Posted May 03, 2016
Hey, remember when Gearbox got their full license on Duke Nukem franchise and due to this, games from that franchis has to be removed from GOG? Well, guess what, you will never see them again!
Reason? They will release their own, altered version of the game and most likely packed with old memes as one liners.
But that's not all, Gearbox also screws over people who contribute to the game.
http://techraptor.net/content/duke-nukem-dust-up-gearbox-vs-gobeille
https://forums.duke4.net/topic/8340-the-duke-nukem-forum-on-gearbox/
TerminX, creator of eDuke32 was invited to Gearbox to check their project, before fucking him over and here's the answers he gave when questioned (Bold ones are questions):
"
This article [Note: the techraptor article] is mentionning "a new episode", what the hell are they talking about? Is Gearbox planning to release a port of DN3D with a new episode like Doom did a few years ago?
I can't really comment. If I could, there might be a hilarious story about how they're using Mapster32 to make the levels, how they ported from DOS themselves and cloned Polymer to avoid having to pay anyone involved with the code beforehand any royalties, or how they forgot I had access to their VPN and Perforce for 3 whole months without signing a NDA. They added me when I was in Texas--as I've said before, I was completely ready to work with them had they respected my contracts or used them as a starting point for a negotiation.
"
"They had the entirety of Polymost in there for a while. They ripped it back out when their own renderer was starting to look more or less correct.
They may have contracted [the episode] out, and everyone is a junior, also the "producer".
They did. I'm not gonna say who they farmed it out to, but let's just say that all the medkits have stupid looking pills drawn on them now. From a code standpoint, and this is just my opinion, they are screwing the game up. They managed to break compatibility with all mods that utilize any .CON files released in the last 20 years. They also thought painting mohawks onto liztroops was a viable option to create a new enemy in the whole 2 weeks their "agile" development plan gave them to work with, but thankfully I was able to convince them otherwise on that one by handing over some art assets from a DN3D prototype. Yes, their product clearly suffers without my involvement. The maps are made by separate contractors. You guys will like them--they are nice maps. One of the mappers even asked me for help with something last night... and I helped him, because I like the guy a lot and making him waste hours of time on what m32script accomplishes in an instant wasn't going to hurt Gearbox any.
Unfortunately, the new lines from JSJ aren't that great. I don't think that's JSJ's fault. They're very deadpan. I don't think he was given any direction when recording them. No amount of post-processing is going to make it sound like he gave a shit. A lot of them are dumb lines ripped directly from currently popular media. I about cried when I heard him say "bazinga"."
"I'm assuming they've done some optimisation to the polymer clone? Would be interesting to see what the results are out of curiosity.
They should probably work on getting the map to render correctly before they optimize. ;)
Let's just say that clcoast.map was slow enough for me to notice they've accidentally tied the game speed to the frame rate."
"Are they at framerate on the PC with clcoast?
It looks OK at first glance, but then when you fire the weapon it drops to less than 10 fps. I can't give specifics because they broke the built-in fps counter months ago and I don't have anything like Fraps installed. I haven't looked at their rendering code at all beyond a casual glance to make sure it wasn't actually directly derived from Polymer, so I'm not sure why it would drop so much. Maybe they're culling stuff based on shade/visibility and the change when firing causes many more surfaces to be rendered... who knows. There sure are a lot of tessellation errors, though. I'm not going to talk too much shit as it's a prototype but they definitely bit off more than they could chew in thinking they would be feature complete by the third week of last month. ;)
The existence of that project is why I was optimistic about Gearbox owning Duke3D in the beginning. They showed me a good time and did a great job of acting like they were going to treat me fairly. The first couple of guys I dealt with were nothing but nice, respectful individuals, and even after meeting Randy everyone seemed awesome.
For a second I actually believed that everyone on the Internet with an exceedingly poor opinion of the guy was wrong.
And that, my friends, is the power of magic."
"[re: the new Duke lines]
They re-recorded them all. Some of them are good, some of them are bad, and in some of them the line is read wrong and the wording is therefore changed."
