September 2004 Archives


September 14, 2004

A New Port Of Duke Nukem 3D

3D Realms stopped working directly on Duke Nukem 3D for quite some time ago - the last update we released to it was in December of 1996. However, since then, the fans have kept the game going both with maps, websites, and many other related items. Not that long ago, we released the source code to Duke Nukem 3D, and many great ports have popped up (including JonoF's Windows port of Duke 3D).

Anyway, we were just told about a new one, this one being for the Pocket PC. You check out this link which gives some information on how to download and use the port.

As a reminder, 3D Realms does not support the use of any port derived from our source code release - we're just mentioning these things here for folks who might not know about them, and would find them of use.

UPDATE @ 3:25PM: This afternoon Charlie Wiederhold checked into this, and he got it running on his Pocket PC. He did also say that if you want to get this running on the link provided, you should scroll down that thread a bit, as he needed information that was not in the start of the thread to get it going.

Posted by Joe Siegler at 2:35 PM


September 14, 2004

Physics Code Chosen for Duke Nukem Forever

We have many news items to cover today, so we'll just get to it. The biggest one of the day is about Duke Nukem Forever. No, it's not finished, but there is some news available about it.

As has been reported in several places on the Internet over the last day or so, an announcement was made yesterday that the Meqon Game Dynamics SDK has been purchased by us for use in Duke Nukem Forever. Meqon put out a press release regarding this yesterday on their site (which crashed from all the net traffic that got sent their way). Here's a copy of the press release:

3D Realms buys physics for Duke Nukem Forever
27th of September, 2004

Meqon is glad to announce that 3D Realms have decided to buy our Meqon Game Dynamics SDK for their upcoming title Duke Nukem Forever.

Meqon�s product strategy has always been to create the most easy to use and flexible physics engine on the market, but without compromising the computational speed. George Broussard, CEO of 3DRealms comments � �We evaluated several physics SDK's and Meqon was really fast, had the cleanest interface and integrated into our game very quickly.�

The Meqon Game Dynamics SDK does not only handle basic rigid body simulation but also contain highly advanced character and vehicle modules. Mr Broussard comments � �With its advanced feature set, we feel confident that Meqon's next generation physics engine can help us create the next generation of action games.�

It's being discussed on our forums right now in this thread (plus these two as well). 3D Realms President George Broussard has weighed in on the announcement in these threads, so if you're interested in the latest, you should check 'em out.

Furthermore, there is an interview online with Marcus Lysen, CMO of Meqon about their game technology, and this announcement. Make sure to check that out over at HomeLAN Fed.

UPDATE Aug 2006: The various links from this story have been removed as they were all no longer valid due to age.

Posted by Joe Siegler at 2:35 PM


September 14, 2004

Max Payne Fan Art Contest

Awhile back, we brought you the news of a Max Payne 2 mod contest where folks would send in their best submissions for Max Payne 2, and Remedy & Rockstar would judge them, and the winners would get some really nice prizes.

Rockstar is proud to announce that the winners of the Max Payne 2 Official Mod Contest have been selected. Our panel of judges from Remedy, Rockstar Games and Computer Gaming World have pored over a great many submissions and picked the cream of the crop. In the Best Original Mod category, the winner is Tommi Saalasti's "Battlefield Tactics 2". This creative mod gives the gameplay a turn-based strategy twist, opening up a whole new Max Payne experience. The winning entry for the Best New Dead Man Walking Level is "Bare Island" by Alexander Pippan. In "Bare Island", Max fights his enemies (and the clock) within the explosive and beautifully designed catacombs of Bare Island. Rounding up the winners list is a film called "Payne 2 the Max" by Rajarshi Nag and Amit Shetty which took our Best Real-Time Non-Interactive Movie (Machinima) category.

Congratulations to all the winners and to everyone who entered!

Visit http://www.rockstargames.com/maxpayne2/contest to experience them all for yourself.

Posted by Joe Siegler at 1:15 PM