View Full Version : Duke Nukem Matrix Mod VIDEO
datahead
06-20-2007, 02:40 AM
hi guys, years ago i remember watching a video for a duke nukem matrix mod, it was awesome ( from what i remember, its been a while ) i was just wondering if anyof you guys know where it can be found?
blizzart
06-21-2007, 05:54 AM
Do you mean the video where at the end the door gets blown up like in Matrix?
If it is this video it was from the Majestic12-TC. Iīve got that vid somewhere on my hd. If I find it I could load it up somewhere.
DavoX
06-21-2007, 06:03 AM
Do it!
blizzart
06-21-2007, 07:24 AM
Iīll will look for it after getting home from work this afternoon.
Altered Reality
06-21-2007, 07:45 AM
Do you mean the video where at the end the door gets blown up like in Matrix?
If it is this video it was from the Majestic12-TC. Iīve got that vid somewhere on my hd. If I find it I could load it up somewhere.
Is that the same video where Duke jumps fom a building to another like Morpheus, the camera revolves around Duke and a liztroop shooting each other like Neo and Smith, and "Rock Is Dead" plays in the background?
blizzart
06-21-2007, 08:58 AM
Is that the same video where Duke jumps fom a building to another like Morpheus, the camera revolves around Duke and a liztroop shooting each other like Neo and Smith, and "Rock Is Dead" plays in the background?
Thatīs the same I was thinking of. Majestic 12 TC, wasnīt it?
So did you find it yet? It sounds cool :)
Reaper_Man
06-21-2007, 03:17 PM
I am 99% sure that this was Mblackwell's stuff, Majestic 12 was his TC group before they merged with RTRP.
blizzart
06-22-2007, 01:14 AM
Havenīt found it yet.
But I will look through my old Duke Backup CDs this weekend. I will upload it next week.
Bonesnapper
06-22-2007, 12:47 PM
http://www.gamers.org/pub/games/duke3d/tc/majestic12/
Trailer2.zip
datahead
06-22-2007, 01:58 PM
actually yes! it was that one :) he jumps from one building to another, and when duke lands, he says "WHOA" and it does some of the bullet time effect crap..
nice video indeed. thanks for it :)
BTW, do you know if the mod was completed?
Bonesnapper
06-22-2007, 03:35 PM
I dont believe it was. You can get a build of it from there though.
oak man
06-22-2007, 10:56 PM
I want the build!
That video kicks ass! I love it when he jumps across! its hilarious!
Altered Reality
06-23-2007, 02:06 PM
Thanks a lot! I remembered the trailer, but I did NOT remember that it looked so low-quality... :D
But it's cool anyway, because thanks to that trailer I discovered Marilyn Manson. I also remember that I saw The Matrix AFTER seeing that trailer, so it was weird to see a scene and recall it from a Duke mod trailer...
oak man
06-25-2007, 02:42 AM
^^haha
ryche
06-25-2007, 03:22 PM
Wow that was some funny shit lol
Altered Reality
06-26-2007, 10:42 AM
How do you play the build that was released? I haven't played a Duke mod since 1998...
And can you play it with the HRP?
You just extract all the stuff to you Duke dir and launch the bat file - it worked for me. As for the HRP question, it has new ARTs so it probably wouldn't look right.
maze_maze
06-29-2007, 02:03 PM
That's pretty awesome, Duke and Matrix combined
Mblackwell
06-30-2007, 09:29 AM
I am 99% sure that this was Mblackwell's stuff, Majestic 12 was his TC group before they merged with RTRP.
Naw, but I was making a Matrix TC at one point. It had bullet time and the works. The project was left to rot though and the bullet time (and acrobatics) was merged into AWOL for special use in the second to last level (if you remember).
