7 ms·
I haven’t thought of KenS in ages but back in the 90s I was super active in the Duke3D modding scene. Scripting it was literally my first “coding”. So in a way
by kridsdale1 2y ago
I haven’t thought of KenS in ages but back in the 90s I was super active in the Duke3D modding scene. Scripting it was literally my first “coding”.
So in a way, I owe my whole career and fortune to KenS. Cool.
- nurettin 2y agoHis blog was the first page I "surfed". Talking about duke3d map editor and his big project using voxels.
- vunderba 2y agoI feel like Duke 3D was probably the first mainstream accessible moddable FPS. Doom of course had plenty of level editors, but Duke Nukem brought the ability to alter and script AI as editable plaintext CON files, and of course any skills you learned on the BUILD engine were transferrable to any number of other games (Shadow Warrior, Blood, etc.) Also shout out to anyone who remembers "wackplayer" - Duke's equivalent of the BEEP keyword.
- hypercube33 2y agoCommand and Conquer with Rules.ini was similar and had many fond memories of mine
- Zardoz84 2y agoC&C Red Alert. C&C 1 wasn't too easy to mod. Also, Dune 2000 (derivatives from Red Alert engine), was pretty easy to mod .
- paulryanrogers 2y agoDuke also had a map editor with a 3D editing mode. It allowed raising, lowering floors and ceilings, and picking textures. Ahead of its time. The complexity of brush-based true 3D really put a damper on good, built in editors.
- badsectoracula 2y agoAFAIK the CON scripting language (used in the *.CON files in DN3D) wasn't made by Ken Silverman but by the Duke Nukem 3D team at 3D Realms. I think it was Todd Replogle who wrote the CON stuff.