Information zu Duke Nukem Forever (1996)

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Eingetragen am 15.06.2025 01:52:39 von MortyreR45
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Duke Nukem Forever (1996)

Duke Nukem Forever (4Ever) 1996 PC MS-DOS Prototype Version Jump'n'Run Concept, October 8 1996, October 21 1996, October 24 1996, November 8 1996 [nie erschienen]
 
Die OGDB Prototype Berichte, zum ausdrucken und abheften, oder wie Duke auf dem Klo lesen mit einer Zigarre im Mund und einem Bier in der Hand wenn er Pause von all seinen Babes braucht (wir wissen das er die Pause nicht braucht !).

Das erste Concept für Duke Nukem Forever war 1996 ein 2D Seitenansicht Jump'n'Run und kein Ego-Shooter (ähnlich Duke Nukem I und II). Später 1998/1999 wurde aus dem Jump'n'Run ein Ego-Shooter auf der Unreal (Tournament) Engine. Die 1996 Engine wurde an Inner Circle Creations verkauft für das Spiel Alien Rampage https://ogdb.eu/index.php?section=title&titleid=44515 . Das 2D Side Scroller Concept wurde später für Duke Nukem Manhattan Project verwendet. 4 Prototype Versionen sind bekannt mit Build Version October 8 1996, October 21 1996, October 24 1996 und November 8 1996. Alle Versionen sind MS-DOS, aber die letzte Version 4 hat zusätzlich ein Windows 95 Build.



Original Developer Information ->

* Version 100896 :

Duke Nukem forever - 2 September 1996

Hi Guys,
Heres whats new, and some breif instructions on the new level editor.

I have totally revamped all of the consoles, now they are all mouse driven.
(I have yet to put in the Quick Key access to menus (ie Q = Quit etc)
The Save/Restore Consoles now Display Small Piccys.

The game will now save PCXs if you press F12.
I have put in the Shotgun Weapon.
You may Notice that we are using more than 8 Meg at the moment, this is only
temporary.

BTW If you press K,R,N,G Simultaneously, you will get a nice cheat dialog
which allows you to maximaize Sheilds etc. (If you right Click the buttons
you will over maximize your weapons (ie even if you are only allowed 6 of one
weapon type, it will give you 999)

The Jetpack is still under construction, at the moment it follows the mouse
even when you dont have the button pressed. I am testing wether or not it would
be good to have the Jetpack/JetSki etc have Multiple speeds dependant on
how far away the mouse cursor is. (This shows it quite nicely)

If you Press KRN & G and click on level 6 mission A & Warp Level, it should
take you to a very rough Jetski area.

I have been flat out converting to the New Level format, but I think it is for
the better in the long run.
The Tile Directory has the following type files

*.MAP -The basic Level MAP, also contains a pointer to a Tileset *.TIL
*.DES -This is a text file that describes what we want the level to load etc
(should give you an idea, will probably add to this as time goes by)
*.TIL -This is a text file that the Editor & Game uses that describes which
LBM Files are to be used to make up the Tiles
*.TPL -This is used by the Editor - more later.
*.LBM -These are the Tile Graphic Files (The Editor and the game ignore
blank Tiles, and treat colour 1 as 0 also)
*.SKW -This is the data file for any Skewed background levels.

The Sprites Directory has the following type files
*.Z* -Data Files for Sprites
*.DES -Sprite Description File for In Game Editor

In the game if you press E, you will activate the In game editor
It should be pretty self Explanatory - Although it is not finished, it should
still give you an idea (I hope to finish that this week)
Both the Sprite & Tile Editors are both mouse Driven.
The Sprite Editor at the moment, only works on Pickups & Misc Sprites

Here is my Priority List of things to Do.

Finish In Game Editors
Tidy Up some of Dukes Things, ie Collisions,Weapons etc
Start Putting in Intelligent Baddys etc

;;;;;;;;;;MAP EDITOR;;;;;;;;;;;;;;;;

OK Here are some notes on the Windows MAP Editor.
Basically it loads the LBMs that are stored in the Tile Directory and refered
to In the *.TIL file.

There are 3 Graphical Layers that you can work on.
BackGround - Things Behind Duke
ForeGround - Things In Front of Duke
Collision - This is really for Drawing a collision mask for weapons, duke etc
,but can be used to overlay tiles on the BackGround Layer as well.
basically the Collision Layer is Drawn straight after the background

There are also 2 Attribute Layers.
These Store the basics of how the level works, and references for Duke.
The only ones you really need to worry about at the moment are Floors.