*sigh* That was going to be quite the ending.
http://mb.mirage.org/tcs/matrix/bigm.gif
http://mb.mirage.org/tcs/matrix/longgif.gif
http://mb.mirage.org/tcs/matrix/teaser0002.JPG
http://mb.mirage.org/tcs/matrix/teaser0005.JPG
Reaper_Man
06-30-2007, 09:38 AM
Ah sorry then, I didn't realize they were different. I only saw those screens and I remember you guys being called Majestic 12 before you merged.
I remember Raziel having a caniption over the demo you sent him, and I remember the bullet time stuff being talked about integrating though I never saw the code. You wouldn't happen to have that stuff would you? I bet people would love to have it.
Mblackwell
06-30-2007, 10:58 AM
Not Majestic 12, Elite 5 actually.
The code I think is implemented in a build I uploaded for TerminX to give to Hudson. He (Hudson) may have it. You can only see it demonstrated in a test map and I think part of Raziel's large city map. By the standards of what we can do these days it's meh but for the time it was pretty slick.
The plan iirc was to have Raziel's big city map at the end, with a lobby scenario that had bullet time, then an elevator ride to the roof where you would then have a helecopter chase above the city.
There's also another effect in that build that allows things to burn and fire to spread. Kinda neat. Resource-heavy though (at least it was back then). I think AiC was going to use it in one of his maps or something.
Reaper_Man
06-30-2007, 11:03 AM
:doh: Elite 5, Majestic 12, close enough right?
Yeah I remember dealing with the chopper chase, it was a real pain. Again I never saw his version, I just had a test map where you had to weave through buildings and it limited it so you couldn't go below a certain distance and land.
I remember that fire effect, that was really cool. You could make the fire a lot more manageable now too with stuff like qspawn and friends.
Mblackwell
06-30-2007, 12:57 PM
Yeah, these days a lot of what we did painstakingly back then could go a lot smoother, and a lot of things we did that hurt the fps could be managed without slowing everything down. Some of our effects were murder.
Reaper_Man
06-30-2007, 01:31 PM
Your "wall particle spawner" was like the worst ever for me espically with the dual pistols, it spawned like 2 dozen wall chips every time you shot and slowed the game to a crawl. :( I managed to make the game do a "Too many sprites spawned" with the Apache's machinegun because of it too, heh.
And then that huge "make one actor face another" state you wrote you can now do in like 4 lines.
DeeperThought
06-30-2007, 01:56 PM
Your "wall particle spawner" was like the worst ever for me espically with the dual pistols, it spawned like 2 dozen wall chips every time you shot and slowed the game to a crawl. :( I managed to make the game do a "Too many sprites spawned" with the Apache's machinegun because of it too, heh.
And then that huge "make one actor face another" state you wrote you can now do in like 4 lines.
Are you trying to make him feel bad for all the time he spent on code that has been made obsolete?
EDIT: You see, this is why mappers shouldn't whine about how newer versions change the shading -- compared to what newer versions do to code, that's nothing. Code is frequently getting made obsolete or just plain broken; it's happened to me plenty of times and I've only been doing this for a year. That's the price of progress :D
Reaper_Man
06-30-2007, 02:59 PM
Just reminiscing really. Take a dive into the AWOL code to see just how many backflips we had to do in order to get things we wanted, and that was only 2-3 years ago. The hardest part about patching up the broken source was not giving in to the temptation of "updating" all of it. I could probably re-write the vehicle code in a couple dozen lines, rather than several hundred. :(
JimCamel
07-01-2007, 08:11 AM
I was actually the main con coder for this mod back in the day, although I don't think I ever got credited for it (In saying that though, I joined the team after the demo, and my effects were never released publically). I was still fairly happy with my work though, I managed to replicate a lot of the effects which were in the gameplay video in con code, as the video was probably 95% fake at time of making. I remember the guy in charge, Richard I believe, said he was friends with Korn and that they would be providing an exclusive song for the mod. He also said that the guys from Korn got a beta copy of Duke Nukem Forever, and they let him play it. Fortunately I wasn't that gullible :P
DavoX
07-01-2007, 10:01 PM
LOL.
5char.
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