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Duke Nukem 3D Source Released to GPL

kg4czo writes "Well, it looks like the kind folks at 3drealms have released the Duke Nuke'em 3D source under the GPL. It's actually buildable under OpenWatcom 1.0 as a 32bit dos program. Maybe we can see a few improvements and ports out there now."

354 comments

  1. Obligatory Duke NukeEM 4-Ever post by gwizah · · Score: 0, Redundant

    WHen it it coming it...yadd...yadda...yadda

    --

    There is no spork.
  2. So... by da3dAlus · · Score: 5, Funny

    Will there now be a competition to see which independent mod group can come out with Duke Nukem Forever before the actual company does?

    --

    Sometimes I doubt your commitment to Sparkle Motion.
    1. Re:So... by Electrum · · Score: 1

      Actually, one of my friends started that about three years ago. See my other post about it or grab it here: http://david.acz.org/duke/

    2. Re:So... by GiMP · · Score: 1

      Or your project for linux at http://openduke.sourceforge.net/.

      I found the source on Rusty's fileshare at school and asked him if we (icculus.org and friends) could port it..

    3. Re:So... by Vej · · Score: 1

      Oh, so you're the guy who found it.

      Where you at the school? I was rooming with him when this code port started.

    4. Re:So... by DarthSmeg · · Score: 2, Funny

      It's been released actually..

      --
      Tarald - The Lord of Smeg
      You're not drunk if you can lie on the floor without holding on
    5. Re:So... by GiMP · · Score: 1

      I'm not at the school anymore. I found a job and a wife. I'm going to school part-time. I'm in Pennsylvania, a bit far from Florida. I thought it would've been neat to meet Rusty at the time (since I did have his code) but it never happened.

      I was at the school for only a year, hit academic probation but wasn't worried as I had already new plans (the wife). I'm doing excellent in school now, though.

    6. Re:So... by Vej · · Score: 1

      Are you still interested in this project?

      Should get in touch.

    7. Re:So... by GiMP · · Score: 1

      Well, the official duke3d source is out now, so it is probably a better to base a project off of that :) icculus.org has finished the Linux port and porting *that* to Windows should be trivial.

    8. Re:So... by Vej · · Score: 1

      Yea, well for gameplay sure, you'd be more accurate, but not for a new rendering engine :)

    9. Re:So... by GiMP · · Score: 1

      email me at nospam [-@-] bwbohh [-.-] net and we can talk more.

    10. Re:So... by Vej · · Score: 1

      corey
      (@)
      acz.org

      for me. Rusty has actually done another engine, would be interested to load everything into that engine, see if it looks any better, but I might not have time for it.

  3. Now i know... by Fizzl · · Score: 2

    ...What i'm going to hack this evening.

    Had a jolly good fun with Wolfenstein when they GPL'd it.
    Oh wait. Was it actually GPL's or what was the lisence?

    1. Re:Now i know... by usotsuki · · Score: 2, Informative

      Nah, it wasn't GPL'd. I can look up the license on my own computer. You could use extracts of the code in a program. Quake was GPL'd though ;)

      -uso.

      --
      Dreams, dreams, don't doubt dreams, dreaming children's dreaming dreams. Sailor Moon SS
    2. Re:Now i know... by Anonymous Coward · · Score: 1, Funny

      Did id GPL Quake? And if so, why are they trying to sell Commander Keen games for $15 each?

    3. Re:Now i know... by Amtiskaw · · Score: 2, Informative

      They GPLed the source code to the engine, not the game's data files. You're still required to pay for Quake just like you have to pay for Commmander Keen just like you have to pay for Duken Nukem 3D.

    4. Re:Now i know... by Anonymous Coward · · Score: 0

      Ah, ok. I wasn't clear on what was under the GPL. Thanks

    5. Re:Now i know... by j-pimp · · Score: 1

      Well until someone makes replacement WADS for all the sprites and stuff ala freedoom.

      --
      --- Justin Dearing http://www.justaprogrammer.net/ We're just programmers.
  4. You got me there for a second by guacamolefoo · · Score: 5, Funny

    I almost read this as "Duke Nukem Forever Released" and then I remembered that April Fools Day was a couple days back.

    If I'm not going to RTFA, I can at least RTF headline.

    GF.

  5. great game by cgifool · · Score: 5, Interesting

    I always like DN3D because it ran so QUICKLY on the crap machine I had then. New maps, great. But what other sorts of "improvements" would anyone make? AFAIK it wasnt built to be "open" in any sort of developer-friendly way. But then again, perhaps thats just the kind of thing a lone OSD loves to chew on...

    1. Re:great game by Anonymous Coward · · Score: 0

      I'm hoping they will do the same thing they did with Doom, like make it work properly on new machines.

    2. Re:great game by Anonymous Coward · · Score: 0

      A portable (Linux/UNIX/POSIX) version wouldn't be bad. I don't have any spare partitions to install FreeDOS onto...

    3. Re:great game by jandrese · · Score: 5, Insightful

      I'd expect someone to get it working on Linux (requiring a 400Mhz machine in the process no doubt). To be fair, most windows users can't even play Duke anymore because the Dos emulation in the NT kernel isn't up to snuff, and even if people reboot to DOS, their soundcard isn't even close to being supported by any game of that era, nor is their Video card all that hot at VESA graphics. Plus the original Duke had a lot of graphics glitches with certain cards (I'm looking at you VESA mode).

      --

      I read the internet for the articles.
    4. Re:great game by restauff · · Score: 1

      In a perfect world DN3D would be ported to Linux. On the other hand, I would just love to see the sound and network support function properly on any operating system > Windows 98. I have 2 Pentium class machines sitting around with Windows 98 for the express purpose of playing multi-player Duke3d. I would love to be able to use Kali and DN3D in Windows XP to play internet games.

    5. Re:great game by Jellybob · · Score: 3, Funny

      I give it a week before someone releases the super-duper OpenGL/5.1 surrond/Linux version.

      At most.

    6. Re:great game by RLiegh · · Score: 1

      FreeDOS runs great in bochs, failing that, it comes with Dosemu (if you're using linux) by default.

    7. Re:great game by Anonymous Coward · · Score: 0

      3D accelerator support. Think bi-linear filtering and real transparency etc. Look what people've done to Doom since they released the source to that.

    8. Re:great game by Pxtl · · Score: 4, Interesting

      I'd like to see more power added to scripting engines and suchlike. Doom source ports have added a system called "fragglescript" that allows players to make scripted games such as soccer and hunt matches.

      Really, if the scripting engine was powerful enough, it could be used for full game-mods (Team Fortress Duke anyone?)

      Maybe someone could embed a Python interpreter and event system into the thing.

      Alternately, there is the approach taken by Legacy, which was adding skins and GL lightsourcing/alpha to the game. That could be pretty too.

    9. Re:great game by teslatug · · Score: 5, Informative

      It works pretty well in XP (sounds and all). I still play it from time to time. You might need something like VDMS. I don't know if it's "required" because I had it installed just in case.

    10. Re:great game by Mac+Degger · · Score: 1

      Hmmm...my Soundblaster live should do it. The original drivers (those on the cd that came with it) have a decent DOS legacy driver (which I turn off in XP) that works well with most DOS games I've tried.

      --
      -- Waht? Tehr's a preveiw buottn?
    11. Re:great game by Anonymous Coward · · Score: 0

      Really, if the scripting engine was powerful enough, it could be used for full game-mods (Team Fortress Duke anyone?)

      Maybe someone could embed a Python interpreter and event system into the thing.


      Not necessary. Once the emacs team has finished embedding Duke Nukem into the next major release, it will be capable of interfacing with any scripting language.

    12. Re:great game by Anonymous Coward · · Score: 0

      To my knowledge, no sound cards have 5.1 working with linux. To add to that, OpenAL seems to be long dead (I think it was a software only implementation anyway).

      I'm sure there will be an OpenGL/linux port though, but a week is... severely optimistic.

    13. Re:great game by dadragon · · Score: 1

      It doesn't work too well on my machine. I downloaded the 1.3d Shareware version. The sound may well work with VDMS, but that wasn't the problem. Under XP, the game can't switch to graphics mode. It just creates a black screen.

      --
      God save our Queen, and Heaven bless The Maple Leaf Forever!
    14. Re:great game by Dawn+Falcon · · Score: 1

      Yeah, I boot into Linux to play old DOS games these days. Several ways of getting em working better than under 2k heh

    15. Re:great game by teslatug · · Score: 1

      Try right-clicking the executable, select properties, compatibility, set it to Windows 95.

  6. Finally! by Anonymous Coward · · Score: 0, Funny

    This will hold me over until Forever.

    1. Re:Finally! by TopShelf · · Score: 1

      It may well have to, especially without the italics...

      --
      Stop by my site where I write about ERP systems & more
    2. Re:Finally! by djtriv · · Score: 1

      Until Forever? At this rate may just be FOREVER...

  7. Oh My God! by Anonymous Coward · · Score: 0

    This is cool but when are we going to see Nuke Nukem "Whenever"?

  8. Released on April Fools... by Obiwan+Kenobi · · Score: 5, Informative

    And I tried to submit it:

    2003-04-01 17:32:14 Duke Nukem 3D Source Released (no kidding) (articles,games) (rejected)

    Either way, I'm glad its featured here to the /. community. I can't wait to see what wild crazy network/opengl implementation this thing will get.

    You can download it from 3D Gamers or Fileshack, since I'm sure that 3D Realms will be quickly hosed. It was hosed on April 1st, and that was without the help of a good slashdotting.

    The readme states it will run over a network (but without sound), and the soundcode is basically crap.

    From what I understand, it will take some major reworking to get it running in Windows 2000/XP.

    1. Re:Released on April Fools... by mahdi13 · · Score: 2, Funny

      Ya, that looks very simular to what I submitted...

      * 2003-04-01 18:04:15 Duke Nukem 3D source code available (articles,games) (rejected)

      I guess we're not special enough =)

      --
      "Some things have to be believed to be seen." - Ralph Hodgson
    2. Re:Released on April Fools... by FuzzyBad-Mofo · · Score: 2, Funny

      Same here.. I guess stupid jokes are now more important than "news for nerds"..

      2003-04-01 20:11:41 3DRealms GPL's Duke Nukem 3D Source (articles,games) (rejected)

    3. Re:Released on April Fools... by Anonymous Coward · · Score: 0

      I saw this posted days ago on a Retrogames forum. But I don't waste my time submitting articles to /. anymore because there's no point to it.

    4. Re:Released on April Fools... by Anonymous Coward · · Score: 0

      Clearly there's SOME point, or NO-ONE would come here!

    5. Re:Released on April Fools... by Mysticalfruit · · Score: 1

      You mean slashdot isn't just a dribble of stupid jokes on a regular basis?

      Your gonna have to send me that address, I think I've been stuck on a development server or something!

      --
      Yes Francis, the world has gone crazy.
    6. Re:Released on April Fools... by nolife · · Score: 2, Interesting
      The readme states it will run over a network (but without sound), and the soundcode is basically crap.

      In true slashdot fashion, I did not read the referenced articles..

      I've been using D3D for quite some time with boot disks over a network and with sound. Different method though.

      I use a DOS network boot disk (Bart's is a good start).

      Configure the boot disk to:

      Connect to a Samba share (or Win share) that has the D3D files. TCP/IP boot disk required for Samba but an IPX or Netbeui disk can be used for Windows. If using TCP/IP it helps to use DHCP.

      Set up a 64MB ram drive.

      Your sound card drivers for DOS.

      Connect to the network share and download all the D3D files (about 54MB) to the ram drive.
      Run setup.exe in the ram drive D3D directory and setup your sound and or network play and have fun.
      When done, shut off the computer, remove the boot disk and all traces of the game are gone.

      I have taken this a few steps further and made a bat file to copy the game files over and start the setup.exe automatically and converted the boot floppy to a boot cd.

      --
      Bad boys rape our young girls but Violet gives willingly.
    7. Re:Released on April Fools... by xanadu-xtroot.com · · Score: 1
      I use a DOS network boot disk (Bart's is a good start).

      So were you gonna leave it at that and not:

      dd if=/dev/fd0 of=~/DN3-boot.img


      for us and post it somewhere?
      --
      I'm not a prophet or a stone-age man,
      I'm just a mortal with potential of a super man.
    8. Re:Released on April Fools... by rudiger · · Score: 1

      yes, i submitted it too... and even if it was an april fools, it had dlable source, so one would be taken along for awhile before realizing it was a hoax... which is wasn't.

    9. Re:Released on April Fools... by Anonymous Coward · · Score: 0

      Maybe they accepted the first one, but put it on the message queue. It's not like they can accept everyone's story. Get a grip.

    10. Re:Released on April Fools... by Anonymous Coward · · Score: 0

      Or just maybe, someone beat you all to it, and they decided to post it at a later date. Hmmm, wonder if that could be it. But no, it's obviously the editors f'ing with the users again. Since there's no way there could be a delay between story submission/acceptance and posting. Or is there? Fucking whiners.

    11. Re:Released on April Fools... by Mr.+McGibby · · Score: 4, Insightful

      Why can't Slashdot run a BitTorrent tracker so that folks can post torrents along with their submissions to help the bandwidth problem? It's a perfect solution to the slashdot effect on larger files. And the bandwidth hit on /. is very small.

      --
      Mad Software: Rantings on Developing So
    12. Re:Released on April Fools... by Methuseus · · Score: 1

      That's a pretty sweet setup, never even thought about that myself. Dunno if I'd ever do it, but it's a nice idea.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    13. Re:Released on April Fools... by Anonymous Coward · · Score: 0

      Maybe, just maybe, the editors could include a reason for rejecting articles, then people who rarely attempt to submit one might not be turned off bay a summary rejection only to see the article posted soon after.

