Duke Nukem Forever 2001 Build Discussion

Probably, any niche modding community is bound to have slapfights from time to time. The only lolcowish Doom shenanigans I can think of are people's various attempts to make source ports in full 3D, usually with funny consequences
Doomworld is retarded and has been fucked up ever since Columbine.
 
As part of a dev team, i can ask you one thing: it's easy to try to learn an engine so old like Unreal 1 to finish DNF, or port it for something more modern and idiot-proof?

I not joking, just curious.
Unreal 1 uses substractive brushes only. Basically polar opposite of additive brushes seen in Quake derived engines (for those who never used Unreal). This was the case up until Unreal 3 which allowed both. I will say, unlike say IdTech2/Gldsrc/Source, Unreal's usage of brushes always felt more intuitive and less obnoxious to lay down levels. It's not a big issue keeping DNF in Unreal 1. Honestly moving it over would be pointless of trying to maintain the spirit of the 2001 build. The editing tool for DNF is buggy, but I'm sure a few diehard programmers can iron it out for ease of use.
 
So very glad I get to post these gems again as Douk has regained relevance :)

unknown.png
 
Unreal 1 uses substractive brushes only. Basically polar opposite of additive brushes seen in Quake derived engines (for those who never used Unreal). This was the case up until Unreal 3 which allowed both. I will say, unlike say IdTech2/Gldsrc/Source, Unreal's usage of brushes always felt more intuitive and less obnoxious to lay down levels. It's not a big issue keeping DNF in Unreal 1. Honestly moving it over would be pointless of trying to maintain the spirit of the 2001 build.
This is probably because Unreal was a direct response to the Quake Engine rather than a derivative. I recall that the Unreal Editor had several features built into it because they were shitting their pants over what Carmack was going to release next and believed rumours that turned out to be untrue.
Also it was programmed in Visual Basic haha.
 
Unreal 1 uses substractive brushes only. Basically polar opposite of additive brushes seen in Quake derived engines (for those who never used Unreal). This was the case up until Unreal 3 which allowed both. I will say, unlike say IdTech2/Gldsrc/Source, Unreal's usage of brushes always felt more intuitive and less obnoxious to lay down levels. It's not a big issue keeping DNF in Unreal 1. Honestly moving it over would be pointless of trying to maintain the spirit of the 2001 build. The editing tool for DNF is buggy, but I'm sure a few diehard programmers can iron it out for ease of use.
While brushes are still present in Unreal 3(and 4) Epic constantly warned against using them, or at least remove them when shipping the game for performance reasons, the new system of meshes for level geometry were far more efficient even if it were up of a thousand times more polygons.

I think the full UE2/2.5 documentation is floating around, possibly on Epics own website, so that and whatever info can be scavenged from the leak could become a decent reference going forward.
 
In my infinite autism I wrote up a prospective intro for DNF that changes a lot of things but still retains the EDF infection subplot, Dr. Proton, etc. but I still think it's shit. Still, probably better than the assbag "plot" we got in DNF '11. I know Duke isn't about the story but there's a few things it's just gotta have.
 
Breaking news: we have a roadmap on the Duke Nukem 2001 Revival project.

View attachment 3275064

Lots of progress is being done. We have SHIT TONS of fixes, lots of willing coders and voice actors; the community really is fixing the game. If anybody here has those skills, get in. The more people getting shit done, the better.

We're doing what 3D Realms and Gearbox couldn't; releasing the damn game.
Is the codebase going to stay open throughout development? I see no problems in having the trannies work on 1, 2, 3 and 5, besides that however it'd best to have the project forked so they can have their AGP-flavored DNF while the rest of us get what the game would most likely have been had it been completed, worked on by more-or-less normal people like you.
 
Last edited:
It's illegally leaked code, it won't be on a github or something.
I didn't say anything about hosting it on Github though. As long as the trannies don't hold onto their fixes for dear life as usually is the case they can be exchanged on Discord or something through zip files.
 
It really speaks to how fundamentally broken our modern culture is that not even fucking Duke Nukem is safe from being ruined by trannies.

What the fuck is wrong with people? How did it get this bad?

