Duke4 Q&A Part2
by Steve Gibson, Nov 03, 1999 12:22am PSTSome more Duke4 Q&A this morning for you guys from George Broussard. If you havent checked out those Duke4 screenshots yet you best be doing so. They will seriously impress you. Here are 3 of the more interesting answers for you guys, you can check out the thread for the rest.
Q: PLEASE Don't release this game until it's finished and is as bug free as is humanly possible. Take as much time as is necessary, and don't bend to outside pressures from Publishers or even the rabid band of nastys on this message board (of which I am included). ;-) A: We won't. We have zero publisher pressure to ship the game, and have total control of when it does ship. We don't want to release it before it's "fun" and as bug free as possible. We don't want 10 patches after release either, but some are unavoidable with as complex as games are now. Q: Um, I remember them beginning work on this game right around when Quake 1 was released. I just don't care anymore. A: You remember wrong. After Duke 3D (May 96), we did the add on called Plutonium Pak. That took us to the end of 1996. In 1997 we brought a game that was originally in production outside of 3DR (Shadow Warrior) in house and finished it up. That took until Sept 1997. Although we licensed the Quake 1 code in May 1997, we didn't officially start the game until about Dec 1997 when we had hired most of the team. We then worked for 3-4 months on the Quake 2 code base and went to E3 1998. Came back and switched to Unreal in July 1998 and that puts us where we are now. A little history for those of you that care ;) Q: You were talking about motion capture with polygonal specific damage and reaction. Ahh, did you do motion capture on your strippers? Did you nab one of those exotic dancing chicks, slap on the motion capture wiring and let her loose? Heh. Just curious. :) A: Yes, we will be motion capturing real-life strippers ;) Yes, we'll just hook em' up to the suit, play some music, dim the lights and capture away, and away, and away...
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Comments
WTF?
Daikatana would have sold like mad, had it been released back when it was originally slated to. Hell, it would have sold damn good had it come six months after it alleged release date. But now... what, some two years later?
Judging from all the bad press that both it and Ion Storm have received, I fear that Daikatana effectively missed its moment in the spotlight. Considering the fact that the majority of publishers out there are rolling with either the UT engine or Q3A\'s goodies, the fifteen minutes (err... 18-22 months) of fame that the Q2 engine had has all but come and gone.
It will be good, i\'m sure. But will it be as good as all the titles that exist in the current market? Doubtful.
Of course, that having been said, I\'ll probably be buying it the Tuesday it hits the shelves, not so much to support the Godfather of Deathmatch and his company that everyone loves to hate, but just out of curiousity.
So this is what they\'ve been doing for the past two-and-a-half years...
You know, Al. Albert. You know. The Janitor.
The guy that had to clean up Todd Porter\'s office after they kicked the shit out of him. ;-)
Maybe Duke4 could have a \"Capture The Stripper\" contest or somethin? Your goal is to get as many strippers as possible in yer house, and stop other peeps from stealing yer chicks. That would be something worth fighting over...... hmm, and maybe we could have a \"progressive clothing removal\" mod, where the more chicks you get, the more clothing they toss onto the floor. Ah, 256x256x16 breastage......
Also, 256x256 textures seem like overkill. I mean, back in the day, good ol\' Pong only had 1x1 textures. Memories......
Martin-
Umm..... Yes. I was just kidding. I was a bit surprised with Scott
Miller\'s statement about Daikatana being \"the bomb\".
I hope ION doesn\'t get spanked with its release, they have quite a
few cool people working on it. But having said that, I have to go
along with #16 and say that it has a better chance of being just a
bomb. I\'m not sure anyone is going to care about the older tech
involved (there will be no gee whiz graphics features coming out of
it), the weapons that I\'ve seen will get an \"Unreal\" like reception,
and I believe people will say it sucks simply because it\'s fashionable to
do so. It\'s unfortunate really, Daikatana will be immersive and
immense in size, but that\'s how the PC Gaming business seems to
work. If I\'m proven wrong, my apologies to Romero, et al.
-- Martin
Are you saying that it won\'t even sell as well as Duke 3D? ;p
Really, though, if it sells close to one million that would be all we could hope for, and it\'s really crazy to expect a game to sell over 500,000 nowadays -- so few games do (unless you\'re Blizzard!).
Honestly, I\'m just hoping DNF sells as well as Daikatana. I think that game will be the bomb.
Scott Miller
attention here, it makes a difference.
Two quick questions and sorry if they\'ve been answered: Will D4 use any
textures larger than 256x256? Are there any plans for Multiplayer
Bots and different game types?. (i.e. CTF)
Thanks again.
Now damnit, get back to work. ;-)
First question, whatever, ship it whenever, that question answer is fine.
Second one.. I think the person who made that comment, meant that DNF is the first thing they\'ve worked on since Quake1, that anyone gave a flying fuck about.
Third - This is WHY George makes games, so he can have a stripper do what he says. But, even though that was meant to hurt, I am a hippocrite and would do the same (with 9 strippers, and jello), but it just burns me up that I got screwed and George gets all the good gigs.
I offered my soul to both for the simple ability to stop time (which arguably, I\'d use more for satans work than gods, but I shopped around). No one even BOTHERED to get back to me.
So here I am without the ability to stop time.
\"Yeah. Well. Whatever. You can\'t teach god anything.\"
Email: johnc@idsoftware.com
Description: Programmer
Project: Quake 3 Arena
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11/3/99
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* cd check in single player
* removed drop shadow on console input line
* swapped mynx pain sounds
* fixed cleared music buffer on track loop again
* force skins on spectators in team games to prevent having a
default waste memory
* only defer to a model with same team skin
* fixed grenade-disappearing-at-floor bug when about to
explode
* draw reward medals during gameplay
* added \"humiliation\" feedback for gauntlet kills
* spread respawn times to prevent pattern running:
#define RESPAWN_ARMOR 25
#define RESPAWN_TEAM_WEAPON 30
#define RESPAWN_HEALTH 35
#define RESPAWN_AMMO 40
#define RESPAWN_HOLDABLE 60
#define RESPAWN_MEGAHEALTH 120
#define RESPAWN_POWERUP 120
*humiliation feedbak for gauntlet kills HAHAHAH!!! sweet!
Take a look at the ground where you pick up the quad in map 1 amd map 2. It\'s a pentagram. There are pentagrams all though the first map... look at the ceilings, they are everywhere.
Now tell me that guy didn\'t sell his soul for success.
be a Shadow Warrior sequel/remake? I loved that game... and i have to
say that sticky bombs were the greatest weapon ever... nothing like tossing
a sticky bomb on someone\'s chest, hearing \"Haha, sticky bomb like you\"
and seeing the guy frantically try to take someone out with himself.
Wedge
\"the spears countdown guy\"
Just look at their games! :)... Duke has Strippers, ID have dark loomy caverns with satans little helpers! :)... and DOOM has DEMONS! ahh! the Doom games were cool, Hope they make some more cool ones, like what they doing with the Duke games.