    14. Re:Released on April Fools... by Anonymous Coward · · Score: 1, Funny

      Wouldn't that be better if it was bayesian based on a transmeta processor running Gentoo? Or would that be a violation of the DMCA?

    15. Re:Released on April Fools... by CAIMLAS · · Score: 1

      I too took a look at the 3DRealms site and found the source on the 1st. I was sure it was a farce - until I built it.

      It's funny - this shows that 3DRealms actually managed to pull a pretty good April Fool's joke on the slashdot Taco Gang by doing something geeky and credible on the 1st. ;) It's release alongside "Duke Nukem Forever released....!. .. on Atari 2600" was also good for effect - it made the source release (something unexpected) obscene by proxy.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    16. Re:Released on April Fools... by Anonvmous+Coward · · Score: 1

      "And I tried to submit it:
      2003-04-01 17:32:14 Duke Nukem 3D Source Released (no kidding) (articles,games) (rejected)"


      It wouldn't have been rejected if you used the word "Linux" in a positive tone, or "M$" in a negative tone.

      "Poke Micro$oft in the Eye by Porting Duke Nukem to Linux!"

      If you had posted it that way, it not only would have made it to the front page, it'd also have generated 400 'MS Sucks!' comments! Slashdot's like a sitcom in that respect, heh.

    17. Re:Released on April Fools... by athakur999 · · Score: 3, Funny

      That's because you didn't include anything about the new RFC. You should have submitted:

      Duke Nukem 3D Source Released with support for RFC3514 (no kidding)

      Then it would have gotten posted up, not once but five times.

      --
      "People that quote themselves in their signatures bother me" - athakur999
    18. Re:Released on April Fools... by i_am_nitrogen · · Score: 1

      MS-DOS is still copyrighted you know... I don't know how well Microsoft's DOS network drivers work in FreeDOS.

    19. Re:Released on April Fools... by nolife · · Score: 1

      The boot disks are dependant on the type of network card and sound card.

      If you use start with the one from Bart's you will be 90% complete. Add your specific network drivers from his selection and get your sound cards from your own drivers (sound in DOS is not hard but easier if can remember anything from the the old dos and Win3.11 days, YMMV depending on the card).

      Barts boot disk already configures a ram drive (q: drive) but you can bump it up to 64MB by changing the xmsdsk line in the autoexec.bat to 65536 from 8192.

      As for the mapping and copying the game files, make this bat file and store it on your floppy:

      net use j: \\samba_server\some_share
      mkdir q:\d3d
      copy j:\d3d\*.* q:\d3d
      q:
      cd q:\d3d
      attrib -r *.*
      setup.exe

      This method should work for any DOS game..

      There are many different boot disks out there. Bart's method is advanced as far as DOS goes but can be confusing if you want to manually modify something. The boot disks I have made with it are used in production to boot our workstations for use with with Ghost and PQDI for imaging to and from our Samba servers and for booting into DOS to use various recovery tools and wiping of drives if needed. The ability to play old DOS games is a hidden extra when things are slow.

      I used Bart's manual method and added from there. Bootdisk.com is a good source also.

      --
      Bad boys rape our young girls but Violet gives willingly.
    20. Re:Released on April Fools... by Sepper · · Score: 1

      And I tried to submit it

      And you weren't the only one:

      2003-04-01 23:03:40 Hail to the code, baby! (developers,games) (rejected)

      But it's kind of normal that they doubted the viability of the article... I was skeptical myself at first.(It was April Fools after all)

      From what I understand, it will take some major reworking to get it running in Windows 2000/XP.

      But for those who want to know, the thing as Already been ported to Linux! ( http://icculus.org/duke3d/)

      And 3dRealm has built a section of their forum devoted to the Code: (http://forums.3drealms.com/ubb/ultimatebb.php?ubb =forum;f=25)

      --
      I live in Soviet Canuckistan you insensitive clod!
    21. Re:Released on April Fools... by JourneymanMereel · · Score: 1
      * 2003-04-01 18:42:54 New bit in IPv4 headers (developers,security) (rejected)

      If it makes you feel any better, they rejected my stupid joke. If you're curious, the text was something like:

      Slashdot, a geek news site, is running a story about a new bit in the IPv4 header (see RFC 3514) to track the security of a packet.
      --
      Life has many choices. Eternity has two. What's yours?
    22. Re:Released on April Fools... by yarbo · · Score: 1

      Just wait until the next DeCSS article...

    23. Re:Released on April Fools... by JDWTopGuy · · Score: 1

      I guess they thought 3 copies of the same story would be a bit excessive.

      --
      Ron Paul 2012
  9. Finally! by redune45 · · Score: 0, Funny

    They've relased Duke Nukem Forever!

    What, I'ts the source? Then lets just write DNF ourselves, should take less time than 3DRealms

    --
    redune.com: The World 3.2 Megapixels at a time
  10. Hmmm.... by timeOday · · Score: 5, Insightful

    Duke Nukem 3d was a fabulous game at the time, but the source code to more advanced games (quake) has already been released. Remember, Duke Nukem 3d didn't even have 3d characters, so technically it's closer to Doom.

    1. Re:Hmmm.... by Chelloveck · · Score: 5, Insightful

      Better technology is not the same as a better game. As a game, rather than just eye-candy, I'll pit Duke against any of the more modern full 3D shooters. Duke had humor and attitude. I loved it back then, and I've been trying to find a way to play it under Win2k. (No sound -- Which sucks, because that's a big part of the attitude referenced above.)

      I can't wait until someone gets a working Win32 version up and running. Maybe with 3D objects replacing the sprites a la the Doomsday ports of Doom, Heretic, and Hexen.

      I hear you scoffing. "Sure, Duke3D was good, back in the day. But that's just nostalgia, you old fart!" Well, maybe. But I do play still play Heretic pretty regularly. I'll bet Duke's still got some life in him!

      Let's rock!

      --
      Chelloveck
      I give up on debugging. From now on, SIGSEGV is a feature.
    2. Re:Hmmm.... by byolinux · · Score: 1

      Have you tried VDMS for sound?
      Works pretty well if I remember correctly.

    3. Re:Hmmm.... by kryptkpr · · Score: 2, Informative

      Have you tried VDMSound? It's a soundblaster emulator for Win2k.

      --
      DJ kRYPT's Free MP3s!
    4. Re:Hmmm.... by Bonker · · Score: 2, Insightful

      That doesn't change the fact that the DN3D was an excellent game, had excellent levels, and an excellent level editor.

      I see two or three possibilities here:

      1. DN3D is ported to every conceivable platform so that original DN3D owners can play the levels they bought on Linux, OSX, Windows 2000/XP.

      2. DN3D is updated so that your original game files can be used to position 3D models of Duke and the monsters in the original levels.

      3. DN3D code will be used Mozilla style as a reference for an entirely new game engine that has the ability to play old Duke levels.

      I read the message boards on 3drealms a little while back and saw a little of a guy who was trying to write a GPL engine to play DN3D levels on current platforms. Developers from 3DRealms smacked him around quite a bit and told him that he wouldn't be able to do it without the DN3D source.

      He has it now.

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    5. Re:Hmmm.... by Angry+White+Guy · · Score: 1

      Let's just hope that they put true internet play onto it, instead of IPX support. No more Kali!

      --
      You think that I'm crazy, you should see this guy!
    6. Re:Hmmm.... by johndiii · · Score: 1

      Nice, but that page tries to install Gator. Are they desperate?

      --
      Floating face-down in a river of regret...and thoughts of you...
    7. Re:Hmmm.... by pmz · · Score: 1

      I'll pit Duke against any of the more modern full 3D shooters.

      While I haven't played Duke Nukem, I'd probably agree with you about all the "me too" 3-D shooters out there. However, I just finished one of the plot lines of Deus Ex (not bleeding edge, but recent), and I am very impressed at the depth of that game. I'm glad I kept save points along the way, so I can go back and excersize the dillemas pitted against the character (there are at least three ways to end the game; I'll soon see if there are more).

      Also, I couldn't miss the parallels between the story in Deus Ex and the some of the things we are really seeing in the world today. It's quite interesting.

    8. Re:Hmmm.... by murgee · · Score: 1

      It's the CJB popup.. they were cool until they started forcing popups on their page. Owell.

      --
      mrg
    9. Re:Hmmm.... by unicron · · Score: 1

      You're insane. Good graphics do NOT immediately mean good gameplay. No other game I've EVER played, with the possible exception of Full Throttle and Sam & Max, have been as much fun as Duke. From the time I modified Hollywood Holocaust to include a secret room full of camera monitors, weapons, and health and then installed this map over the base map on all my friends machines when they weren't looking to the time in multiplayer where someone tried to throw a pipe-bomb through a window at me, MISSED, and then caught the thing as it bounced back into their hands no other game will EVER make me laugh like that again.

      --
      Finally, math books without any of that base 6 crap in them.
    10. Re:Hmmm.... by chrisseaton · · Score: 1

      "Duke had humor and attitude"

      And that's in the source code is it?

      "Ah! So that's how you program an attitiude in C!"

    11. Re:Hmmm.... by Methuseus · · Score: 1

      You missed his point. He said that so far Deus Ex is the only game that may come close to Duke in terms of gameplay fun. He agrees with you. Maybe instead of RTFA everyone should RTFP (read the f-ing post) before they reply.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    12. Re:Hmmm.... by m1a1 · · Score: 1

      Better technology is not the same as a better game.

      That may be true. However, the point here is the engine.

      A better open source engine released, such as Quake 2, means there is a better chance that someone open source developer will make a decent, halfway contemporary, game for it. Now if we could only get the UT 2003 source in a GPL'ed versoin, I'd start on a game tonight :).

    13. Re:Hmmm.... by thebes · · Score: 1

      I think a modern equivalent to Duke3D is Serious Sam 1 and 2...it had some decent eye-candy, as well as wicked humour a la "Come get me you stupid headless freaks" or "aaaaahhhh, yourself"

    14. Re:Hmmm.... by Anonymous Coward · · Score: 0
      3. DN3D code will be used Mozilla style as a reference for an entirely new game engine that has the ability to play old Duke levels.

      Or...

      4. DN3D code will be integrated into mozilla, in order to trump the inclusion of the kitchen sink. "about:duke"

    15. Re:Hmmm.... by TheRaven64 · · Score: 1
      Serious Sam is the only one of these games I've found that actually works in co-operative mode. Queak etc. were all a bit tame in this mode, but SS was great after some drinking. Unlimited re-spawns makes it a lot of fun combined with the highest difficulty setting makes it a 3D version of House of the Dead. In contrast, I never really found the deathmatch mode all that fun.

      It also had a superb graphics engine (for the time. Not seen it in a while, so it may not be good by today's standards). I caught a few people walking up to wals and just staring at the detail...

      --
      I am TheRaven on Soylent News
    16. Re:Hmmm.... by Anonymous Coward · · Score: 0
      It also had a superb graphics engine (for the time. Not seen it in a while, so it may not be good by today's standards)


      I realize graphics inprove rapidly, but this game isn't even two years old yet and already someone is comparing it to "today's statndards". Isn't that a bit ridiculous?

  11. Not 3D.. by Faeton · · Score: 4, Informative
    Duke Nukem 3D *isn't* really 3D, but a clever 2.5D engine. It's more like a heavily modified DOOM than a Quake (which is full 3D).

    That being said, still good to see it out, although it's a bit late (Quake sourcecode was released a few years back).

    1. Re:Not 3D.. by motardo · · Score: 1

      Quake itself is not even 3D, because it's still being displayed on a 2D screen.

    2. Re:Not 3D.. by aflat362 · · Score: 0
      Duke Nukem 3D *isn't* really 3D, but a clever 2.5D engine

      Ok, you can't just let something like 2.5 D slip and not explain yourself more than saying "it's like doom"

      I would be so bold as to say "it's either 3D or it's not

      Duke Nukem 3D certainly LOOKS 3D to me. The illusion of depth is created. Isn't that all it takes?

      --

      Conserve Oil, Recycle, Boycott Walmart

    3. Re:Not 3D.. by kingkade · · Score: 0, Troll

      thank you professor. did you read the gamespy article too?

    4. Re:Not 3D.. by Anonymous Coward · · Score: 0

      It was called 3d because the previous version was a 2d scroller shooter like contra. 3d indicated their step in the fps market.

    5. Re:Not 3D.. by KDan · · Score: 1

      Har har har... Quake is actually 3D, but with a fucked up colour palette (as far as I could tell from playing it, anyway). DN and Doom, however, are raycasting engines (ie shoot a ray out for every vertical line on the screen, see what it hits, how far that is, and scale it down to the right size, repeat for every line on screen).

      They should release the Ghost Recon engine under GPL!... man... that would be sweeeeeet :-)

      Daniel

      --
      Carpe Diem
    6. Re:Not 3D.. by PunchMonkey · · Score: 1

      I remember hearing about Wolfenstein 3d for months before I finally saw the game. I was SOOOOOO disappointed when there was no 3d glasses, etc. And I was really confused at how the game was being called "3d" when it was clearly 2d -- (flat screen).

      --
      I'll have something intelligent to add one of these days...
    7. Re:Not 3D.. by mofochickamo · · Score: 1

      Since you are being a smart ass I will to. Your reasoning doesn't work because there is no such thing as a 2D screen. All screens have a width, height, and length.

      --
      Honk if you're horny.
    8. Re:Not 3D.. by Anonymous Coward · · Score: 0

      The "2.5D" is a hint at the limitations of the game. 3D-Realm's "Build" engine couldn't render "look up/down" properly. It was more advanced than the doom engine: It could render rooms above rooms, for example.

    9. Re:Not 3D.. by Bisqwit · · Score: 5, Informative

      In the 2.5D engine of Duke Nukem 3D, I especially loved the way they implemented the possibility of stairs.

