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Thread: Duke3D source code released.

  1. Duke3D source code released.

    First, we'd like to thank all the fans of 3D Realms and Duke Nukem. We wouldn't be where we are without you and without your support.

    Second, we'd like to thank Charlie Wiederhold for putting this release together. We had decided some time ago to release the source code, but people are busy and it always seemed to be low priority. A couple of weeks ago, Charlie got a source archive from Scott, and came back a few days later with it all compiling.

    Thanks also to Ken Silverman and Jim Dose for allowing us to include some of their source in this build, so we have it all in one archive.

    Finally, we'd like to thank the whole Duke Nukem Forever team. These guys are all working incredibly hard on the next installment of Duke Nukem.

    Enjoy the source code. We can't wait to see what people do with it. And we really look forward to being able to play the game under XP, with sound, internet play, hardware acceleration and whatever else you're clever enough to put in

    George Broussard & Scott Miller
    3D Realms
    So, expect all kinds of Build-engine modifications and the like.

    Imagine... Something with the ease of Build, but also featuring polygonal models, OpenGL, and true floors over floors. I can't wait to see what comes of this.

    Looks like there's already a Win32 port.

    And for the whopping two of us that could do something with the source, get it here.

  2. So many released source codes, and I don't know dick about programming. Bet I could do something fun if I was skilled in the slightest in that area.
    These guys are all working incredibly hard on the next installment of Duke Nukem.
    I wonder if they'll bet Quake IV out of the gate.

  3. Very commendable. Thank god more people support open source.
    I don't know how to get rid of the huge space here.

  4. We can't wait to see what people do with it. And we really look forward to being able to play the game under XP, with sound, internet play, hardware acceleration and whatever else you're clever enough to put in
    I look forward to this, more than all else. VDMSound and other programs just don't work too well on this one, unfortunately. Hell, someone did it for Wolf3D...
    Next open source... Commander Keen, maybe? Please?

  5. Originally posted by MechDeus
    I wonder if they'll bet Quake IV out of the gate.
    i'd be surprised if either of those games make it out before Q2 2004.

    not like it matters. Quacke sux0rz.

    and what does "True floor over floors" mean?

  6. #6
    LOL Guest
    Duke3D and Doom had the annoying problem that, looking from a top-down perspective, for any given space, you could only give it a floor and a ceiling. If you wanted multiple floors, like any normal building, you couldn't do it. I made dozens of maps for Doom 2, and this was very annoying. When Quake came out and featured floors-over-floors, that was the one feature that made me most excited about the game.

    I used to hate not being able to make slopes too. I made fake ones by putting together hundreds of tiny stairs that went up 1 pixel each.

  7. Originally posted by Rhydant
    and what does "True floor over floors" mean?
    Like a building with an upstairs and a downstairs that occupy the same are from a top down view.

    I'd love an Open GL port. I still think Duke 3D was a great game.

  8. They had already modified the build engine to include the z plane(floor over floors) in Blood and Shadow Warrior. Nothing new.

  9. well this is good news. maybe someone will finally get the multiplayer mode working on an ip to ip basis..

  10. They had already modified the build engine to include the z plane(floor over floors) in Blood and Shadow Warrior. Nothing new.
    Well, I don't know about Blood, but Shadow Warrior had a strange trick to it. You needed to set a tag in every sector that the player could the the floor-over-floor from. Also, it was more like a portal between sectors than a real floor-over-floor. It worked, but not on the same scale that I'd like it to. And it was a pain in the ass to make.

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