I really suggest to read the whole thread to know what is going on. What is Gearbox doing is just worse than Aliens: Colonial Marines.
Reason? They will release their own, altered version of the game and most likely packed with old memes as one liners.
But that's not all, Gearbox also screws over people who contribute to the game.
http://techraptor.net/content/duke-nukem-dust-up-gearbox-vs-gobeille
https://forums.duke4.net/topic/8340-the-duke-nukem-forum-on-gearbox/
TerminX, creator of eDuke32 was invited to Gearbox to check their project, before fucking him over and here's the answers he gave when questioned (Bold ones are questions):
"
This article [Note: the techraptor article] is mentionning "a new episode", what the hell are they talking about? Is Gearbox planning to release a port of DN3D with a new episode like Doom did a few years ago?
I can't really comment. If I could, there might be a hilarious story about how they're using Mapster32 to make the levels, how they ported from DOS themselves and cloned Polymer to avoid having to pay anyone involved with the code beforehand any royalties, or how they forgot I had access to their VPN and Perforce for 3 whole months without signing a NDA. They added me when I was in Texas--as I've said before, I was completely ready to work with them had they respected my contracts or used them as a starting point for a negotiation.
"
"They had the entirety of Polymost in there for a while. They ripped it back out when their own renderer was starting to look more or less correct.
They may have contracted [the episode] out, and everyone is a junior, also the "producer".
They did. I'm not gonna say who they farmed it out to, but let's just say that all the medkits have stupid looking pills drawn on them now. From a code standpoint, and this is just my opinion, they are screwing the game up. They managed to break compatibility with all mods that utilize any .CON files released in the last 20 years. They also thought painting mohawks onto liztroops was a viable option to create a new enemy in the whole 2 weeks their "agile" development plan gave them to work with, but thankfully I was able to convince them otherwise on that one by handing over some art assets from a DN3D prototype. Yes, their product clearly suffers without my involvement. The maps are made by separate contractors. You guys will like them--they are nice maps. One of the mappers even asked me for help with something last night... and I helped him, because I like the guy a lot and making him waste hours of time on what m32script accomplishes in an instant wasn't going to hurt Gearbox any.
Unfortunately, the new lines from JSJ aren't that great. I don't think that's JSJ's fault. They're very deadpan. I don't think he was given any direction when recording them. No amount of post-processing is going to make it sound like he gave a shit. A lot of them are dumb lines ripped directly from currently popular media. I about cried when I heard him say "bazinga"."
"I'm assuming they've done some optimisation to the polymer clone? Would be interesting to see what the results are out of curiosity.
They should probably work on getting the map to render correctly before they optimize. ;)
Let's just say that clcoast.map was slow enough for me to notice they've accidentally tied the game speed to the frame rate."
"Are they at framerate on the PC with clcoast?
It looks OK at first glance, but then when you fire the weapon it drops to less than 10 fps. I can't give specifics because they broke the built-in fps counter months ago and I don't have anything like Fraps installed. I haven't looked at their rendering code at all beyond a casual glance to make sure it wasn't actually directly derived from Polymer, so I'm not sure why it would drop so much. Maybe they're culling stuff based on shade/visibility and the change when firing causes many more surfaces to be rendered... who knows. There sure are a lot of tessellation errors, though. I'm not going to talk too much shit as it's a prototype but they definitely bit off more than they could chew in thinking they would be feature complete by the third week of last month. ;)
The existence of that project is why I was optimistic about Gearbox owning Duke3D in the beginning. They showed me a good time and did a great job of acting like they were going to treat me fairly. The first couple of guys I dealt with were nothing but nice, respectful individuals, and even after meeting Randy everyone seemed awesome.
For a second I actually believed that everyone on the Internet with an exceedingly poor opinion of the guy was wrong.
And that, my friends, is the power of magic."
"[re: the new Duke lines]
They re-recorded them all. Some of them are good, some of them are bad, and in some of them the line is read wrong and the wording is therefore changed."
I really suggest to read the whole thread to know what is going on. What is Gearbox doing is just worse than Aliens: Colonial Marines.
Post edited May 03, 2016 by Spy_Gentleman