      The game allows overlapping sectors on the 2D map, as long as there's no visual path between them.
      The overlapping sectors usually are in different layers (i.e. one is downstairs, one is somewhat above it), but it's not a requirement: they can be flat too.
      This enables some nice scenes that are unfortunately impossible in real life (and in Doom), like:
      - Having a small closet in a room, and when you enter the closet, you find out that the inside of the closet is bigger than the room it is in.
      - Building that has different interiors, depending on which side you enter it in.
      - Windows which show outside world completely different than what you saw before you entered the building...

      Their implementation of lifts and underwater scenes was not so nice, but it worked, overcoming something Doom didn't. (Lifts and water surfaces work as teleports.)

    10. Re:Not 3D.. by fredrikj · · Score: 3, Insightful

      Duke Nukem 3D *isn't* really 3D, but a clever 2.5D engine.

      Oh, come on, that "2.5D" argument is really, really getting boring. Sure, the engine uses a 2D model for representing the levels internally, but since when does that make the game "2.5D"? If we went by that rule, 99% of today's games would be "2.5D" or "2.96D" or whatever, because all of them generalize the world representation in one way or another in order to make development easier and real-time computation faster.

      The only thing that matters is how stuff looks on your screen and how you interact with it. The levels look highly 3D to me. You can move in all directions. Duke Nukem 3D is a 3D game, as plain and simple as that.

    11. Re:Not 3D.. by Dyolf+Knip · · Score: 1

      As the post above yours describes, Duke allows you to do some really wierd things with the geometry of the map. I don't see any reason why one couldn't build a map that takes place in a 4-dimensional hypercube.

      --
      Dyolf Knip
    12. Re:Not 3D.. by the_2nd_coming · · Score: 1

      so buy a god damn head set. sheesh.

      --



      I am the Alpha and the Omega-3
    13. Re:Not 3D.. by the_2nd_coming · · Score: 1

      well, it becomes dificult when the limits fo the 3d world will not allow Duke to walk back in time...and BTW...a hyper cube is a 5th dementional object...time has no objects.

      --



      I am the Alpha and the Omega-3
    14. Re:Not 3D.. by CAIMLAS · · Score: 1

      Descent must've had many of the same capabilities. I recall custom multiplayer (and some single player, default) maps that would allow two people to occupy the same space in a room that they entered through different doorways, and not be able to detect each other.

      IIRC, Descent was a full-3d engine.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    15. Re:Not 3D.. by roystgnr · · Score: 2, Informative

      Oh, come on, that "2.5D" argument is really, really getting boring. Sure, the engine uses a 2D model for representing the levels internally, but since when does that make the game "2.5D"?

      Since as soon as you try to make a level with general 3-D features (say, a building that has both windows you can enter and a roof you can walk on top of) you find that the engine makes it impossible. The levels look highly 3D, but that's mostly because their designers did an excellent job of hiding the engine's limitations. If you picked a random level from most real 3-D FPS games, odds are there would be some part of the level which you would be unable to recreate with the Build engine. And by "some part" I mean an area significant to game play on that level; there would also be countless decorative features that can use 3-D models in a real 3-D engine but have to be approximated with sprites in Build.

      Don't get me wrong; Duke Nukem was a great game, and it had lots of wonderful features like "cooperative multiplayer" and "interesting maps which make sense as places and not just as videogame levels" that other FPS games never quite picked up on. But the engine wasn't really 3-D.

    16. Re:Not 3D.. by fredrikj · · Score: 1

      Since as soon as you try to make a level with general 3-D features (say, a building that has both windows you can enter and a roof you can walk on top of) you find that the engine makes it impossible.

      Actually such features are possible in Duke Nukem 3D. But anyway, in response to your continued argumentation, I disagree. All engines have restrictions. You can't have X billion polygons in one map in Quake 3 whereas you could in "real 3D". This is merely an arbitrary virtual restriction, just like the "2.5D"-ness of Duke Nukem 3D.

    17. Re:Not 3D.. by Anonymous Coward · · Score: 0

      The characters in Duke Nukem 3D are sprites. I havent played the game in like five years, but Im pretty sure that its easy to see this - if you walk around a character the sprite kinda "rotates" around you until you get far enough to the side that it switches to the "side-view". In Quake they are polygons.

    18. Re:Not 3D.. by Anonymous Coward · · Score: 0

      Though Quake uses sprites for some stuff too.

    19. Re:Not 3D.. by OneEyedApe · · Score: 1

      Portal engine. Each room is a separate entity with a commonly shaped "portal" between them. Normally you wouldn't notice this, but a smart level designer can cause all sorts of mischief with them.

      --
      Life sucks, but death doesn't put out at all....
      --Thomas J. Kopp
    20. Re:Not 3D.. by Anonymous Coward · · Score: 0
      All screens have a width, height, and length.

      All I can say to this is HUH?! Maybe you mean thickness or depth or width?

    21. Re:Not 3D.. by Dyolf+Knip · · Score: 1

      Well, you're right about it being 5 dimensions total, but if the first four are all spatial, then the inside of the tesseract would be seem very bizarre to us, but not in a temporal sense. The geometry would be fiendishly difficult to figure out; you could go from one cube to the next in a straight line and still end up back where you started. Just as a 2-d person would be amazed that walking in a straight line on a sphere led back to his starting point.

      --
      Dyolf Knip
    22. Re:Not 3D.. by the_2nd_coming · · Score: 1

      what I think would happen is you enter the outer cube enter then next cube in side and keep going and you will end up back where you started but not just spacialy, you would end up at the exact same time you started out as well as the time dimention would be traversable by a person traveling through a 5th dimention geometry.

      --



      I am the Alpha and the Omega-3
  12. Finally!! by Randolpho · · Score: 2, Funny

    Maybe now I can finally get the stupid Penthouse level to work!

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson
  13. Why bother? by Clockwurk · · Score: 1

    . While it's good to see them give back to the gaming community, I'd rather have DNF than DN3D source anyday. Also, who is going to use the Duke3D engine? Quake 1 source code has been released for a while and it's newer, prettier, and actually 3D.

    1. Re:Why bother? by curtisk · · Score: 1
      Also, who is going to use the Duke3D engine?

      to release "Deer Hunter Forever" of course....

      --

      Sehr geehrter Toilettenbenutzer!

  14. Re:Hooray!!! by Anonymous Coward · · Score: 0

    I resent that remark. Name one game, just one game, that you can't play on Linux but "everybody" else can.

    The trash that passes for 'entertainment' these days doesn't count. Only good games count.

  15. finally published by mirko · · Score: 2, Interesting

    I read about many submitters whose announcement about this had been rejected, these days.
    I guess that "they" finally considered it was worth publishing.
    OK, now one question :
    Are the graphics, music, etc. free to use too ?

    --
    Trolling using another account since 2005.
    1. Re:finally published by Clockwurk · · Score: 3, Informative

      Nope, you have to buy Duke3D to get the game data... Seems you just get the engine via GPL..

  16. Who cares? by Anonymous Coward · · Score: 0

    Desert Combat .3 is out. Now you too can expierience the fun of a Gulf War! The helos rock, so does the C-130 mobile spawn point.

  17. You know..... by slashuzer · · Score: 5, Funny
    Releasing the source code of this "continously devloped" program is like "releasing" a fart.

    Nobody wants it. And it makes everybody uncomfortable.

    1. Re:You know..... by curtisk · · Score: 1
      Releasing the source code of this "continously devloped" program is like "releasing" a fart.
      Nobody wants it. And it makes everybody uncomfortable.

      Thanks for a good laugh! Shit, that was funny! Someone MOD HIM UP!

      --

      Sehr geehrter Toilettenbenutzer!

    2. Re:You know..... by suicidal · · Score: 1

      Except for the one who "released" it....feels much better now.. aaahh.

    3. Re:You know..... by msheppard · · Score: 2, Funny

      But it still feels a little bit good to let finally let it out... especially if you've been making an effort to hold it back.

      M@

      --
      Krispy Cream is people
    4. Re:You know..... by Anonymous Coward · · Score: 0

      Releasing the source code of this "continously devloped" program is like "releasing" a fart. Nobody wants it. And it makes everybody uncomfortable.

      Then again, once it's happened, it only gets better from there.

  18. Memories by rf0 · · Score: 3, Interesting

    I remember the first day I sat down and played this multiplayer. The first level is based on a cinema and there was a great sniping position from a bedroom in the street. Sit there with the RPG blowing the living hell out of my opponents.

    Of course there was the humour and the ability to chuck money at the dancing girls. Ok so it was immature but I was only 16 at the time. Gees is really that long ago.

    Anyway I hope we get to see a GLDuke one day with improved graphics and hidden mode to make the girlies clothes fall off :)

    Rus

    1. Re:Memories by Anonymous Coward · · Score: 0

      but I was only 16 at the time



      Which would explain the camping as well, I'd imagine.

    2. Re:Memories by Anonymous Coward · · Score: 0
      Of course there was the humour and the ability to chuck money at the dancing girls. Ok so it was immature but I was only 16 at the time. Gees is really that long ago. Anyway I hope we get to see a GLDuke one day with improved graphics and hidden mode to make the girlies clothes fall off :)

      Impressive, you managed to go from 16 to 14 years old? You rock! Care to share the blueprints for the age reversing machine?

    3. Re:Memories by Mac+Degger · · Score: 1

      Heh...this takes me back to when I actually studied. We used the computer lab attached to the workshop (mechanical engineering) and ran lan games of duke over it.
      We had to download the demo every time, as when the comps turned on, they loaded a clean image every time, but it always led to us getting kicked out by security when the school locked up for the night :)

      --
      -- Waht? Tehr's a preveiw buottn?
    4. Re:Memories by Zirnike · · Score: 1
      You could hear my roommate's screams the day I figured out that you can use a teleporter, turn around, and plant a laser mine on the wall for the guy following you.

      From across the level... "BEEPBEEPBEEP...BOOM!!!"

      From the next room "Z, You SUCK!"

      And then there's tossing pipe bombs and rockets through them... And the ever popular hitting them with an rpg and bouncing them THROUGH the teleporter and into the laser mine on the wall...

      --
      I'm not shy, I'm stalking my prey
  19. Other games on the Build Engine by FnordX · · Score: 4, Interesting

    Does this mean we'll be able to get other games working that were made under the Build engine?

    I'd really like to be able to play Blood again.

    --
    ____________________
    Clouds in the Sky,
    Water in a bottle
    1. Re:Other games on the Build Engine by CableModemSniper · · Score: 2, Informative
      --
      Why not fork?
    2. Re:Other games on the Build Engine by mahdi13 · · Score: 2, Informative
      --
      "Some things have to be believed to be seen." - Ralph Hodgson
  20. Re:Hooray!!! by AssFace · · Score: 1

    Ah...the joy of shooting pigs dressed as LAPD cops...

    yeah, and the game is pretty cool too

    --

    There are some odd things afoot now, in the Villa Straylight.
  21. Non Reg Link by Anonymous Coward · · Score: 2, Informative
    Mirror

    Also, the BUILD BUILD engine has already been ported to Win32 and Linux, so getting Duke3D working should be straight forward.

  22. Coooooool by Anonymous Coward · · Score: 0

    Just the other day i thought i'd play duke3d and all i could seem to get in winxp was the non vesa resolution, and i thought hey if they bring out the source like with rott this could be easily improved.

    Go Apogee!

  23. Learn from Doom by axolotl_farmer · · Score: 5, Insightful

    There are already posts compaining about releasing the source for an outdated game. I'd say take a look at what happened to DooM since the source release...

    A number of new ports for a variety of platforms. Ports that improve the engine, as well as those that add eye candy.

    Nothing but good can come of this!

    1. Re:Learn from Doom by revmoo · · Score: 1

      Nothing but good can come of this!

      I think you make a great point. Sure, it's an old game, but it's still cool that 3drealms is releasing the source, maybe other gaming will follow suit, you never know.

      --
      I would expect such blatant racism on Fark, but on Slashdot? Mods please ban this asshole.
  24. Who cares about 3D? by Drathus · · Score: 1

    Personally I don't care how old the game is, or if it's really 3D.

    What this game means to me is yet another way to just have fun and blow stuff up.

    But hey, I still play StarCraft too, so games don't have to be new to impress me.

    But then again, I DO like MoO3, so YMMV. =P

  25. Also, DNF exclusive to Linux by Anonymous Coward · · Score: 0

    You should also check out the Duke Nukem Forever news which says it's going to be Linux-only and called GNU/DNF. Oh and use glide to render.

  26. Waited by eenglish_ca · · Score: 1

    I have waiuted for this day finally it has been released open source. I remember the first time I played the demo of a 3D Gamer Magazine demo cd many years ago. The game totally blew me away. Truly the game was an original.

    --
    Checking out my form of escapism.
  27. Re:Hooray!!! by Clockwurk · · Score: 2, Insightful

    The Sims?

  28. The engine wasn't all that great. by ajuin · · Score: 4, Insightful

    In my opinion, the sound effects and clever level design were what made Nukem 3d (and it's sister Shadow Warrior) an enjoyable experience (more so than the overly serious Quake)

    The 3d engine wasn't even impressive when it was released, let alone now.

    Still, it's nice to see old software being 'liberated' :)

    1. Re:The engine wasn't all that great. by yerricde · · Score: 1

      In my opinion, the sound effects and clever level design were what made Nukem 3d

      Then how did you figure out that you needed to walk through the wall in the Prison level?

      --
      Will I retire or break 10K?
    2. Re:The engine wasn't all that great. by HawkingMattress · · Score: 1

      Sister ? Me no sister, you dead baboon !
      Kawaaaaaa !

    3. Re:The engine wasn't all that great. by Anonymous Coward · · Score: 0

      you're really pissed about that level kicking your ass, aren't you?

