WIP: Duke Nukem 3D KOS port

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fafadou
Gold Lion
Posts: 1663

Re: WIP: Duke Nukem 3D KOS port

Post#21 » Wed Oct 18, 2023 3:18 am

Ivan Guber wrote:No updates. No time for hobby.


Hope you'll have some time again soon, Hope you're away from trouble.

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Ivan Guber
letterbomb
Posts: 156

Re: WIP: Duke Nukem 3D KOS port

Post#22 » Sun Oct 22, 2023 1:07 pm

Added music. At the moment the game freezes randomly. I need to fixed it before releasing the game.


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Ivan Guber
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Re: WIP: Duke Nukem 3D KOS port

Post#23 » Sat Oct 28, 2023 3:18 pm

Fixed freezes.

Last edited by Ivan Guber on Fri Nov 24, 2023 8:49 am, edited 1 time in total.

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fafadou
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Re: WIP: Duke Nukem 3D KOS port

Post#24 » Sun Oct 29, 2023 4:38 am

What a huge a work !

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dubcity
Super Sonic
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Re: WIP: Duke Nukem 3D KOS port

Post#25 » Sun Oct 29, 2023 7:38 am

Looking good Ivan! Good job!

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fafadou
Gold Lion
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Re: WIP: Duke Nukem 3D KOS port

Post#26 » Sun Oct 29, 2023 5:32 pm

Thanks for building a dreamshell version.

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Ivan Guber
letterbomb
Posts: 156

Re: WIP: Duke Nukem 3D KOS port

Post#27 » Mon Oct 30, 2023 4:15 am

fafadou wrote:Thanks for building a dreamshell version.


You’re welcome. :)

By the way, the game work fine via SD adapter. So who use stock dreamcast, can play it on dreamshell too.

gamesreup
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Re: WIP: Duke Nukem 3D KOS port

Post#28 » Mon Oct 30, 2023 3:42 pm

Here's my look at Ivan's work on Beta 3 :)


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StrikerTheHedgefox
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Re: WIP: Duke Nukem 3D KOS port

Post#29 » Fri Nov 24, 2023 2:52 am

Runs quite well and looks good, so great job on that front. That said, the controls are atrocious and need work; no offence intended. Thankfully, Duke3D does have analog joystick support (and code for handling input through an external driver if needed) that could be leveraged here. Here's my suggested control scheme:

Y = Foward
A = Backward
X = Strafe Left
B = Strafe Right
Right Trigger = Fire
Left Trigger = Jump
Analog X: Analog Turn Left/Right
Analog Y: Analog Look Up/Down.

Start = Modifier Key
With Start Held:
D-PAD Left: Inventory Left
D-PAD Right: Inventory Right
D-PAD Up: Use Item
D-PAD Down: Menu

Without Start Held:
D-PAD Left: Previous Weapon
D-PAD Right: Next Weapon
D-PAD Down: Toggle Crouch (EDuke32 has code for this, which you'll probably want.)
D-PAD Up: Quick Kick

If you have Source Code available (which you should, otherwise you'd be violating the GPL license, which the Duke3D source is under.), I might even be able to help implement this as I have a lot of experience with Build Engine and Duke3D's codebase.

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OlivusPrime
dirty sailor
Posts: 177

Re: WIP: Duke Nukem 3D KOS port

Post#30 » Fri Nov 24, 2023 5:06 pm

StrikerTheHedgefox wrote:That said, the controls are atrocious and need work; no offence intended. Thankfully, Duke3D does have analog joystick support (and code for handling input through an external driver if needed) that could be leveraged here.

To be honest, I found the similar "Jevons" controls pretty unwieldly in the Saturn version. Early FPSs like Duke 3D don't really benefit from analog stick aiming because there's so much auto-aim anyway, and keeping move forward/backward and turning mapped to the analog stick keeps things fast and responsive. That's one of the things I thought the PlayStation version did right with its "Doomed" control scheme. If there's an option to have both schemes available (or better yet, full control mapping options), it would be the best of both worlds.

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