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Duke4Ever Q&A

  Nov 02, 1999 3:04am CST tags: Duke Nukem Forever
When it rains it poors. Got more Duke4 stuff for you guys than I know what to do with. First off after the release of those crazy cool screenshots yesterday of Duke4 some 3DRealms guys were kind enough to answer a few of the questions that came up. In fact they posted so much I'm just gonna refer you there, but here are a few of the more interesting quotes:

Q: .BTW, is it true that DNF will have location-specific damage, like Soldier of Fortune?
A: Yes. Been in a long time. We have per poly hit detection. And once you combine that with motion captured animations, you can then do context sensitive hit/reaction animations that look incredibly real.

Q
: so when is it going out? Next month? 6 months? Next year?...
A: DNF will not be out in the immediate future. It is a 2000 game and not Q1, so at least 6+ months out. This was merely a "preview" of things to come for PC Gamer. The good news is that this is also the worst the game will look and it will only get better from here

Q
: these screenshots look good. the textures are amazing.. and things look higher poly than unreal. which makes me wonder. if unreal is damn slow. how slow is this mother gonna be?
A: From what I've read the poly counts are in like with Quake 3. We use 900-1000 polys per model and a dynamic level of detail system to remove polys at a distance. We just have very detailed textures and use lot's of photo source, so the detail stands out a lot more.

Shots were taken on a Voodoo 3 at 1024x768. All textures are 256x256 and below. Skin sizes on characters are the same as Unreal Tournament (although what we are doing with the same space is quite different... thus squeezing out a *lot* of detail).

Other items of note are a quote of George over at Stomped stating that they are in fact implementing the UT net code. Also, George Broussard has a fairly large .plan update which covers links to all the info and comments/shots that hit the net yesterday. Lastly, I noticed Maarten posted the 640x480 images yesterday. Well now that the server load is a bit lower, here are the screenshots in 1024x768 resolution glory: [shot1] [shot2] [shot 3] [shot 4] [shot 5] [shot 6] [shot 7] [shot 8] [shot 9] [shot 10]

        

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