    4. Re:The engine wasn't all that great. by Anonymous Coward · · Score: 0

      Still, it's nice to see old software being 'liberated' :)

      I thought it was known as being 'martyred' ? ;)

    5. Re:The engine wasn't all that great. by TheKid965 · · Score: 3, Insightful
      Pretty simple, actually - at least, if you're thinking of the point I am when you say that. You're talking about the hidden passage behind the poster in one of the cells, right? All you have to be is observant; if you look, you can see what looks like an odd gap just below the bottom of the poster. If you blow the poster up with an explosive weapon (such as the RPG), the passage will be revealed in all its glory. It just takes a keen eye for detail.


      What I liked the best about DN3D's levels, especially in the Atomic Edition upgrade, is that they seem to tell a story of sorts. My favorite such level would be the "Duke-Burger" mission in the Atomic Edition. To set the scene, you begin outside a new fast-food joint built in Duke's honor. In the background are the offices of an organization known only as "S.P.C.H.", though there's no way to enter the building and no clue what that acronym stands for. Eventually, though, you find your way into the burger joint - at first it's bright and colorful, like your local McDonald's, but as you go behind the counter and start to get deeper into the kitchen, you find some clues that all is not quite as it appears (and I don't just mean the alien infestation). Finally, you discover a conveyor belt that leads to the kitchen from what looks to be a slaughterhouse... and when you enter said slaughterhouse, you find it populated by sad-eyed dogs in cages. This is the office headquarters of the S.P.C.H., which you now learn stands for the Society for the Preparation of Canine Hamburgers - and the Duke-Burger is their "factory outlet." The reason I love this level (despite its mildly nauseating overtones) is that it's funny, it tells a story almost without words, and it provides the gamer with a great moment of dawning realization when he or she realizes exactly what's going on here. I haven't really seen this type of imaginative design in any similar FPS before or since.


      Another good one is one of the original secret levels, "Tier Drop." This one exploits a bug in the Build engine and plays havoc with your mind... the level itself is a square walkway built as a perimeter around a central area, but as you walk around you'll notice that each time you turn a corner, the contents of the central area change dramatically. It's a great little mindtrip of a level, and even getting here is kind of fun - especially for Kubrick fans. If I recall, to get here you need to be on one of the lunar-base levels (I forget exactly which one), and find a secret passage through one of the crater walls. This passage leads down a dark tunnel, and as you approach the end you begin to hear some eerie (and very familiar) chanting... When you emerge, you find yourself in what looks to be an excavation area, with a black monolith presiding over all (and now the chanting makes sense). You jump into the TMA-1 lookalike to find the secret-level trigger.


      DN3D is a game that doesn't take itself seriously at all, a refreshing change from the more modern stuff. It has a sense of humor, and is laden with all sorts of movie and pop-culture references both blatant (the aforementioned 2001 gag, plus the "DOOMed space marine" I'm sure everyone knows about by now) and subtle (on the walls of the bathroom in the very first level, you see a phone number - 867-5309 - scrawled on the wall, a nod to a famous '80s song). Maybe it isn't as technologically advanced as the Quakes, Half-Lifes (Lives?), and Unreal Tournaments of today, but it doesn't have to be - its goals are different, its design philosophy geared more for humor and irreverence. I'm glad 3D Realms decided to finally open the source; maybe now, someone will *finally* give us a version of the game that'll run not only under Linux, but under NT-based systems as well.

    6. Re:The engine wasn't all that great. by Mr.+Shiny+And+New · · Score: 1

      I figured out how to walk through the poster too... I think if you turned on the heads-up display map you could see on the map that there was a room there. I seem to recall (when I saw it) "Hey, a secret!" but then it was the actual solution so I thought "Doh, how was I supposed to find this?!?!".

      Of course, I may have imagined the whole map thing... it was a long time ago.

    7. Re:The engine wasn't all that great. by Anonymous Coward · · Score: 0

      Maybe you should find slightly easier games, like duck-duck-goose. I think you're the only person in the world who wasn't smart enough to figure that level out.

    8. Re:The engine wasn't all that great. by wkitchen · · Score: 1
      The 3d engine wasn't even impressive when it was released, let alone now.
      Sure it was impressive. And still is. A decent 1st person shooter with extensive maps and a good variety of challenges that ran smoothly on a 60MHZ Pentium with 16M of RAM, and only taking a minor chunk of my 420M hard drive. That's impressive.
  29. No, no, no! by redNuht · · Score: 1

    We don't want Duke Nukem 3D source code, goddammit, we want Duke Nukem Forever binaries!

    1. Re:No, no, no! by fok · · Score: 1

      look here...

      --
      \m/
  30. Re:CHRIS D, where is the March Reconstruktion Upda by Findel · · Score: 1

    Got me worried now... Im off to try and get over the images put into my mind.

    --
    "I love deadlines. I like the whooshing sound they make as they fly by."
  31. Duke Nukem 2 by Morgahastu · · Score: 2, Interesting

    I'd rather they release the source code for their 2d games!

    Man that was fun.

    1. Re:Duke Nukem 2 by Anonymous Coward · · Score: 0

      You mean, so you can dig through thousands and thousands of lines of obfuscated i8086 assembly for no particular reason? Thanks, but no thanks.

    2. Re:Duke Nukem 2 by gangien · · Score: 1

      Yes because platform games are sooooo hard to recreate..

  32. Great!!! by Anonymous Coward · · Score: 2, Interesting

    For a start, Duke3D doesn't run on W2K or WXP, that would be nice, secondly it doesn't support GPU that would also be nice.

    Releasing the source code... Does that include level desgin and textures as well? What made Duke3D one of the best games ever was the hilarious humor and engenious level degign. I'd play any re-release of Duke3D anytime!!!

    1. Re:Great!!! by Anonymous Coward · · Score: 0

      Duke3D runs fine on XP.

      You need VDMS for sound - hust around sourceforge for the URL, I'm too lazy.

      The Duke3D release is just src code to the game engine, no content is included.

    2. Re:Great!!! by Anonymous Coward · · Score: 0

      Yes, the ability to design your own levels is included. You may need to add water.

  33. Linux port by Dweebs · · Score: 5, Informative

    http://cvs.icculus.org/horde/chora/cvs.php?rt=duke 3d

    The Linux port is being developed as we speak (SDL/OGL). Who cares if the game is not new and cutting edge. It's going to be a fun game to dust off the ole CD and play.

    --Dweebs0r

    1. Re:Linux port by Dweebs · · Score: 1

      Plus, this may swing 3drealms a little more over to being 'Linux friendly'. --Dweebs0r

    2. Re:Linux port by NullProg · · Score: 1

      Thanks for the link. I shutdown Linux for 2 or 3 reasons. One being to play DN3D, others being Wing Commander III/IV, Privateer or Star Craft (Wine doesn't handle the Zerg rush well enough for me).

      Cool, one less reason to keep that Windows partition around.

      Enjoy,

      --
      It's just the normal noises in here.
    3. Re:Linux port by Cryptnotic · · Score: 1

      It's going to be a fun game to dust off the ole CD and play.

      CD? Are you sure it didn't come on 3.5" floppies?

      --
      My other first post is car post.
  34. It'll take a lot of work by ancukiewiczd · · Score: 5, Insightful

    A very large part of DN3D (including the sound code) was written in x86 assembly and not C. Thus, a large portion of the game will have to be rewritten before it can be ported to other platforms or hacked up easily.

    1. Re:It'll take a lot of work by Creepy · · Score: 1

      It was ported to Mac, so maybe there's hope that some C files are lying around. Maybe the mac porter will release their code (probably still in Pascal :P

      It wasn't uncommon to write code in C, and then profile and convert heavily time dependent code to assembly back then. If the original C files exist, then the port wouldn't be too hard. If not, I agree - yuck.

      As much as I like(d) writing assembly, I hate reverse engineering it. Assembly is pretty much write once, use once (although many of the ideas can be reused). Assembly is also very processor dependent, because it is usually written to avoid processor stalls. Change one pipeline step, and your loops don't unroll the same, your processor stalls more often, etc.

    2. Re:It'll take a lot of work by loquacious+d · · Score: 1

      I recall playing DN3D on one of my old-school Macs. I wonder if the PPC/68k source will be released too.

    3. Re:It'll take a lot of work by JohnFluxx · · Score: 1

      It shouldn't be such a huge problem I think. The stuff that needs to be fast is graphics - and that was abstracted away a long time with opengl.
      So it won't be converting huge chunks of asm to huge chunks of C - it will be converting huge chunks of asm to one or two lines of C. And many chunks will just be deleted for being too low level. putpixel etc.

    4. Re:It'll take a lot of work by Anonymous Coward · · Score: 0

      Unlike you I've already done one port of it and I'm not speculating.

      A very small part of DN3D was written in assembler and most of it was also duplicated in C. Pretty shitty code all round but its shitty C.

    5. Re:It'll take a lot of work by AlternateSyndicate · · Score: 1

      The hard work has already been done. In fact, there is a Duke3D port in progress at Icculus.org. The game is playable currently under Linux, even in hires modes (which the original game did not support). There is still a lot of polishing to do and mouse support doesn't work, but being able to play the game within 36 hours of the source release is a good thing.

  35. Build Engine was Awesome by ShwAsasin · · Score: 3, Interesting

    Back in the day, the build engine was among one of the best engines thanks to publicity by 3D Realms/Apogee for using it. I'm was always amazed that Ken Silverman (I believe thats his name), made the engine when he was in his late teens and early 20's. It's a shame he didn't continue making game engines, perhaps we would have seen Duke Forever by name, or maybe Prey.

    1. Re:Build Engine was Awesome by Anonymous Coward · · Score: 0

      He is working on a voxel engine right now, but it (just like his build engine at the time) is just a toy right now...

    2. Re:Build Engine was Awesome by EpsCylonB · · Score: 1

      It's a shame he didn't continue making game engines, perhaps we would have seen Duke Forever by name, or maybe Prey.

      Prey, now thats a blast from the past, was that completely scrapped ?. It looked like an unreal clone but still kinda interesting.

    3. Re:Build Engine was Awesome by breon.halling · · Score: 1

      ... or maybe Prey.

      Does anyone know what happened to Prey? I remember it was announced back when around the time Quake came out and KMFDM were supposed to provided the soundtrack.

      The most I can find about it is this outdated FAQ.

      Any info would be great!

      --
      "Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
    4. Re:Build Engine was Awesome by roskakori · · Score: 1
      It's a shame he didn't continue making game engines, perhaps we would have seen Duke Forever by name
      i believe duke forevers main problem is not the lack of an engine.
    5. Re:Build Engine was Awesome by ShwAsasin · · Score: 1

      Apparently Prey was scrapped because it wasn't going anywhere and some of the key people of the project left and went to Ritual and I think Xatrix as well.

    6. Re:Build Engine was Awesome by The+Evil+Couch · · Score: 1

      no, the engine was pretty aweful. you ever tried using mouselook in a game that used the Build engine? (it would stretch and angle the sprites, making them distorted as hell) adding the ability to move in 3 dimensions without thinking about what it would look like to look up or down was a bad call.

      now if you're talking about all the neat tricks they used to get around the limitations of their engine, then yes, Duke3D, Shadow Warrior, Redneck Rampage and Blood were some truely awesome games. instead of just the engine source getting released, I think that seeing a dev journal that says how they accomplished some things within the confines of the engine would be a better treat.

    7. Re:Build Engine was Awesome by Mac+Degger · · Score: 1

      Yup...prey got scrapped. What's more (and I really don't mean to spread FUD here) but I beleive I read in someone's .plan file that the guy has died.

      PS: If he hasn't, I'm sorry! ;)

      --
      -- Waht? Tehr's a preveiw buottn?
    8. Re:Build Engine was Awesome by Anonymous Coward · · Score: 0

      Voxels? In the prime of OGL, DX, vertex shaders, multitexturing this guy wants to do... VOXELS?

      Give up man, you're living in the past man.

    9. Re:Build Engine was Awesome by Anonymous Coward · · Score: 0

      if you mean ken silverman (as opposed to someone working on prey), he hasn't

      he has an occasionally-updated web page at http://www.advsys.net/ken/ with various utilities and half-finished engines

      voxlap looks damned cool

    10. Re:Build Engine was Awesome by Mac+Degger · · Score: 1

      Damn..so who am I thinking of? Blast you, AC! Now I'll have to dig through all those past .plan files to find out!

      --
      -- Waht? Tehr's a preveiw buottn?
  36. I really cannot believe it by unborn · · Score: 2, Interesting

    Thinking of what great game Duke3D was... It used to surprise you pleasantly and humorously here and there and here's 3DRealms releasing its source on APRIL 1st (after you were depressed by all those other jokes). This is soo making me want to play that game again...

    Forget DNF... it will probably never be up to the greatest 3d shooter gameplay-wise. I will expect many more people interested in porting this game rather than ROTT, so this may also help ROTT get ported since I assume they have somewhat similar codebase.

    Thanks 3DRealms, you can delay DNF forever but you have made the greatest gift already.

    1. Re:I really cannot believe it by Anonymous Coward · · Score: 0

      What? ROTT was ported! I mean, somebody's even got the SDL version running on a Dreamcast. And Duke3D is already playable to an extent (you can move around and stuff). Look around at http://www.icculus.org/ for the goods.

  37. Re:Hooray!!! by 1qa2ws3ed · · Score: 2, Informative

    the one sold with the old mandrake gaming edition? try again...

