Duke Nukem Forever 2001 Build Discussion

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.
Crysis is stupid because Crytek are idiots.

If you're having performance issues with this beta it could be because the game processes are bounced between cores and/or the core it is running on changing its clock frequency, resulting in stuttering. After all, it was made years before multicore CPUs.

Go into task manager and set the CPU affinity of the process to one core/thread only, it usually fixes it.
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.
A lot of that time was doing research and experimenting to decide in which direction UE should go, he did the same thing with UE5. It's like drafting a design document and proof of concept(s). It is a sensible approach for something like an engine and Carmack had a similar approach. The shadows of Doom 3 could be seen in an extremely primitive and shitty form in Quake 3 using a console command(r_stencilshadows 1 or something like that).
 
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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.
You can't recreate stuff in GZDoom like the facial animations, the dynamic glass breaking, etc, maybe the motorcycle but it would be janky as fuck compared to the 2001 version.

Also GZDoom keeps running worse with each new version.
 
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 don't think 3 years are enough to unfuck things in DN2001, not with our current team, full of spergs and dramawhores who can code for shit. I think someone unfucked the hair only for it starting to break a lot of other shit.

At this point, i starting to think is better starting from zero and just use everything we have as a guideline, because everything is a mess.

The engine is old and unstable, and sticking to it seem like a bad idea. The assets are okay for early 2000. There is no plot or any idea what the fuck the game is about, because we have the set pieces but no context. And no, the trailers don't count.

And really, using a old engine is not a good idea, there is better modern engines you can use, evem they're a kinda fo bloated if you don't take your time removing the useless bloat.
 
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The engine is old and unstable, and sticking to it seem like a bad idea. The assets are okay for early 2000. There is no plot or any idea what the fuck the game is about, because we have the set pieces but no context. And no, the trailers don't count.
Make up a plot. You're telling me all this stuff with DNF 2001, they haven't even wrote a story?
 
Make up a plot. You're telling me all this stuff with DNF 2001, they haven't even wrote a story?
George was too busy making interactive poker machines, pinball machines, and pool tables.to bother with a comprehensive script. In other words he took the positivity of Duke 3D's interactivity way too personal and thought more of it would make for the backbone of the game. And this leak pretty much shows that in full display. You have levels barely done, but completely operable pinball machines. Not that Duke needs a really compelling story outside of killing alien bastards.
A quote posted the other day on the duke /v/ thread:
Duke Nukem Forever's 2001 E3 trailer is a beat-by-beat copy of the trailer for The Phantom Menace. Run them side by side and see for yourself! George Broussard had the idea of copying The Phantom Menace because it was such a strong trailer in terms of pacing and some minimal storytelling. To this day this is likely Apogee's best trailer ever made.

George Broussard gave Duke his winning smile. George wasn't a part of Apogee at the time, but I knew he was a good pixel artist, so I brought the sprites for Duke over to his home and had him take a crack at making Duke more appealing. The final result nailed the right look we wanted for Duke.
I created the Bombshell(Miller) character after watching the Pamala Andersen action film, Barbwire. Bombshell was going to be Duke's companion in Duke Nukem Forever. The idea was that you had buddy missions on some levels and you'd even play as her a for a level or two. In a later blog, I'll post one of my original description sheets about Bombshell from many years ago.

The sequel to Duke Nukem Forever was going to be called Duke Nukem Vengeance (DNV). We thought a lot about the idea of Duke appearing to die after saving the world at the end of DN4, as an act of sacrifice. And in DNV you might start off playing as Bombshell until Duke is discovered by her still barely alive, trapped under rubble. I'll also have a later blog going into more detail about DNV ideas.

Who could possibly beat Duke? We gave this question a lot of thought, and one of the best answers we had was a Duke clone called NegaDuke, who had all the skills of Duke but was genetically modified to be bad. We had him wearing an all-black outfit and he would have had a lot of new mocking one-liners. We were going to allow players to play as NegaDuke in DNF multiplayer modes too.
Lot of ideas tossed around for DNF, shame none of it surfaced due to lack of direction. I do like the concept of NegaDuke. He looks like The Postal Dude

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More than likely not. We're working at this from the perspective of "9/11 didn't/hasn't happened". Plus, would a 9/11 reference REALLY fit in a Duke Nukem game?
Duke would've stopped
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 ;) .
I dunno, I always imagined a Duke clone being a sanitized "focus group" version of Duke, makes Duke look like a fool to undermine his popularity and public opinion. A James Bond type douchebag who is way too keen on showing off to get female attention. "Chet Dynamite", or something douchey sounding.
 
Unfortunately the Pale Moon drama is proof that even potato phpBB forums are not above total spergery.
That's why unless the people in charge are the spergs, you gatekeep that shit HARD.

Everyone knows troons and SJWs aren't actual gamers. Everyone also knows they can't create original works for shit, so they have to co-opt and leech onto existing property so they can dump all their progressive shit on it. It's why something as sacred as this should have had a barbed-wire electric fence around it on day 1 to keep these loons from even thinking about touching it.

if the code is open-source, then you have nothing to worry about, because they can fuck off to do their own thing while you make the superior version that everyone will flock to.
 
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.
Call me optimistic but I've seen crazier shit happen so here's to hoping.
 
You can't recreate stuff in GZDoom like the facial animations, the dynamic glass breaking, etc, maybe the motorcycle but it would be janky as fuck compared to the 2001 version.

Also GZDoom keeps running worse with each new version.
I mean lol ZDoom as it was back then was perfect. Today you can use LZDoom as a replacement.
 
I don't think 3 years are enough to unfuck things in DN2001, not with our current team, full of spergs and dramawhores who can code for shit. I think someone unfucked the hair only for it starting to break a lot of other shit.

At this point, i starting to think is better starting from zero and just use everything we have as a guideline, because everything is a mess.

The engine is old and unstable, and sticking to it seem like a bad idea. The assets are okay for early 2000. There is no plot or any idea what the fuck the game is about, because we have the set pieces but no context. And no, the trailers don't count.

And really, using a old engine is not a good idea, there is better modern engines you can use, evem they're a kinda fo bloated if you don't take your time removing the useless bloat.

I agree with starting from scratch. Trying to unfuck code from a development beta for a long outdated game engine without any of the documentation or concept of what the end goal would have been at the time the beta was last worked on? I do not believe that there's anything in the backend that would be worth salvaging since the gunplay mechanics would need to be rebuilt from the ground up anyway, and visually there's nothing that couldn't be recreated in either modern graphics or in classic retro style.
 
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.
I'll never understand this. The old 12 man team were likely making their own engine and that should have taken longer, but now it's 500+ and it takes 4-5 years with a DIY kit that comes with instructions.

My mind can't wrap around this.
 
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