Duke Nukem Forever 2001 Build Discussion

What's a good game engine? I want to know because I've seen this said about a lot of them and then there's devs who move away from their own engines. Is it even possible to code a good game engine these days? Every story I hear sounds like all game developers just barely slap together a functional product with broken tools and somehow we have a thriving industry that rarely results in a Cyberpunk fiasco.
One of the problems with "make your own engine", and the less common "make everything in assembly" argument is they often come from people with little or no experience making games. To make a 3D engine with all the features people expect can take years of work and usually with worse results.

It is possible to do. I remember a game called Miasmata did it a while ago with a small team. Most of the time making your own engine results in games that are less stable, less compatible, and generally not very good. More over, players aren't going to give a shit at the end of the day. Back in the day Game Maker had a bad reputation, but Hotline Miami changed that. Unity is/was know for asset flips, but games like Hearthstone and Cities Skylines were popular despite people hating the engine.

To put it another way, if you had 2 years to make a game, would you prefer 2 years worth of content and mechanics, or would you prefer 6 months of content and mechanics, with the first 18 months spent getting a spinning cube to render? Especially when, at best, you're going to end up with the same result as everybody else, and at worst you're game isn't going to run on hardware that isn't exactly the same as your PC.


We're far from the days where a 12 man team could make a AAA game in 6 months. It now takes 500+ people 4-5 years on pre-made tools. That said, if you care about engine tech, you can always look to homebrew or demoscene games like 96kb fps.


And just like slap fights over programming languages or console wars, it's ultimately a pointless argument anyway.
 
Q2's animation looked incredible compared to Q1 and, of course, sprites. But it was not long afterward that mocap and skeletal animations hit the scene. In fact, Goldeneye and Turok: Dinosaur Hunter had much more advanced animations than Quake II. Most people don't know this, but the N64 did vertex manipulation on the GPU*, not the CPU, and was capable of much faster calculations of that nature than a same-gen Pentium.

*fuck off, NVIDIA shills, it was a GPU

The Reality Coprocessor was a GPU by today's standards. That word didn't exist at that time, but it easily meets the necessary qualifiers for the definition. It contained two cores, the RSP & the RDP, which each contained specific functions.
 
It has to be because of fucking Discord. It's in the name. Just use something else.
Stupid niggers should get on IRC. No children on it so no troons because there's no one to groom. You can waste hundreds of hours trying to mod a slice of a dead game from a dead franchise that's two decades old, but moving to a different chat platform is too much of a hassle.
 
Fun fact: What these crazy people say isn't what the team is after. The dev team split after the original server admin went nutso, so now we're on a separate server to do our work peacefully.

ZERO, I repeat ZERO modern day politics shit will be included. We've had entire hours long discussions on it, and it's not gonna make the cut. We're sticking to the OG 2001 vibes and style.

Also, this tranny isn't even on the dev team lmao

I was waiting for this. A split was inevitable between those that wanted it to be authentic to the time it was meant to be released, and those that wanted to poz Duke's neg hole.

One of the problems with "make your own engine", and the less common "make everything in assembly" argument is they often come from people with little or no experience making games. To make a 3D engine with all the features people expect can take years of work and usually with worse results.

It is possible to do. I remember a game called Miasmata did it a while ago with a small team. Most of the time making your own engine results in games that are less stable, less compatible, and generally not very good. More over, players aren't going to give a shit at the end of the day. Back in the day Game Maker had a bad reputation, but Hotline Miami changed that. Unity is/was know for asset flips, but games like Hearthstone and Cities Skylines were popular despite people hating the engine.

To put it another way, if you had 2 years to make a game, would you prefer 2 years worth of content and mechanics, or would you prefer 6 months of content and mechanics, with the first 18 months spent getting a spinning cube to render? Especially when, at best, you're going to end up with the same result as everybody else, and at worst you're game isn't going to run on hardware that isn't exactly the same as your PC.