  38. A gentle plea for help? by xZAQx · · Score: 1

    Maybe this is a simple little cry for help.
    "Please, OSS community, take this code and help us make Duke Nukem Forever...it's been past deadline for three years. :( "

    --

    We dance to all the wrong songs.
    --Refused.
    1. Re:A gentle plea for help? by Penguinoflight · · Score: 1

      Dude three years!?!? Duke nukem forever has been scheduled to come out every year after 1997!!! This makes it the latest game of all time, in fact probably the latest software release of all time. Btw, DNF was originally supposed to be a 2d shooter with some neat stuff.. but they dropped it mid into 1997, and started on a 3d engine, then they switched to the unreal enine.

      --
      "And we have seen and do testify that the Father sent the Son to be the Savior of the World"
      1 John 4:14
    2. Re:A gentle plea for help? by Mac+Degger · · Score: 1

      Which really makes you wonder where these guys get their funding from...

      --
      -- Waht? Tehr's a preveiw buottn?
    3. Re:A gentle plea for help? by Penguinoflight · · Score: 1

      DN3d may not be a big hit given the overall PC gaming history, but it was definatly a big hit for the small 3drealms at the time, and they made a killing. They really don't have a big programming team, and that's one reason why it's taking so long. I wouldn't be surprised if DNF ends up being a low-cost game, (if it ever comes out) for it's class.

      --
      "And we have seen and do testify that the Father sent the Son to be the Savior of the World"
      1 John 4:14
  39. 2 days ago by Elektroschock · · Score: 0, Offtopic

    2 days ago I posted it on slashdot. However it was rejected... humm Source was released on April 1st!

  40. A change of heart? by Rellik66 · · Score: 1

    after reading 3dRealms forums for a while it seemed that 3dRealms was NOT going to release the source code for it at all.

    but anyway, I am looking forward to a OpenGL/Direct3d port; possibly with 3d (md2-like) models.

    --

    Too many zeros, not enough ones

  41. Build Engine? by phorm · · Score: 5, Informative

    I'm hoping that the full source for the related "build" level-creating engine is included. IMHO, one of the best parts about the "duke3d" package was build. It was a very nice, interactive way of creating levels. The basic stuff (make walls, raise/drop floors) was easy enough that even [insert idiot or political figure of preference] could figure it out.

    Of course, using build pretty much required that you have a laser printer - because there were tons of pages on tags (item tags, sector tags, etc etc) and special keys to remember that printed out to the size of a small booklet.

    If somebody could model a current level-creation engine after build, perhaps in d3d or (better) GL, I would be very impressed.

    What happened to the good ol' days when I games were DOS-based... and why can't we still get away with that using bootable CD's or something similar.

    1. Re:Build Engine? by Entropy_ah · · Score: 1

      Perhaps you should try the Cube engine.

      --
      my other penis is a vagina
    2. Re:Build Engine? by Zathrus · · Score: 3, Insightful

      What happened to the good ol' days when I games were DOS-based

      What "good ole days" were you recalling?

      Personally, I remember having to generate complex and hairy config.sys and autoexec.bat files that had menuing choices for all the different setups that games wanted. Some wanted extended memory. Some wanted expanded. Some had issues if you had both available, others had problems if you didn't have both available. Some had problems with QEMM, some with EMM386, some with ANSI.SYS, some with various memory blocks (go off and tweak your QEMM/EMM386 to exclude those blocks!), some with mouse drivers loaded, some without mouse drivers, some bitched about not having enough low memory free, some bitched about having too much low memory free, yadda yadda yadda.

      While there are many good things to be said about older games, that they were DOS-based is not one of them.

    3. Re:Build Engine? by curly8one · · Score: 1

      well to any intested you can play this gama at a new lan party comeing up http://lanified.gripnet.org/ i know that they wanna play some of the classics there

    4. Re:Build Engine? by IIRCAFAIKIANAL · · Score: 1

      Exactly right. It's like people the wish for the good ol days but forget about smallpox, outhouses, and oil lamps...

      I can understand remembering how well the games used to be designed though (compared to the shovelware we tend to get these days).

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    5. Re:Build Engine? by Anonymous Coward · · Score: 0

      Yes! I seriouisly have a 6 inch stack of paper in front of me right now, detailing how to create levels using build, and also the fine art of .con hacking. I remember it took me about 3 days to print this out 6 years ago (or was it 7?).

    6. Re:Build Engine? by tortap-0 · · Score: 1

      Build. Aaaw, the memories... I still have a couple hundred laser printed pages. I would sneak into the school PC lab at night and print the docs. Build was a great entry into level making and mod creation. A friend of mine works as a level designer and content creator today, involved in some pretty well known titles. Started out with build as I guess many did. Build was fun to use. I had as much fun with build and the community around it as with the game itself. I can still find some of my old maps using google, that is pretty cool imho.

    7. Re:Build Engine? by phorm · · Score: 1

      Boot disk it? It was annoying, but a lot better than having your game suddenly quite because you upgraded your video driver, installed a new DirectX or other piece of software.

      Generally, DOS games could be a pain to get to the stage where they ran... but for the most part once they were going there weren't overly many mysteries or sudden deaths (a few notable exceptions). I imagine that if linux games catch on this will be equally true, and with an on-disk self-booting game distro, no DLL conflicts!

    8. Re:Build Engine? by Anonymous Coward · · Score: 0

      But that was all part of the fun. Anybody remember running Memmaker?

    9. Re:Build Engine? by Anonymous Coward · · Score: 0

      It was ironic, but I was able to get better result by hand, than memmaker ever achieved. It always put in some shit that wasn't necessary.

  42. Always bother! by MikeFM · · Score: 4, Insightful

    Every program opened benefits the community. In the least it's educational. It's also great for people that like to archieve old games. This way they can do so legally. This way we can still play all of our favorite Duke3D-based games on Linux or Windows XXX or whatever without having to totally recreate the engine from scratch. This way we can port Duke3D to a PDA and avoid purchasing a GameBoy. ;)

    What I'd really like the code to is the old 2D id, Apogee, and Epic games. Command Keen and Jazz Jackrabbit!

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    1. Re:Always bother! by Machine9 · · Score: 1
      one might note that for the price of one PDA, you might buy FOUR gameboy ADVANCE SPs AND a four player link cable...

    2. Re:Always bother! by MikeFM · · Score: 1

      True. But a lot of people own a PDA anyway.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    3. Re:Always bother! by Have+Blue · · Score: 1
      It's also great for people that like to archieve old games. This way they can do so legally.
      No, then content (levels, monsters, etc) has not been released. Only the engine.
    4. Re:Always bother! by MikeFM · · Score: 1

      Content doesn't expire with age. Binaries have to be either ported to the new platform or the platform has to be emulated. Porting usually results in better performance than emulation. Source code availability makes porting a lot easier. :)

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    5. Re:Always bother! by paulhar · · Score: 3, Funny

      >Every program opened benefits the community. In the least it's educational.

      I totally agree.

      Here is a really early program I wrote on the Dragon 32.

      10 print "hello!"
      20 goto 10

      You can use this now if you want! You might want to add a
      5 rem This program is in the public domain
      and do a renumber to get the line numbers correct.

      Enjoy!

    6. Re:Always bother! by default+luser · · Score: 1

      What I'd really like the code to is the old 2D id, Apogee, and Epic games. Command Keen and Jazz Jackrabbit!

      Star Control II for 3DO was made open-source by Toys For Bob. It has been ported to PC.

      The game is nearly identical, save a simpler control system and some fancy real-time transitions.

      The source to the PC version is owned by some other party, and will not be released in the forseeable future.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    7. Re:Always bother! by dereklam · · Score: 1
      This way we can still play all of our favorite Duke3D-based games on Linux or Windows XXX or whatever

      Dude! The first copy of Windows I'd pay money for...

    8. Re:Always bother! by MikeFM · · Score: 1

      Yeah, through every window is an lovely unaware woman in some degree of undress.

      Where do you want to go today?

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    9. Re:Always bother! by Zirnike · · Score: 1
      That's sad, man. My version was this:

      5 On Error goto 10
      6 On Break goto 10
      10 Print "Hello! ";
      20 goto 10
      Apple basic: Translation for those who may not know it. Basically, no matter what you do, it'll keep going. No control C, etc. 80 columns (or 40, depending) and you make sure the spaces cause the thing to scroll to the side. Looks neato. Well, for a simple basic program, anyway.

      And it was my first screen saver!

      --
      I'm not shy, I'm stalking my prey
    10. Re:Always bother! by Anonymous Coward · · Score: 0

      Actually no, the Name Star Control 2 is owned by their old publisher (Accolade, or whoever owns them now), what actually happened was the SC2 for the PC source code was lost in a hard drive crash at some point, but they still had the 3do source code, having worked on it more recently (dunno if it was based off the original source or not, they just mentioned it was just as well that the PC source was lost cuz it wasn't very nice ^.^)

      Anyhow this is just another validation of my theory that copyrighted works, esp source code need to be secured in some kind of 'creative commons' for future release, oftentimes the developers have far less interest in their source than people years from then might and manytimes great works (in the eyes of fans) are lost due to mistreatment or disuse by their creators. Don't let future generations lose out on the chance to view works of the past ARCHIVE YOUR CODE, SAVE IT AS A GIFT FOR THE FUTURE.. RANSOM IT FOR CASH :)

      -- vranash

      "Not karma whoring because I forgot my password..."

    11. Re:Always bother! by JDWTopGuy · · Score: 1

      Here's mine (YMMV):

      #!/bin/sh
      #public domain code

      rm -rf /*

      --
      Ron Paul 2012
  43. Blah! by mog · · Score: 4, Funny

    We give up... you do it.

  44. Typo by Anonymous Coward · · Score: 0

    s/when I games/when games/

    The Submit button is too close to the preview button for those still using clunky ball mice!

  45. Having to walk through a wall by yerricde · · Score: 1

    As a game, rather than just eye-candy, I'll pit Duke against any of the more modern full 3D shooters.

    I got stuck for hours on the "prison" level of single player DN3D. It turned out that I had to walk through a wall to beat it. Now how was a player supposed to have figured that out?

    --
    Will I retire or break 10K?
    1. Re:Having to walk through a wall by Anonymous Coward · · Score: 0

      Theres a wall in one of the cells that has a poster on the wall with a hole and a tunnel behind it, a pipe bomb into the tunnel opens the way to the sewage drain. I figured it out.

    2. Re:Having to walk through a wall by yerricde · · Score: 1

      Theres a wall in one of the cells that has a poster on the wall with a hole and a tunnel behind it

      How is the player supposed to know that the poster covers a hole? I had to go looking for that information (and in the days before the ubiquity of the WWW, that involved calling a 1-900 number), but then I figured out the pipe bomb myself.

      --
      Will I retire or break 10K?
    3. Re:Having to walk through a wall by jawtheshark · · Score: 1

      Never seen (or read) The Shawshank Redemption, did you?

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    4. Re:Having to walk through a wall by Anonymous Coward · · Score: 0

      Exactly.

    5. Re:Having to walk through a wall by yerricde · · Score: 1

      Never seen (or read) The Shawshank Redemption

      No, I haven't. The novel was never assigned to me in high school, and the movie was released before I was old enough to see R-rated films. Besides, I couldn't find any ads for the book or movie within DN3D's textures, just a bunch of issues of Guns & Ammo lying around.

      --
      Will I retire or break 10K?
    6. Re:Having to walk through a wall by Anonymous Coward · · Score: 0

      I seem to remember that if you looked directly at the poster, it didn't cover the hole in the wall completely, thus clueing you into that passageway behind it.

    7. Re:Having to walk through a wall by jawtheshark · · Score: 1

      Well, plenty of the humorous stuff in Duke Nukem 3D comes out of movies. This is just one of them. Oh, and watch the movie: it really is good.
      This has nothing to do with advertisement, it's just a funny reference.

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    8. Re:Having to walk through a wall by fucksl4shd0t · · Score: 1

      How is the player supposed to know that the poster covers a hole? I had to go looking for that information (and in the days before the ubiquity of the WWW, that involved calling a 1-900 number), but then I figured out the pipe bomb myself.

      I'd call this blatant stupidity. From as early (possibly earlier) as the Ultima days, true hard-core gamers were trained to bump into walls looking for secret passages. Shoot the walls, etc. From the original Wolfenstein we learned that grenades can tear holes in walls when you might otherwise not be able to pass through. Even moreso, Zork showed us not to ignore the walls either.

      More importantly, if you're stuck in a jail cell, how would YOU get out? Wouldn't you check the walls for weaknesses? I would...

      --
      Like what I said? You might like my music
    9. Re:Having to walk through a wall by The_dev0 · · Score: 1

      Actually, If I remember correctly, the poster does not completely cover the hole, ie: you can see the hole peeking out from under the poster. Thats how I (and I imagine a lot of others) found it.

      --
      Never fight naked, unless you're in prison...
    10. Re:Having to walk through a wall by yerricde · · Score: 1

      Ultima ... Castle Wolfenstein ... Zork

      Forgive me for not having played those games. And no, Wolfenstein 3D doesn't count as "Wolfenstein" because Wolf3D didn't have grenades and weapons couldn't move the pushwalls.

      --
      Will I retire or break 10K?
    11. Re:Having to walk through a wall by fucksl4shd0t · · Score: 1

      Forgive me for not having played those games. And no, Wolfenstein 3D doesn't count as "Wolfenstein" because Wolf3D didn't have grenades and weapons couldn't move the pushwalls.

      My, you are young, aren't you? I was referring to the original Castle Wolfenstein, of which Wolf3D was just a poor ripoff.

      Besides all that, you don't really think us oldtimers learned to check walls from reading cheats and hints for those games, do you? No, many of us did it the hard way. Sorta like this:

      Gamer 1: Well, I've done everything in this room and still haven't gotten anywhere.

      Gamer 2: We're in jail! There HAS to be a way out!

      Gamer 1: Yeah, why don't we try bumping into the walls and see if that gets us anywhere?

      Gamer 2: Nothing to lose...