I will let you guys have a play with the Editor, and if you have any questions
you could Email me. It is pretty self Explanetory. (Doesn't have a help file)

Cheers Darrin



* Version 102196 :

Hi Guys,
Here is a breif demo of the Dungeon area within the castle.
There are still some glitches with Dukes moves, which I will be fixing this
week.
The Barrels are just tests at the moment, and can only be shot with the
shotgun or flamethrower.

Keith, I am just putting basic single items into the game at the moment,
once a level is near completion I envisage us looking and seeing where we need
anymore artwork. (ie might need 3 or 4 different barrels etc)

I have also included an anim of Dukes hanging onto a pipe move. (only rough
rendered) PIPE.ANM

There are some rough notes on the level editor in the tiles directory.
I am getting a couple of small changes made, Like an undo and some other
stuff which should simplify things.

Cheers Darrin

BTW - If you want to restart the game, just go to the console, select NEW GAME
and then Select VALLEY OF THE DAMNED & a difficulty level.

anyway I better go and send this, and then get some sleep



* Version 102196 :

Hi Guys,
Here is a breif demo of the Dungeon area within the castle.
There are still some glitches with Dukes moves, which I will be fixing this
week.
The Barrels are just tests at the moment, and can only be shot with the
shotgun or flamethrower.

Keith, I am just putting basic single items into the game at the moment,
once a level is near completion I envisage us looking and seeing where we need
anymore artwork. (ie might need 3 or 4 different barrels etc)

I have also included an anim of Dukes hanging onto a pipe move. (only rough
rendered) PIPE.ANM

There are some rough notes on the level editor in the tiles directory.
I am getting a couple of small changes made, Like an undo and some other
stuff which should simplify things.

Cheers Darrin

BTW - If you want to restart the game, just go to the console, select NEW GAME
and then Select VALLEY OF THE DAMNED & a difficulty level.

anyway I better go and send this, and then get some sleep



* Version 081196 :

Hi Guys,
Heres some comments on this demo.
As you can see some baddys are wandering around. You can kill these, but they
do take a hammering.
I have finished the Sprite Editor Window for the basic sprites.
If you go into the sprite editor, aquire a baddy sprite and click on the edit
atts button, you can then click on any of the sprite variables and using +,-
adjust them 1 value at a time or [] 10 at a time.

The Intelligence is very basic at the moment, I am aiming at having a very
generic intelligence routine, which can be very flexible dependant on baddys
variables.
ie If a baddys aggression is too low, he will run away from duke, but if duke
shoots at him his aggression will rise. (If he takes too many shots and his
energy gets down, we will also lower his aggresion so he will tend to move
away from duke) (This is just 1 of the small intelligence factors, and when
they are all combined, we should have an awesome game)
There is a baddy in the game walking around with no head - he is an example
of low aggresion and will always try and move away from duke.

If you walk onto the door (Not the first 1 as that is the entry door) to the
right and press space, it will open and you can enter by pressing the enter
key (I know it needs work). Watch out as well, there are some baddys in the
room the door leads to and they can travel thru doors.

I havn't done much on the technical side of the background yet, and the
parallax is rough, but I have been concentrating on getting the cavern area
graphics done.

There is also an anim for you to look at 'Spider.anm' which is a quick demo
some of the spider moves. Pete has also finished the web shoot to roof, and
pull up, but I havn't had time to render it yet.

I have also included a LBM SVGATest.LBM, which shows a new console for the
SVGA modes. (I asked a friend of mine today to see what he could come up with
and 5 hours later hay presto we had this 1st draught) I am thinking of using
him as a part time artist, and paying him a small amount dependant on the
work he does. (This will come form the current advances)
He still has to add a bit more detail to the console. Let me know if you like
it.

I have also included the new map editor. This has zoom buttons, and brightness
controls, and also allows you to see what you are placing.

Last but not least is the Windows 95 demo. A bit rough at the moment, but I
included it anyway to give you an idea of how fast it should be.

(When you click HiRes Fullscreen, it may freak out. We where going to use
640x400 but found a lot of cards that dont support that mode, so are switching
it to 640x480.
Let me know what you think. A better demo will probably be sent out on the
weekend or monday at the latest, which will have the 640x480 mode.
(BTW This test does all of the background tiles, including the real shadows,
and shading stuff which are the major overheads in the game.
You will be best to edit the test.bat file and change the path to point to
the map file. Then just run the batch file under windows and hopefully it
should go all right.

Cheers Darrin
PS Could you let me know the FPS Rates for LoRes & HiRes Windowed on your
machine, and your machine specs. (Of course it is a lot slower running in a
window as running full screen.)



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