We're far from the days where a 12 man team could make a AAA game in 6 months. It now takes 500+ people 4-5 years on pre-made tools. That said, if you care about engine tech, you can always look to homebrew or demoscene games like 96kb fps.


And just like slap fights over programming languages or console wars, it's ultimately a pointless argument anyway.

It would take someone who is an autist of the highest order and a grandmaster of assembly, as well as all of the deep, dark, and black arts to make anything complex in this day and age. But, it is technically possible. I just wouldn't want to meet that person. A person who can do that likely isn't even human.

I think the "make your own engine" situation occurs when you want to do something that just isn't possible with any current engine. Then you are stuck writing your own engine. However, finding something that a modern engine can't do seems like it would have to be an edge case or some kind brand new concept that just can't be handled by current methods, which seems unlikely.
 
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The problem with using modern engines (specially for indie games), is that by using them, they are making their games way more bloated than they should be, 2D platformers shouldn't requiere gigabytes of RAM or fast processors, but here we are.

At least modern engines are optimized for multicore processors, older engines like UE1, Cryengine 2, or anything made by Id prior to Id Tech 5, tend to have performance issues on most modern machines, since they expect an ultrafast single core processor, it took until the release of Ryzen to get Crysis 1 running at 1080p/60fps without framerate drops.

Hell, i even had performance issues with this beta.
 
As a former dev that worked in a team which tried to patch-up the Half-Life 2 leak, all I have to say that this "DNF restoration project" is triggering my PTSD.

It'll be dead within a week, and if not, within a month. Plenty of these mods that attempts to restore cut content often you'll see 'em dead in the water because there is too much shit to do (fix, restore, recreate, etc) than expected and often, if not all the time, projects die for stupid internal drama like this one.

Having turbo-autists, trannies or furfags in your mod team is just asking for trouble - like a ticking drama bomb.

Honestly, the only thing we can hope for is for some crazy-ass russian, chinese or japanese dude that'll restore the whole fucking game, solo, in less time than a mod project full of trannies.
 
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The problem with using modern engines (specially for indie games), is that by using them, they are making their games way more bloated than they should be, 2D platformers shouldn't requiere gigabytes of RAM or fast processors, but here we are.
to be fair, i dont think they know how to optimize their shit that well
 
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Honestly, the only thing we can hope for is for some crazy-ass russian, chinese or japanese dude that'll restore the whole fucking game, solo, in less time than a mod project full of trannies.
Or someone leaking the 2002 build, which apparently was 90% complete, before they fucked up the lightning and had to start everything again.
 
Basically he went power mad a few days into the project, and started making people mods just because they did "spicy takes" (I.E saying nigger once). He then kicked a pretty valuable team member off for no good reason. After that, the kicked team member got in contact with us, made a separate server, then got us back to work, and even boosted our numbers.

As for work, I think a status update is in order:

-Dr. Proton is now 100% in the game, after some consideration. He's gonna have an aesthetic I think Duke fans will fucking love.

-Dukes lines have all been recorded. The guy who did them was fucking amazing, super glad we had him onboard.

-Several new, but fitting to the setting and plot enemies have been conceptualized. Late game is gonna have a surprise for Duke 3D players, and it's not the Deja Vu mission.

-VS22 support is nearly finished; when it's done, a whole new world of access will be complete. Progress will fucking FLY when we get VS22 working. Should take a couple of days, maybe even less considering how hard our programmers have been working lol.

As for concerns of getting ruined, have no fear. Everybody on the team is dead set on this being as apolitical as possible; we just want to make a fun Duke experience, one we were cheated out of all those years ago. No tranny shit, references to current politics, anything of the sort will be allowed. We even frequently mock Fallout the Frontier for it's weird shit, so don't worry about trannies and stuff infiltrating. We're all here to make all Duke fans a good game, after 21 fuckin' years.
Can you petition to get a thread on your project? Or dunno, some kind of website? I'd like to follow this closely.
 