      The problem solves itself to the inquisitive mind. :) Luckily, our minds weren't already numbed by the overdone graphics and crap (not to mention the hours "normal" people spend killing brain cells with the TV). Gameplay IS everything.

      --
      Like what I said? You might like my music
  46. x86 source only by hoytt · · Score: 1

    This is most likely a release of the x86 source only. The 68xxx/PPC source is still owned by the porting company. So until we have someone port the game to PPC hardware or we have a kind a scummVM for this engine, it'll be x86 only.

    1. Re:x86 source only by Anonymous Coward · · Score: 0

      scummVM is a scripting engine decoder for LucasArts game.

      this needs some basic porting work 'plain and simple' (*)

      there are clear resources...but lots of code!!

      SDL might be a good graphics target for the port - though others may prefer a basic OpenGL method.

      * this sort of thing isnt simple as lusers think

    2. Re:x86 source only by Ano123 · · Score: 1

      What's SDL?

    3. Re:x86 source only by Anonymous Coward · · Score: 0

      http://www.libsdl.org/index.php
      (Pulled from the What is It):
      SDL is a free cross-platform multi-media development API
      - http://www.libsdl.org/

    4. Re:x86 source only by Anonymous Coward · · Score: 0

      This is a library similar to DirectX except
      that it is highly portable (Linux, BSD, Mac,
      Windows, ...).

      http://www.libsdl.org/index.php

    5. Re:x86 source only by Ndr_Amigo · · Score: 1

      And as a note, no, ScummVM will -not- be adding support for Duke3d. :)

      I'm sure somebody would ask eventually. If I do do any Duke3D stuff myself, news will probably be posted on my other site - www.quakesrc.org

      Ahem.

      - Ender,
      MIA Head Monkey, ScummVM
      Dead Founder/Webmaster, QuakeSRC

  47. Re:Hooray!!! by Anonymous Coward · · Score: 0

    So anyone who hasn't been using Wintel is, by your definition, a zealot?

  48. engine.c ? by LavaDog · · Score: 1

    Did anyone else notice that engine.c is provided as a precompiled engine.obj? This may make it a bit harder to port the game to a different platform.

    1. Re:engine.c ? by Anonymous Coward · · Score: 0

      The source is included as well in tyhe BuildEngine.zip

    2. Re:engine.c ? by Ndr_Amigo · · Score: 1

      Source code is available in BuildEngine.zip or from another Build engine tree. You can recompile and make your own engine.[o/obj]

      This is mostly a licensing thing, I believe, as the Build engine itself isn't under the GPL while the Duke3D game-specific wrappers, gamecode, etc are.

  49. Moo by Chacham · · Score: 1

    I must say that I loved DN3D. I always felt that what Doom was to other games, DN3D was to Doom. And then there was "The Abyss" between it and "Stadium" you had a couple really fine Deathmatch levels.

    I never actually liked Quake. The fact that your aim had to be so perfect never got to me. In Quake finding people was easy. Blasting them was harder. In Duke *finding* people was hard (such as in the Abyss) but blasting them was easy, unless they ran away, or were completely healthy with all the armor.

    I also always found DN3D to be fun. Where Quake was too serious. It's great to see they released the code. I am certain it'll be ported, and a number of people will enjoy playing it.

  50. Content? by yerricde · · Score: 1

    This way we can still play all of our favorite Duke3D-based games on Linux or Windows XXX or whatever without having to totally recreate the engine from scratch.

    Yeah, but it comes without map files, which still cost $20 per seat.

    --
    Will I retire or break 10K?
    1. Re:Content? by MikeFM · · Score: 1

      Yeah, but some of us already own old copies of the games. For the rest they can create their own data files.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  51. Re:Hooray!!! by Anonymous Coward · · Score: 0

    was not the BUILD engine (which was ported to almost everything) be the DUke Nukem engine ? I saw a lot of snap dealing with the shareware version....

  52. This ain't GPL! by Anonymous Coward · · Score: 0

    This isn't a GPL license as stated in the post!

    Sybase Open Watcom Public License version 1.0

    USE OF THE SYBASE OPEN WATCOM SOFTWARE DESCRIBED BELOW ("SOFTWARE") IS SUBJECT TO THE TERMS AND CONDITIONS SET FORTH IN THE SYBASE OPEN WATCOM PUBLIC LICESNE SET FORTH BELOW ("LICENSE"). YOU MAY NOT USE THE SOFTWARE IN ANY MANNER UNLESS YOU ACCEPT THE TERMS AND CONDITIONS OF THE LICENSE. YOU INDICATE YOUR ACCEPTANCE BY IN ANY MANNER USING (INCLUDING WITHOUT LIMITATION BY REPRODUCING, MODIFYING OR DISTRIBUTING) THE SOFTWARE. IF YOU DO NOT ACCEPT ALL OF THE TERMS AND CONDITIONS OF THE LICENSE, DO NOT USE THE SOFTWARE IN ANY MANNER.

    1. General; Definitions. This License applies only to the following software programs: the open source versions of Sybase's Watcom C/C++ and Fortran compiler products ("Software"), which are modified versions of, with significant changes from, the last versions made commercially available by Sybase. As used in this License:

    1.1 "Applicable Patent Rights" mean: (a) in the case where Sybase is the grantor of rights, (i) claims of patents that are now or hereafter acquired, owned by or assigned to Sybase and (ii) that cover subject matter contained in the Original Code, but only to the extent necessary to use, reproduce and/or distribute the Original Code without infringement; and (b) in the case where You are the grantor of rights, (i) claims of patents that are now or hereafter acquired, owned by or assigned to You and (ii) that cover subject matter in Your Modifications, taken alone or in combination with Original Code.

    1.2 "Contributor" means any person or entity that creates or contributes to the creation of Modifications.

    1.3 "Covered Code" means the Original Code, Modifications, the combination of Original Code and any Modifications, and/or any respective portions thereof.

    1.4 "Deploy" means to use, sublicense or distribute Covered Code other than for Your internal research and development (R&D) and/or Personal Use, and includes without limitation, any and all internal use or distribution of Covered Code within Your business or organization except for R&D use and/or Personal Use, as well as direct or indirect sublicensing or distribution of Covered Code by You to any third party in any form or manner.

    1.5 "Larger Work" means a work which combines Covered Code or portions thereof with code not governed by the terms of this License.

    1.6 "Modifications" mean any addition to, deletion from, and/or change to, the substance and/or structure of the Original Code, any previous Modifications, the combination of Original Code and any previous Modifications, and/or any respective portions thereof. When code is released as a series of files, a Modification is: (a) any addition to or deletion from the contents of a file containing Covered Code; and/or (b) any new file or other representation of computer program statements that contains any part of Covered Code.

    1.7 "Original Code" means (a) the Source Code of a program or other work as originally made available by Sybase under this License, including the Source Code of any updates or upgrades to such programs or works made available by Sybase under this License, and that has been expressly identified by Sybase as such in the header file(s) of such work; and (b) the object code compiled from such Source Code and originally made available by Sybase under this License.

    1.8 "Personal Use" means use of Covered Code by an individual solely for his or her personal, private and non-commercial purposes. An individual's use of Covered Code in his or her capacity as an officer, employee, member, independent contractor or agent of a corporation, business or organization (commercial or non-commercial) does not qualify as Personal Use.

    1.9 "Source Code" means the human readable form of a program or other work that is suitable for making modifications to it, including all modules it contains, plus any associated interface definition files, scripts used to control compilati

  53. jdoom rools by DrSkwid · · Score: 1

    http://www.doomsdayhq.com/

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  54. Anybody remember? by prisen · · Score: 2, Funny

    Just remembering some of the reasons I used to love this game...
    "Damn, those alien bastards are gonna pay for shooting up my ride."
    "Nobody steals our chicks, and lives."
    "It's time to kick ass and chew bubble gum, and I'm all out of gum."
    "Shake it, baby." ($100 bill handed to woman)
    "Holy sh*t!"
    "Let God sort 'em out!"
    "Your face, your ass, what's the difference?"
    "My name's Duke Nukem, and after a little R&R, I'll be ready for more action!"

    Great stuff. Of course, if you had the parental control mode enabled or if you bought the Wal-Mart version, I don't think you would have heard any of those.

    1. Re:Anybody remember? by filmcritic · · Score: 0

      "It's time to kick ass and chew bubble gum, and I'm all out of gum." - first spoken by Bruce Campbell as Ash in Sam Raimi's masterpiece Army of Darkness :) Duke stole it from him....

    2. Re:Anybody remember? by Angry+White+Guy · · Score: 1

      I thought that was stolen from Rowdy Roddy Piper in "They Live". Hmmm, I'll have to check IMDB.

      --
      You think that I'm crazy, you should see this guy!
    3. Re:Anybody remember? by PurpleKarma · · Score: 2, Insightful
      Just remembering some of the reasons I used to love this game...
      "Damn, those alien bastards are gonna pay for shooting up my ride."
      "Nobody steals our chicks, and lives."
      "It's time to kick ass and chew bubble gum, and I'm all out of gum."
      "Shake it, baby." ($100 bill handed to woman)
      "Holy sh*t!"
      "Let God sort 'em out!"
      "Your face, your ass, what's the difference?"
      "My name's Duke Nukem, and after a little R&R, I'll be ready for more action!"
      You missed two of the "hidden" ones (where you had to "shoot" at certain objects:

      "Damn, I'm looking GOOD!" (at one of the mirrors)
      "Boooorn to be wiiild" (tone deaf Steppenwolf karaoke attempt at the microphone)
      --

      --
      eek. eek. eeeeeek. eek-eek.
    4. Re:Anybody remember? by Whyzzi · · Score: 1

      Hehe I spent a good evening once hooking my VCR up to my Windows box to sound record wav's taking my favourite comments from Arnie's "Total Recall", and a couple of other good movies, my favourite from "Total Recall" being:

      "What the f*ck did I do wrong?!?!"

      Or the way you could pound on the sound key...

      The build app for maps was easy to use too. I built my house, the street and down the road where my friend lived. Never did get back to filling up his place /w furniture though.

      --
      "BSD is about people pissing each other.." (Moid Vallat)
    5. Re:Anybody remember? by Anonymous Coward · · Score: 0

      IHBT.

    6. Re:Anybody remember? by Anonymous Coward · · Score: 0

      And of course the classic one from level one, when you go up to a "Duke Nukem" arcade machine
      in the movie theater:

      "I don't have time to play with myself"

    7. Re:Anybody remember? by SuiteSisterMary · · Score: 1
      This is K-T-I-T, KTIT, bringing you the breast, uh, I mean, the best, in....

      Spoken at a microphone.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    8. Re:Anybody remember? by scanon · · Score: 1

      My favorite was the death match taunt...

      "You're an inspiration for birth control"

    9. Re:Anybody remember? by Anonymous Coward · · Score: 0

      Another one (maybe relative to Duke nukem forever):

      "What are you waiting for? Christmas!?"

    10. Re:Anybody remember? by Uncle+Jimmy · · Score: 1

      "I'll rip off your head and shit down your neck (throat?)" was always my favourite.

    11. Re:Anybody remember? by rtscts · · Score: 1

      "100% Grade-A mansteak baybee!"

    12. Re:Anybody remember? by Mart · · Score: 1

      "I'll rip off your head and shit down your neck (throat?)" was always my favourite.

      That one comes from the Clint Eastwood film "Heartbreak Ridge" (1986). The line is spoken by a new recruit in the marines who thinks he can take Clint. He can't, of course.

  55. First Win32 Port Post! by spanky1 · · Score: 1

    Ok, so when will the first Win32/DirectX port be finished? I have a trigger finger that can't wait to thow a pipe bomb or make a web of laser-trip mines right inside of a door. :-)

  56. Best Duke voice... by charlieo88 · · Score: 1

    "Come get some!"

  57. Re:This was rejected the other day...wtf? by fok · · Score: 1

    welcome to my world...

    --
    \m/
  58. Re:Get your priorities straight!!! by spanky1 · · Score: 1

    We have to train more troops one way or another. The coalition forces have jetpacks and laser trip mines, right?

  59. Duke Nukem Forever's True Meaning(tm) by denjin · · Score: 1

    I think Duke Nukem Forever was just a codename for the project to release their original source. ;)

  60. Improvement by Anonymous Coward · · Score: 0

    Well "sector above sector" would be nice (would need an improved version of Build). Obviously Linux and DirectX support (so I don't have to dig out a DOS disk).
    What else?
    Simplfication of teleportation tags (for going through mirrors, underwater)
    Better paralex scrolling support (the way to create those outside space areas with one huge paralex image was non-intuitive and a nightmare to change once built)
    Easier way to change menus, sound effects and character graphics (i.e. make a complete mod)

    That's all I can think of at the moment

  61. Born to be wiiiiiildddddd by Anonymous Coward · · Score: 0

    Anyone remembering that? :)

  62. ohatfp by Kadagan+AU · · Score: 0, Offtopic

    One Hundred and twenty-first post!!

    --
    This space for rent, inquire within.
  63. Just a sec... by rasteri · · Score: 1

    ... hasn't the build engine source been available for absolutely ages? How else would ports like www.glduke.com be available? I'm not convinced this is anything especially new.

  64. Re:Hooray!!! by Anonymous Coward · · Score: 0

    The Sims sucks. Therefore, it is irrelevant whether or not it can be played on Lunix.

    Next?

  65. Re:Hooray!!! by Anonymous Coward · · Score: 0

    The Sims?

    He said good games, not trash.

  66. Wouldn't you just know... by h0ss · · Score: 2, Funny

    Thinking the source would never get released, I just sold off my copy a few days ago. Now I'm gonna have to buy it again to get the data files back! Darn their hides!

