Korgoth of Barbaria
Arcane
- Joined
- Jul 4, 2015
- Messages
- 1,271
I mean the 1997-1998 or 2001 builds? Have any of them ever leaked?
As it turns out it wasn't actually staged. The new owners of 3D Realms inherited their company archives including hard drives, server backups, and more and Frederik Schreiber (3D Realms VP/Slipgate Studios head) went through all this content and discovered various builds of the game from every year of development.And apparently, most of the things in these trailers were staged, making it appear like much more of a complete game than it was in reality.
>1999 - 2002
-This is the famous "2001" version.
-This was 90% completed. Id say 14-16 hours of gameplay.
-It was way darker and more serious than the final product. It also played partly as an RPG in terms of your goals.
-You basically had Mission Objectives on your HUD you could activate - Like quests. You also had an inventory with ID badges, keycards, etc. Things you would use in the world. Think Deus Ex Duke.
-You meet and save NPCs. Solve puzzles, and try and solve the mystery of what's going on.
-Then you meet the infected EDF who's attacking you. And the story evolves from there.
-But all very dark, cinematic. Lights going out, flickering in the distance. Moster closets etc. all with cinematic music to fit. Screams in the distance etc.
-VERY serious and dark.
-Nothing campy or slapstick at all. It feels like a horror game
-It's always raining, lighting strikes in the distance, rumbling thunder
-The bike is probably the most impressive. !z2_l1 you get the bike and the game turns half open world
Hub style
-So you can drive out of vegas, and you get a loading screen. Different parts of vegas also has loading screens in between. But you get these missions from NPCs and then solve them (a bit like deus ex)
-Oh.. there's also a subway in vegas you can take to visit different districts in the city.
-It's super fun in multiplayer. 12 maps are pretty much done.
-Specific for Dukematch.
-25 ish levels.
-!z1_l1 to !z5_l7
In July of 2017 Randy Pitchford had a Google Call (which can be seen here: https://www.youtube.com/watch?v=6JephRoi3os) with the owners of Duke4.net, developers of EDuke32 and the VP of 3D Realms Frederik Schreiber and as part of that call they spoke for a while about Duke Nukem Forevers earlier iterations and the mod tools.Are they afraid somebody completes it and it turns out a better game than DNF ?
Or is there some licensed technologies, copyrighted assets that could spell trouble ?
Are they afraid somebody completes it and it turns out a better game than DNF ?
Man I remember watching that 2001 trailer so many times thinking, howly shiet, this is gon b gud. Oh how wrong I was.
My heart aches every time someone starts talking about the original Duke Nukem Forever and what it could have been![]()
Think Deus Ex Duke.
As it turns out it wasn't actually staged. The new owners of 3D Realms inherited their company archives including hard drives, server backups, and more and Frederik Schreiber (3D Realms VP/Slipgate Studios head) went through all this content and discovered various builds of the game from every year of development.
Frederik Schreiber claims that in December 2002 the most completed version of what you saw in the 2001 trailer existed, he has estimated this to be around 80% complete with voice overs, music, scripting, and more all done and completed with large sections of the game being fully playable. The issues at 3D Realms apparently arose in early 2003 when they decided to put a Doom 3 style renderer in to the game which resulted in all the levels turning black and textures having to be recreated with normal maps as the game had been created up to that point (from late 1998 - early 2003, it was almost complete at this stage) with Unreal Engine static lighting in mind.
I lurk on the 3D Realms and Duke4.net Discords and in chat this is some of what Frederik has had to say about those versions of the game, keep in mind some of this is out of context - to see the full context you should join the Duke4.net Discord and search through the chat history: https://discord.gg/qccgJ9v
Frederik also provided proof of his claims by posting a screenshot of the directory of one of the builds:
![]()
But here's the fun part of the story - despite Frederik Schreiber offering to prepare these builds for release for free as well as an additional offer to prepare the mod tools for the final version of the game for release for free (they're much demanded by the fan community) as they have access to all of that material Randy Pitchford isn't interested. He claims that they would still have to pay "certification costs" somehow ignoring all the other companies that have released builds and content for free in the past like Croteam, id Software, 3D Realms, Volition, and more. Further more he has said that the only way he would ever release this material is if he could charge for it in some kind of Duke Nukem collection...he has also said the same about various Duke Nukem 3D prototypes... There have been a few tweets and various social media happenings that have picked up steam that Randy simply ignores: https://twitter.com/juanlurve/status/904916534455222272
It's a terrible situation but about what you would expect from Randy Pitchford. Even with an offer to do all the work for free he avoids putting in any time or effort to allow it.
Sure, something good existed at one point... why it wasn't released?
That was the turning point for it all. The game remained on the Unreal Engine but they implemented a new renderer to provide Doom 3 style lighting (real time shadows, better lighting). Going from Unreal Engines static lighting to this new dynamic lighting renderer necessitated all textures be recreated from scratch. Before replacing all textures they attempted to use a utility that generated normal maps for all existing textures but it resulted in an ugly looking end result in-game.Sure, something good existed at one point... why it wasn't released?
Well that's George Broussard's fault, in 2003 they implemented an [upgraded unreal engine?/ doom 3 engine?] which necessitated a complete redo of existing assets. Broussard was infamous for finding all kinda stuff and wanting to put them in. He wasted cash on motion capture tech in 1999 after ditching the Quake Engine the previous year, so you see the kinda mindset responsible for hey go lets throw out what we got cos NEW TECH with the Unreal Engine looking a bit old at the end of 2002.
2002 they started implemented a fully dynamic light and shadow renderer. All levels basically turned black, as none of the static lights would work anymore. From 2002 - 2004 they basically redid all levels, with a new "Generated Bumpmap Tech". Think Doom 3, but without true normals.
It looks pretty bad. The screenshots with the Aliens Pulserifle, are from this version
There was a year or two where they tried rebuilding the 2002 version but ultimately scrapped it in 2004.