26th, 2004, 02:32 AM
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#163 | |
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Join Date: Aug 2001
Location: Houston, Tx
Posts: 299
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Strife's conversations DID behave like in game menus, however, the code for it is completly different than the regular menu. |
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May 20th, 2004, 03:06 AM
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#164 |
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Commander Keen
Join Date: Sep 2003
Location: UK
Posts: 190
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I'm enjoying this project and it's good to be able to run Duke again.
I wonder if there is gonna be a fix for mirrors though? Entering a room with a mirror is a bit like waking up with a bad hangover! The mirror obviously doesn't work, but all others texures in the room are messed up, and the pallette goes a sickly shade of green!! |
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June 4th, 2004, 03:15 PM
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#165 |
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Guest
Posts: n/a
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Guess what
![]() JonoF added MD2 support for his port. He´s using an old IMP Jdoom model for testing purposes, so it´s fairly easy to predict how compatible the new duke models will be for any future JDuke project using the Doomsday engine.
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June 4th, 2004, 06:40 PM
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#166 |
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Commander Keen
Join Date: Mar 2004
Location: Pegasus Galaxy - Atlantis
Posts: 155
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Its good to see the project istn dead, but I think I'll wait til the actual duke models are...I love doomsday, but imps ARENT SUPOSTED TO BE IN DUKE!!!
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June 5th, 2004, 10:32 AM
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#167 | |
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Commander Keen
Join Date: Jul 2003
Posts: 215
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too bad it's md2 and not md3 cause jfduke3d's models will have the known problems with higher res models |
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June 5th, 2004, 10:34 AM
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#168 |
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Commander Keen
Join Date: Mar 2004
Location: Pegasus Galaxy - Atlantis
Posts: 155
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not to much longer and jdoom will have md3 support!!! Those will be the days!!!
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June 21st, 2004, 08:17 PM
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#169 |
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Guest
Posts: n/a
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please have it compatible with EVERYTHING duke cause i have the killaton collection
Duke Nukem 1 Duke nukem 2 Duke Nukem 3d Duke Nukem Atomic 3d Duke it out in DC Duke zone II Duke Command Center and some others i think |
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June 23rd, 2004, 03:57 AM
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#170 |
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Guest
Posts: n/a
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yeah, sure
3d-models, compatible to duke nukem 1, easy... |
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June 23rd, 2004, 01:50 PM
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#171 |
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Commander Keen
Join Date: Mar 2004
Location: Pegasus Galaxy - Atlantis
Posts: 155
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I think that would look...just a little out of place...ya know? Unless acourse ya remade it using the dnmp engine...
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June 24th, 2004, 04:36 AM
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#172 |
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Guest
Posts: n/a
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A port for Dukes 1 and 2 would be good. Imagine them both with support for openGL and hirez texture and sprite replacements.
Remakes using the DNMP engine is a nice idea but 3dRealms are pretty strict when it comes to using their stuff unfortunately |
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June 29th, 2004, 01:50 PM
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#173 |
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Commander Keen
Join Date: Jun 2004
Location: Clevo
Posts: 100
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why bother?
I don't think it's really necessary to make a whole new Duke Nukem 3D port. The only cool part is where he says "I came here to kick ass and chew bubble gum and I'm all out of gum."
Heh the doom guy can do that. |
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June 29th, 2004, 04:08 PM
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#174 |
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Commander Keen
Join Date: Feb 2003
Location: I ham in the land of Oz - oooooo....
Posts: 1,524
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http://jonof.edgenetwork.org/buildport/duke3d/
Just bumping the link to this page ![]() Also, the benefits of turning Doomsday into a Build or Wolf supporting engine are debatable for hours. One one hand, there are already lots of good duke ports. On the other hand, the more different 2.5d games that Doomsday can run, the more power you will be able to wield when editing for any particular one. CON files in Wolf3d, portals in Doom, ACS in Duke 3d. There is already a great example of how an open implementation of features can empower the users, in ZDoom - arguably the most popular port. |
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June 29th, 2004, 04:16 PM
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#175 |
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Commander Keen
Join Date: Mar 2004
Location: Pegasus Galaxy - Atlantis
Posts: 155
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Not to mention the fact that a lot of the other ports such as jonofs are still in the early stages with a lot of bugs...whereas doomsday is developed and already superior. It would make duke nukem 3d absolutely beautiful...all that would be missing is the proper 3d models!
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July 1st, 2004, 01:05 PM
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#176 |
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Guest
Posts: n/a
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All I can say is, you better have jBlood and jShadow Warrior support too, or this is worthless.
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July 14th, 2004, 10:37 PM
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#177 | |
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Guest
Posts: n/a
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Quote:
as long as it doesn't support build at all, it's not superior for playing duke |
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July 15th, 2004, 08:07 AM
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#178 |
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Commander Keen
Join Date: Mar 2004
Location: Pegasus Galaxy - Atlantis
Posts: 155
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"Already superior" as in compared to other ports in general, it does more with the game that it is a port of. Jonof's coulld become just as great of a port with time, effort, and suport. All 'm saying is that if Doomsday were to support the build engine, it would already be able to do so much more. The networking code, all though still full of bugs, is a lot further along...lighting, jdoom can do quite a bit with lighting that most ports cant...and doomsday is a VERY active project wjith a lot help on different levels...adn support for more features already.
Yeah, if you put it on the level of doomsday not supporting build...then I guess it isnt superior for duke; however, if it WERE to support duke, then it WOULD do that well. As it is, jfduke is great...it will be nice if and when more features are added and if it gets the support that doomsday has. right now, things dont seem to be moving very fast. |
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July 15th, 2004, 10:11 AM
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#179 |
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Commander Keen
Join Date: Jun 2004
Location: Clevo
Posts: 100
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Everybody mentions "2.5d games" in this forum. Is this a real term, or just slang? I can understand how Doom, Heretic, Hexen, would be considered 2.5d, since you can't overlap sectors vertically. But as far as I remember, Duke3d could have two rooms on top of eachother (although I may be mistaken.)
And if Doom is 2.5d, what is Wolf3d? Would that be 2.25d since there's no varying the z-plane and only right angles? |
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July 15th, 2004, 11:12 AM
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#180 | |
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Commander Keen
Join Date: Jul 2003
Posts: 215
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