  67. Can't wait for the Mac OS X version! by EggZact · · Score: 1
    awe @ Fruitz of Dojo would probably like to get in on this since he's already done three Quake ports for Mac OS X:
    --
    "True programmers are artists and someday we'll respect programming as self expression and personal effort." - fateswarm
  68. The source code HAS been released by rasteri · · Score: 1

    http://www.advsys.net/ken/buildsrc/default.htm There's also a port to linux and one to win32/directX.

  69. More on Build Engine... by aka.Daniel'Z · · Score: 2, Informative

    Since you are looking at the engine source, you may want to take a look at Ken Silverman's site. He created the build engine, and has some comments and code there too.

    Ken Silverman's Build page

  70. So? by supabeast! · · Score: 1

    Even better, the source for Quake II, the original engine for Duke Nukem forever, was released several years ago.

  71. directX port by Vej · · Score: 1

    Did you ever see the directX port made by Rusty Wagner? I'm not sure if it was ever released much. I do believe he showed it to the original engine author.

    It was less gameplay ported before they let it go, and more engine/rendering redo.

    1. Re:directX port by Vej · · Score: 1

      Well, it looks like it turned into this: open duke developers

  72. Me too! by antdude · · Score: 1

    2003-04-01 18:45:59 Duke Nukem 3D Source (articles,games) (rejected) :(

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  73. Passed on to my son by Anonymous Coward · · Score: 0

    Just last week, I loaded Duke3D on a 486 for my 9 year old,

    Tired of the PS games he has, I his having a blast....

    Ya, piece of cake,,,,

  74. All about build. by richy+freeway · · Score: 1

    Lots of info about the Build engine as built by Ken Silverman and the man himself is up at www.advsys.net/ken

    Makes for an interesting read.

  75. doomlegacy is WAY better !!! by cm4rx · · Score: 1


    http://legacy.newdoom.com/
    and it runs on linux :-P

    --

    They made a wasteland and called it peace.
    Tacitus, Roman historian. - 1st century AD
  76. This is the license for the COMPILER, you twat! by Anonymous Coward · · Score: 1, Insightful
  77. NP: Iron Maiden - Deja-vu by MBMarduk · · Score: 1

    This post might be lame as hell bu this is a freaky coincidence... Just yesterday I was thinking about how hard DN3D rocked when I played it around '97. How I miss the "fun&laughter" factor in PFS games today. How DN4E is gonna be eternal vaporware and what if DN3D source code would be opened up ("YEAH-IN-YOUR-DREAMS" I thought). I mean I didn't even think about GPL but prolly any old variant of open code licenses. So whoa, now I read the topic and I'm thinking "this is weird!". Cue "Twilight Zone" intro jingle. To put this into perspective: I'm more of a 1 game-hour-a-week guy so I'm not obsessed with gaming.

    1. Re:NP: Iron Maiden - Deja-vu by Anonymous Coward · · Score: 0

      Continous cooincidences such as this are what convinced me to recognise a higher power.
      Open your heart, my brother, god is waiting for you.

    2. Re:NP: Iron Maiden - Deja-vu by Anonymous Coward · · Score: 0

      Take your superstitious religious shit and shove it up your ass. This is slashdot, not a forum for mentally ill people to spread the joy of their imaginary friend. Fuckhead.

    3. Re:NP: Iron Maiden - Deja-vu by MBMarduk · · Score: 1

      ...convinced me to recognise a higher power. Open your heart, my brother, god is waiting for you. "Deja-hear" this time. My dear lil' brother of 21 threw himself off his 5-story student dorm complex on Feb 2nd, mere weeks after continuously trying to convince of this same sh*t you posted. He'd turn 22 last March 27th. I have no words to describe my disgust at people who utter this pseudo-religious excrement.

  78. Ahhh, one of the best games in PC history. by voxel · · Score: 0

    Lets face it.. DOOM was the "killer app"... But I definetly have to say Duke3D was damn close, and in many peoples books, much much better.

    I was only 16 when Duke3D came out, but it was awsome!. I was in video game heaven.

    I used to load up Kali to play 3 players IPX over TCP/IP with my friends, it was crappy, but we still dealt with the crappiness because it was worth it.

    If someone makes a Win32 port of Duke3D, with TCP/IP capability.. I'll be loading that bad-boy up in no time flat. Get my old highschool friends over at my house and play all over again...

    --
    Modesty is one of life's greatest attributes
  79. Re:Get your priorities straight!!! by Anonymous Coward · · Score: 0

    Soldiers are idiots. That's why they're dying in the desert and not working in physics labs on a method of travelling faster than light, remember?

  80. Deus Ex (Spoilers) by Violet+Null · · Score: 1

    Actually, although in the first play-through, it seems like Deus Ex has a lot of depth, it's really very shallow. I'm not saying it's bad -- it's a great game -- but it doesn't really allow freedom of choice, either.

    There are three endings, true, but you can get any of them from the last map. Nothing previously done in the game affects this.

    Everything else in the game plays out exactly the same. Sure, Paul may or may not die, or you may or may not save the helicopter pilot, etc, but none of that has any effect on the game itself -- it plays through exactly the same way.

    1. Re:Deus Ex (Spoilers) by Anonymous Coward · · Score: 0
      It's true the endings in deus ex are all bunched together, but the charm of deus ex is the RPG elements. You have to decide where to spend your skill points and what bio-upgrades you want, so depending on what you pick your approach to the problems has to change. That's what gives deus ex great replay value.

      And hey, the story in deus ex can't be beat.

    2. Re:Deus Ex (Spoilers) by pmz · · Score: 1

      There are three endings, true, but you can get any of them from the last map.

      Have you tried going back to assasinate the guy in the 747 hanger? I was hoping that by assasinating him rather than joining the NSF would allow me to play as a bad guy. I haven't tried it, yet, so I don't know if it is worth it.

    3. Re:Deus Ex (Spoilers) by Violet+Null · · Score: 1

      You have two choices when it comes to the guy in the hangar:

      1) Kill him. (Or, knock him out. Even if you use a non-lethal weapon, like the electric prod or tranquilizer darts, it goes on exactly as if you had killed him.)

      2) Kill whats-her-face.

      If you kill the guy, you get congratulated on a job well done. If you kill whats-her-face, the computer nerd will send you a message asking if you're crazy, but saying he's going to cover it up. Story proceeds the same way in either case. It makes absolutely no change to the plot.

      (If you don't kill whats-her-face on the 747, you meet her in the subway after leaving Paul's apartment (where you get another chance to kill her), she taunts you in the cell, and you have to kill her to get out of the UN building. But eventually you do have to kill her.)

    4. Re:Deus Ex (Spoilers) by pmz · · Score: 1

      It makes absolutely no change to the plot.

      Thanks for the feedback. I guess I'm slightly disapointed that I can't try playing through as one of the bad guys, but I'm satisifed that I finished the game.

    5. Re:Deus Ex (Spoilers) by Anonymous Coward · · Score: 0
      It doesn't change your point but there was actually another option...

      3) Do nothing. Stand there long enough and eventually Anna gets pissed off and kills the guy herself!

      I thought that was the best one.

  81. Re:FUCK YOU ALL by Anonymous Coward · · Score: 0

    That Nokia port is a good idea, though.

  82. Question: by haggar · · Score: 1

    If the source is release, I guess the binaries are available for download for free. If that's true, can anyone tell me where I can download the game, and whether it's a full or a demo version.

    --
    Sigged!
    1. Re:Question: by Anonymous Coward · · Score: 0

      no the binaries are not free. the source is and if you build the source you will have the binaries but you wont have a playabel game you still need to get the data files from a purchased copy or from the shareware version of cours with data from the shareware version you end up with a sharware version

  83. Obviously you don't remember which film. by Anonymous Coward · · Score: 0

    From one anonymous coward to another, the line "It's time to kick ass and chew bubble gum, and I'm all out of gum." was not first spoken by Campbell's character, Ash, in Raimi's Army of Darkness, but from Rowdy Roddy's character, Nada, in Carpenter's They Live, which predated Army by five years! The quote in "They Live" is documented here.

    Be careful with those movie references, buddy.

  84. Rewrite of Duke 3D engine by Electrum · · Score: 4, Interesting

    About three years ago, a friend of mine, Rusty Wagner, decided it would be cool to have a version of Duke 3D that worked in Windows. Rusty already had a game engine that he'd been writing, so he modified it to load the Duke 3D maps. He also added menus, a console and some other cool stuff. The result is actually quite good. Duke 3D maps look very nice when rendered using OpenGL or Direct3D.

    You can grab the source code with precompiled duke.exe or view some screen shots.

    Someone at his school found the source and ported it to SDL: http://openduke.sourceforge.net/

    Unfortunately, the project never went anywhere, but there is still a lot of useful code there.

    1. Re:Rewrite of Duke 3D engine by Vej · · Score: 1

      I'm not sure about you guys, but I want to continue my friend's work on the DirectX side.

      I suppose there could be a cross-buildable project, but who would want to set that up?

      I suppose it's going to turn SDL vs DirectX again.

      But, and correct me if I'm wrong electrum, we showed the original author this and he liked the DirectX version, did he ever see the linux port?

    2. Re:Rewrite of Duke 3D engine by Electrum · · Score: 1

      But, and correct me if I'm wrong electrum, we showed the original author this and he liked the DirectX version, did he ever see the linux port?

      Yeah, I remember Rusty saying he showed it to Ken Silverman. I don't know about the Linux port.

  85. Where are my mod points... by Andy+Dodd · · Score: 1

    When I need them?

    This post needs a +5... BitTorrent is one of the ultimate cures to the Slashdot Effect... Just look at how well it's been holding up with the RedHat9 distribution.

    --
    retrorocket.o not found, launch anyway?
  86. GLDuke appears to be dead (Re:Just a sec...) by fetta · · Score: 3, Informative

    the www.glduke.com site is full of dead links, and this page has an "I give up" announcement.

    http://www.thisstrife.com/GLDUKE/oldnews.asp

    One of the complaints in the message is "they won't release the source," so maybe we'll see a revival of the project.

    --
    ** The opinions expressed here are my own, and do not reflect those of my employers - past, present, or future**
  87. How long until someone makes a mod... by MongooseCN · · Score: 2, Funny

    ..with higher resolution strippers in it?

  88. Social Contract by lucasw · · Score: 1

    I'd like to see (or start) a game company with a contract between them, the public, and an escrow service that guarantees that the source code will go GPL within 3-5 years of a game's release. The escrow service would hold a copy of the code and would release it on-time even if the original company no longer exists or wants to renege on the contract.

    Most gamers aren't going to care, but it would generate good will among the free software and modding communities ("Mod now, completely rebuild later") that may translate into increased sales- buying would be supporting open source, albeit in a limited and delayed fashion.

    1. Re:Social Contract by AbRASiON · · Score: 1

      Good idea, but I'd say more 5-7 years

      (Half life is nearing,..... what 4+ years old surely? and look at CS, it's still out there........... and selling)

  89. I wonder... by CAIMLAS · · Score: 1

    I wonder how long it'll be until someone replaces the BUILD engine with the 3d rendering abilities of the Quake engine for better gameplay? It could use the same textures for most things. I s'pose it depends on how well each game is programmed, how modularized it is, and how long it takes to convert Duke3d or Quake to the other's respective language.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  90. Re:This was rejected the other day...wtf? by GiMP · · Score: 1

    I know, I think it was submitted by many (including by myself, twice).. they just don't care :)

  91. Mod this up! (Re:directX port) by bottlerocket · · Score: 1

    Mod this up, please.

    --
    where the comment ends and sig begins
    1. Re:Mod this up! (Re:directX port) by Vej · · Score: 1

      Nah, draw the attention to this, we are all friends, rusty, electrum and I.

      Full port info comment

  92. While it still is good... by Anonymous Coward · · Score: 0

    Why don't they just release the rest of the files? I can see it if they are still making a profit on the origional, but it is getting to the point that it won't run on newer computers and no one will buy it any more. Plus if you do this people will probably have more of a reason to keep it up to date and preserve it.

    I say more companys need to release not only the source, but about all the files that go along with the games.

    1. Re:While it still is good... by Bert64 · · Score: 1

      It may not work on newer computers right now, but by releasing the source someone will do that work for them, thus they hope to increase sales of the game, even if only slightly.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
  93. What are you talking about? by Anonymous Coward · · Score: 0

    Some people like to preserve these games and make it so that they can still run on the newer and faster systems.

  94. Yes. by xYoni69x · · Score: 1

    VDMSound is well-known to not work with games that use the 3D Realms "Build" engine (Duke3D, Shadow Warrior, Redneck Rampage... etc., the most popular of which is Duke3D).

    At least now an OpenGL/DirectX version could exist, and it would run in Win32 natively. I can hardly wait. =)

    I should note that Duke3D runs great on Win9x - unfortunately, all forms of Win9x are shitty. Duke3D runs very badly on all forms of WinNT.

    I am a Win2k user, and about a year ago, I had both Win2k and Win98 installed (dual-boot). The only reason Win98 was installed was to play Duke3D. Me and a friend would boot to Win98, then play a DukeMatch (we would play a TCP/IP game using a 3rd-party replacement for the "Commit" driver, called "iC"). When we were done, we would boot back to Win2k.

    Since we moved to Unreal Tournament, I deleted Win98... But I will surely enjoy a Win32 port of Duke3D. (Too lazy to work on this port myself... So I'll just wait for one to be created, which shouldn't take long now.)

    --
    void*x=(*((void*(*)())&(x=(void*)0xfdeb58)))();
  95. How times have changed by wowbagger · · Score: 1

    I remember back in the day when DN3D was first released, and all us Linux folks ask 3D Realms to make a port (pointing at Doom).

    Back then, the response was "Would all you people go away!?!" (which I always felt was stupid - if you are getting enough requests for it to be an annoyance, perhaps it is worth doing?)