One of the problems with "make your own engine", and the less common "make everything in assembly" argument is they often come from people with little or no experience making games. To make a 3D engine with all the features people expect can take years of work and usually with worse results.
I remember when Mark Rein from Epic stated Unreal 4 was already being worked for the groundwork for 2 years by Tim Sweeney in Summer 2005....this was an entire year before Unreal 3 made its grand debut with Gears of War. Of course it took several years before the project was given a team outside of Sweeney, but that's still a considerable amount of time.
 
Why don't they use GZDoom engine to make the game? Faggots are fighting over what engine use and how much code they need to do, when they could use GZdoom and compile it or something.

Fuck me, the mod Total Chaos was made in GZDoom and looks and run fine.
 
Why don't they use GZDoom engine to make the game? Faggots are fighting over what engine use and how much code they need to do, when they could use GZdoom and compile it or something.

Fuck me, the mod Total Chaos was made in GZDoom and looks and run fine.
Dumbass, you can't just drag and drop assets and code into a new engine and expect everything to instantly work.
 
Basically he went power mad a few days into the project, and started making people mods just because they did "spicy takes" (I.E saying nigger once). He then kicked a pretty valuable team member off for no good reason. After that, the kicked team member got in contact with us, made a separate server, then got us back to work, and even boosted our numbers.

As for work, I think a status update is in order:

-Dr. Proton is now 100% in the game, after some consideration. He's gonna have an aesthetic I think Duke fans will fucking love.

-Dukes lines have all been recorded. The guy who did them was fucking amazing, super glad we had him onboard.

-Several new, but fitting to the setting and plot enemies have been conceptualized. Late game is gonna have a surprise for Duke 3D players, and it's not the Deja Vu mission.

-VS22 support is nearly finished; when it's done, a whole new world of access will be complete. Progress will fucking FLY when we get VS22 working. Should take a couple of days, maybe even less considering how hard our programmers have been working lol.

As for concerns of getting ruined, have no fear. Everybody on the team is dead set on this being as apolitical as possible; we just want to make a fun Duke experience, one we were cheated out of all those years ago. No tranny shit, references to current politics, anything of the sort will be allowed. We even frequently mock Fallout the Frontier for it's weird shit, so don't worry about trannies and stuff infiltrating. We're all here to make all Duke fans a good game, after 21 fuckin' years.
I hate to be "that guy" AKA "that faggot" but I have two ideas. Please hear me out:

Being able to dual-wield would be pretty bad ass. Especially the golden Deagle. But bring back the machine guns the Duke had in Duke 64. Maybe bring back the grenade launcher from Duke 64 as well but nix it if it might be superflous. I think more FPS need a quad-shotgun ala the Phantasm series.


Lastly, Dr. Proton should reveal his Duke Clone army but it should be (drum roll) Duke Nukem from Captain Fucking Planet:

duke-nukem-captain-planet-and-the-planeteers-9.05-2217202645.jpg

That is all. Please carry on but please keep in mind my ideas at the round table ;) .
 
Dumbass, you can't just drag and drop assets and code into a new engine and expect everything to instantly work.
Assets can be reworked and code can be rewritten to work as script for GZDoom.

What's the alternative? Spent 3 years reworking the engine from DN2001? Just compromise and use a free, easy and fast engine fr that era.
 
I hate to be "that guy" AKA "that faggot" but I have two ideas. Please hear me out:

Being able to dual-wield would be pretty bad ass. Especially the golden Deagle. But bring back the machine guns the Duke had in Duke 64. Maybe bring back the grenade launcher from Duke 64 as well but nix it if it might be superflous. I think more FPS need a quad-shotgun ala the Phantasm series.


Lastly, Dr. Proton should reveal his Duke Clone army but it should be (drum roll) Duke Nukem from Captain Fucking Planet:

View attachment 3321471

That is all. Please carry on but please keep in mind my ideas at the round table ;) .
No no, the Duke needs a real quad-barreled shotgun.
The Double-Double.
 
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