Gearbox are gay for not finishing this game themselves years ago, Broussard is even gayer for not finishing it 20 years ago, but the gayest are the modern day trannies who can't, just this once, make a game that feels like it's really from the early 2000s without ruining it with faggy 2020s bullshit.
 
Last edited:
It really speaks to how fundamentally broken our modern culture is that not even fucking Duke Nukem is safe from being ruined by trannies.

What the fuck is wrong with people? How did it get this bad?

Gearbox are gay for not finishing this game themselves years ago, Broussard is even gayer for not finishing it 20 years ago but the gayest are the modern day trannies who can't, just this once, make a game that feels like it's really from the early 2000s without ruining it with faggy 2020s bullshit.
Can someone give us a rundown on all current projects regarding this? For sure Duke4 is cooking something up by now...
 
This is probably because Unreal was a direct response to the Quake Engine rather than a derivative. I recall that the Unreal Editor had several features built into it because they were shitting their pants over what Carmack was going to release next and believed rumours that turned out to be untrue.
Also it was programmed in Visual Basic haha.
Technically being developed at the sametime rather than a response. Unreal had a few delays though which meant its first official game came out 2 years later.
While brushes are still present in Unreal 3(and 4) Epic constantly warned against using them, or at least remove them when shipping the game for performance reasons, the new system of meshes for level geometry were far more efficient even if it were up of a thousand times more polygons.

I think the full UE2/2.5 documentation is floating around, possibly on Epics own website, so that and whatever info can be scavenged from the leak could become a decent reference going forward.
Valve also moved away from using Brushes for their maps. Despite Source's brush utilities being far inferior to Unreal's (Still based off of Quake's brush geometry tools) , they've now completely reling on using imported models from programs like 3ds Max for games like CSGO.
 
Last edited:
  • Like
Reactions: Smaug's Smokey Hole
ITT: brush sperging

I still have PTSD from dealing with concave brush errors or when you try to create a simple structure that is either not a flat ramp or a wall you'll get a non-planar brush error and the map editor then starts freaking out.

Or when it appears your brush structure is fine, then you reload your map in the editor and it's suddenly gone.

And don't get me started on map leaks.

The joy of being a GoldSrc/Source mapper. :sigh:
 
1652634399271.png


More clear heads here. Several of these guys are the head writers for the project; no modern day bullshit period.

In other news, we've managed to spruce up the HUD code (A literal mess, we drove several coders into insanity just looking at how backwards it was), begun work on the plotline for chapters 1 and 2, got our final voice actors for Duke and Dr. Proton, and just fixed the translucent hair issue. Progress goes smoothly, and in fact the team has grown with the addition of a prominent and excellent Duke 3D modder who made a prior beta recreation mod. Shit goes pretty well.
 
Technically being developed at the sametime rather than a response. Unreal had a few delays though which meant its first official game came out 2 years later.

Valve also moved away from using Brushes for their maps. Despite Source's brush utilities being far inferior to Unreal's (Still based off of Quake's brush geometry tools) , they've now completely reling on using imported models from programs like 3ds Max for games like CSGO.
Unreal 1 was insanely advanced with features no one could compete with and they removed a lot of stuff from it in patches. Just that software texture dithering is a marvel(linked video in post above is software, not hardware, and it actually is from 1995). The game and engine even had working portals in the way we think of them now, even in software rendering which is pretty nuts for the time.
Brushes went away for a good reason.
 
View attachment 3285440

More clear heads here. Several of these guys are the head writers for the project; no modern day bullshit period.

In other news, we've managed to spruce up the HUD code (A literal mess, we drove several coders into insanity just looking at how backwards it was), begun work on the plotline for chapters 1 and 2, got our final voice actors for Duke and Dr. Proton, and just fixed the translucent hair issue. Progress goes smoothly, and in fact the team has grown with the addition of a prominent and excellent Duke 3D modder who made a prior beta recreation mod. Shit goes pretty well.
So, the intent of this project is to keep it topical to the time period in WHICH DNF would've came out? What about "freedom fries?"
 
  • Like
Reactions: Smaug's Smokey Hole
Back