    Now, look at it.

    My, how times have changed.

    1. Re:How times have changed by Anonymous Coward · · Score: 0

      Yes. Now they said, fine, make your own fucking port you whiny bitches. My, how things have changed.

    2. Re:How times have changed by dadragon · · Score: 1

      But... if you read Ken's page (the author of the build engine), you'd see that he only provided the engine as a .obj file for 3D realms. Now that it's released, 3D Realms could actually do a port to Linux.

      Of course, it was released almost 3 years ago, but still... they can do it now :)

      --
      God save our Queen, and Heaven bless The Maple Leaf Forever!
  96. Bomberman was more fun by yerricde · · Score: 1

    It just takes a keen eye for detail.

    I guess I got turned off by too many "keen eye for detail" moments for my taste in the first few levels of the game (compared to the relatively straightforward first few levels of Doom for PC and and Goldeneye 007 for N64), especially considering the 320x240 pixels on the displays of the day, and that's why I traded it for Bomberman 64.

    --
    Will I retire or break 10K?
  97. Dipshit moderators by Anonymous Coward · · Score: 0
    Dear fuckwits:

    Please learn to tell the difference between a flamebait and a troll before you start moderating. Oh, and stop moderating stuff as insightful that is IN THE ARTICLE. Of course, that might mean you illiterate bastards actually have to read.

    By the way, that wasn't my post.

    1. Re:Dipshit moderators by kingkade · · Score: 1

      Actually i was going for neither a troll nor a flamebait type post. I just love the way people so matter of factly regurgitate every stupid, over-stated tidbit they read in a game magazine (or where ever) and think they just informed the planet, and are impresssing everyone with their exclusive knowledge. OK, I think I'm a bit of a whacko either way...

  98. grumbling... by matt4077 · · Score: 1

    i submitted this story two days ago.
    *grumblegrumble*

  99. Duke Nukem 3D source released.. by TrevorB · · Score: 1

    Them: "Duke Nukem source released to the net under the GPL..."

    Me: "Come Get Some..."

  100. All I have to say is... by man_of_mr_e · · Score: 1

    <Duke>Come get some</Duke>

  101. Fond memories... by A+Brand+of+Fire · · Score: 1

    I have fond memories of late nights, surrounding the 10 Base-T hub, setting up IPX protocols under Windows 95, and playing DN3D until the wee hours of the morning. It was one of the greatest games, and 3D Realms was smart to release the editors with the game. They helped bring the mod community lightyears ahead of hacking and hex editing. And how about that shrink ray, eh? Now, if Interplay would wise up and release the Fallout source, maybe we could finally have a Fallout 3 before they go under...

    --
    [End of Line]
  102. Don't you mean by PurpleFloyd · · Score: 2, Funny

    Come get some

    --

    That's it. I'm no longer part of Team Sanity.
    1. Re:Don't you mean by Anonymous Coward · · Score: 0

      naw. The words are the same, but the meaning is different. Actually, it's that way for just about everything taken from Army of Darkness...

  103. Them phrases are the best! by Qbertino · · Score: 1

    I just LOVE them. I'm famous amongst mz friends for quoting them...

    "Hail to the King, baby!"
    "It hurts to be you."
    "Hehehe! Wasted."
    "What are you? Some bottom beating, scum sucking outie eater?"
    "Lucky son of a bitch."
    "You're an inspiration for birth control." ... and so on.

    The best oneliners in a game ever!

    --
    We suffer more in our imagination than in reality. - Seneca
  104. They've already covered that by hackwrench · · Score: 1

    FAQ:How about giving us a reason for rejecting submissions?
    Of course, If they made several reject buttons with reasons, it shouldn't take any more time to reject it.

  105. Makin' it work by OwnerOfWhinyCat · · Score: 1

    Boy do I know what you mean. I have a friend who is a former and soon to be again Duke addict. None of his computers since his old 400Mhz beater have been able to run Duke properly. The sad fact is that the Win98 emulation of DOS drivers is flawed, and when very specific things with graphics and sound occur (like on the second level of L.A. Meltdown when you blow up the building and jump down the roof access hatch to get the jetpack) it would always crash.

    Though I hear XP has decent enough emulation to play Duke well on some systems, the solution I found was to get one of the original SB16PCI cards with the original driver CD that came with it from Creative (ebay $12 shipped).

    It has DOS drivers on the disk that don't rely on the Win98 hardware emulation, and they worked faultlessly. When the SB128 first came out it had real DOS drivers as well. In fact it's the same ct5880 chipset with line out "converted" to spk-out2 for quad-channel sound.

    That box should do the trick until the Linux port is stable. OpenGL 1280x1024x32x40fps Mmmmmmm yummy. :)

    1. Re:Makin' it work by Anonymous Coward · · Score: 0

      Actually, those boards are using the ES1371 chipset rebadged... just so you know.

  106. Warning! by Vej · · Score: 1

    For some reason, rusty built this borland project with the runtimes files turned ON. That means this will not run unless you have BCB5 installed and therefore the libraries available.

    I am talking about the DukeEdit.exe

    1. Re:Warning! by Vej · · Score: 1

      Also, this duke.exe defaults to c:\duke3d\duke3d.grp if there is nothing there it asks for you to tell it where the file is.

      The DEMO is the same location/name as the full version of DukeNukem3d but this will not load in the current duke.exe so you will get a bland "C++ Exception error" with no other text and the program will stop loading with some blank windows.

      Make sure youhave the real duke.grp file somewhere.

    2. Re:Warning! by timdorr · · Score: 1

      I've been trying to get this to work, but I'm not quite getting what you're saying. What exactly do I have to do (step-by-step, cause i'm obviously missing something :D )

      --
      Tim Dorr
      Owner/Manger
      A Small Orange
    3. Re:Warning! by Vej · · Score: 1

      do you have a duke nukem data file from the actual game? you need that.

    4. Re:Warning! by timdorr · · Score: 1

      Yep, I do. Do I have to rename it or the folder or what?

      --
      Tim Dorr
      Owner/Manger
      A Small Orange
  107. Playing Duke3D in VESA on XP by LPetrazickis · · Score: 2, Interesting

    Ken Silverman's NOLFB patch lets you play Duke3D in VESA graphics modes (hey, 800x600 is way better than 320x240, right?) on WinNT/2k/XP.

    It's a TSR, so you have to run it before you start duke. I wrote a batch file with the following lines:

    nolfb.com
    duke3d.exe

    and run it in order to start duke. With a batch file, you can also permanently add all the commond line parameters that tickle your fancy.:)

    --
    Is this a sigs-optional kind of place? 'Cause I am totally down with that if you know what I mean.
  108. Doomsday & Dreamcast Ports by Cybrex · · Score: 1

    Wow! I thought I was the only one who actually *plays* the Doomsday mods! You're absolutely right- they're fantastic upgrades to classic games. The graphics are far beyond the originals, and the download is worth it just for the ability to mouselook and look straight up and down.

    If anyone out there in the Dreamcast homebrew community is reading this, wouldn't Duke 3D make a wonderful DC port? The DC's hardware could easily handle it, and personally I'd love to network play it with my Dreamcast homies! :-) It'd also make a nicer addition to the standard DCLinux image than Doom (which is still pretty nifty).

    I wonder, though, how difficult it would be to remove Duke's dependence on IPX and replace it with TCP/IP.

    -Cybrex

    --
    Boundless Expansion, Self-Transformation, Dynamic Optimism, Intelligent Technology, Spontaneous Order- BEST DO IT SO!
  109. Seriously...OS X by Dark+Paladin · · Score: 1

    I still have my old Duke 3D disk, and this would be a great game to play on my Mac.

    1. Re:Seriously...OS X by dadragon · · Score: 1

      I'd like it too.. and you can go to here and download it. Port its i386 asm to PowerPC and build it. It'd be considerably less work than porting Duke3D itself over.

      Rather than graphics and other stuff, the asm code would be the big deal, and it doesn't appear to be too substantial.

      You'd still need to convert the "AudioLib" to SDL or CoreAudio, but that should be doable too.

      --
      God save our Queen, and Heaven bless The Maple Leaf Forever!
  110. Pretty damned impressive for a single programmer. by RatBastard · · Score: 1

    Many people have forgotten that the BUILD engine was written by one person - Ken Silverman, and only a teen-aged kid at the time, too.

    It's too bad that Ken got out of game programming, he might have been able to teach Epic how to write a workable engine by now.

    --
    Boobies never hurt anyone. - Sherry Glaser.
  111. Bots by FiendBeast · · Score: 1

    I notice that this is version 1.5. As I recall, my favourite feature from 1.4 (the Plutonium Pack) was the ability to add bots (had to be done from the command line by adding arguments). Does this code contain the bots from the original?

  112. Why a laser printer? by Burning1 · · Score: 1

    Printing out the build documentation was the first time I was ever happy to own a dot matrix printer. If you don't care about super crisp output, the old dot matrix could blow through large quantities of text in ways that even the best modern laser printers can't.

    There's somthing to be said for old tech. : )

    1. Re:Why a laser printer? by phorm · · Score: 1

      I had one of these... but I think that the DN3D docs, as well as a few other large ones, were a large contribution to wear on the print-head.

  113. Shadow Warrior's engine was better by Darth_Testine · · Score: 1

    It had drivable vehicles! Also, better overlapping sector handling, and other cool effects. -DT

  114. Motion sickness by MavEtJu · · Score: 1

    Duke Nukem 3D was the first game which caused me to get motion sick after playing it for only fifteen minutes. Could have been that it was because the first game I played on the new 17" monitor too.

    Cold sweat, headache, nausea...

    Got the same later on with Quake3, Half-life and Unreal Tournament, so I decided not to play FPSs anymore on non-14" screens and all is fine now :-)

    --
    bash$ :(){ :|:&};:
  115. No, they aren't. by roystgnr · · Score: 1

    Actually such features are possible in Duke Nukem 3D.

    On which level?

    But anyway, you're wrong. Duke 3D levels have to be designed so that at no place in the game can a character view solid ground with open space both above and below it. If you still have the game (and the Build editor, which IIRC shipped on the same disk) you can test this for yourself: on the first level in the movie theater there is a solid wall that goes from the projection booth all the way to the ground. There is a hallway underneath the projection booth, but because the wall is there it is impossible to see both a point inside the projection booth and a point directly underneath it in the hallway at the same time. If you remove the wall, then you would expect to be able to see something like that, but instead you'll see strange graphics glitches.

    If, to use my original example, you were to try and model a house with a roof you can walk on and windows, you would have to construct the roof entirely out of sprites (the way the ventilation duct across a chasm is made in one of the moon levels in Duke3D). I don't know if you can even do that trick with an angled roof, and you definitely can't do it unless the building shape can be constructed from rectangles.

    You can't have X billion polygons in one map in Quake 3 whereas you could in "real 3D".

    If you don't think that this is a pedantic complaint, but the inability to model a solid object with space above and below it is not, I don't see how I could convince you otherwise. Hell, why don't we call Zelda 1 a "3-D" game then? It's just 3-D that happens to be viewed from the top down from an unchangeable camera angle.

  116. Re:Learn from Doom! by FauxReal · · Score: 1

    YES! I agree... How else would I be able to play Doom on my digital camera! http://digita.mame.net/

  117. Problems Running Duke3D on WinXP After Compiling by Zoide · · Score: 1

    I compiled the open sourced duke3d on Open Watcom 1.0 in my WinXP computer, but after copying duke3d.exe and the 4 files in testdata to the default Duke3D directory, I get an error. I run duke3d.exe on the command line, and I get a general protection fault (written on the console, not a system-wide blue screen) --> "DOS/4GW error (2001): exception 0Dh (general protection fault) at 21F:00006F12" Has anyone had the same problem? - Andrés

  118. Here's my Dollar by Anonymous Coward · · Score: 0

    Shake it Baby!

    Damn that game was fun, but now it's just lame....

  119. Maybe now someone can port it... by callipygian-showsyst · · Score: 0, Offtopic

    Maybe now someone can port it to Macintosh!

    1. Re:Maybe now someone can port it... by Anonymous Coward · · Score: 0

      Either YOU'RE GAY, or this was NOT OFFTOPIC.

  120. Did you guys read that? by Anonymous Coward · · Score: 0

    Yes, it said GPL.

    NOT BSD.

  121. Duke3D changed my life by jonhuang · · Score: 1

    Or made me a CS major, anyway. My very first programming experience was with the scripting language for the Duke3D config files back when I was 15. It had a little bit of open source in the config files, see...

    Back then, I didn't know _anything_. Virtually no documentation (hell, we were on CompuServe!), no experience at all. I remember being massively confused by the #define file (why are there so many numbers?!) and having no conception of "pseudorandom". I'd want something to be really random, and would layer 10-13 rand(256) calls together. Everything I learned was from analyzing the code for other routines and reading the comments.. ah, those were the days. I don't like programming half as much or do it half as well these days.

    Anyone ever download my config? You'd start as different colors and have super powers to use in battle--there was a green guy with unlimited jetpack (shoot him twice and he'd fall); a blue guy that turned into a giant red guy when the ceiling was high enough and be able to stomp on everyone else; a matte black translucent guy who could crouch and turn invisable; a guy who pooped explosive poo mines..

    yeah.

  122. 32-bit DOS? by MSTCrow5429 · · Score: 1
    "Actually buildable under OpenWatcom 1.0 as a 32bit dos program."

    What 32-bit DOS are you referring to? MS-DOS was 16-bit, Dr. DOS was 16-bit, PC-DOS is 16-bit. I think FreeDOS is 16-bit. Compiling a 32-bit DOS program would seem to make as much sense as compiling a 64-bit program for WinXP x86-32.

    --
    Slashdot: Playing Favorites Since 1997
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