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  Topics - Trooper Dan
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1  Duke Nukem / In Construction / Essential Duke on: May 16, 2017, 01:29:30 AM
For the past few weeks I have been working on a new project I call "Essential Duke".

It's a pure code project -- it will only contain an EDUKE.CON file and that's it. No art, sounds, maps, or any other content will be included or needed. In general terms, here are the goals of Essential Duke:

-Fix every bug in the game that can be fixed with CON code
-Improve upon existing features in the spirit of the vanilla game
-Add new features, also in the spirit of the vanilla game

None of my mods are for purists. However, this mod will be less offensive to purists than any other mod I have made. For one thing, it is 100% compatible with the classic renderer.

What I would like to do now is ask for some expert opinions. Is there anything that you guys would like to see in a mod like this that I could add?

I have done a lot on this mod already, but I don't really want to list everything because it is WIP and the list might be misleading (i.e. it may be hard to understand what I actually did from some listed items). However, I will list some of the things below:

-Button pressing hitscan bugfix
-running deceleration drift bugfix
-pal boss1 shrunk ai bugfix
-respawns (except BOSS1) and jibs same pal as spawner
-eggs spawn green jibs and blood
-newbeast and tank correct size on spawn
-can respawn eggs and recon
-more dynamic quote display with different colors
-"new" sounds for pistol and some pickups
-freezer ice sprites spawn on enemies
-laser site on pistol
-new transporterstar effect
-improved gore, including frozen jibs
-bullet hit material effects
-turrets have bigger hitboxes
-shell casings stay on ground
-wake up enemies in line of sight of path in front of player
-water drip splashes when falls from enough height
-user map music randomizer  (code by Hendricks266 }
-steroids slow time in proportion to run speed increase
-monsters obsess over holoduke
-nightvision provides zoom, better visibility, different crosshair, and reduces hitscan spread by 50%
-armor absorbs higher % but slows down player a little
-new crosshairs
-mighty boot knocks back and stuns enemies, once per 5 seconds
-underwater explosions look more like they are underwater
-player can kick doors open
-monsters a lot better at navigating to player
-some monsters will avoid getting on top of water
2  Duke Nukem / Duke Nukem Releases / [RELEASE] Duke Forces on: May 04, 2016, 01:18:58 PM
Hello, I am releasing my Duke Forces TC 1.0 today. There's a thread like this at duke4.net, but not everyone here posts there.

Duke Forces is a modification of Duke Nukem 3d inspired by the Star Wars Dark Forces series. It works with all Duke Nukem 3D levels and automatically converts weapons, enemies, textures, sprites, music...pretty much everything into Star Wars content

DUKE FORCES ON MOD DB  -- Download on Mod DB works now

Run EDuke32 from within the DukeForces folder and it should just work -- you do need DUKE3D.GRP but if you have Duke 3D on Steam then you don't need to copy it.

A few disclaimers:
The "Duke Forces" episode is not a true story mode. We don't have new maps yet. It is a collection of old maps that are converted by code on the fly. Same goes for the original Duke 3D episodes. The map files have not been altered in any way. All map authors are credited.
The conversion from Duke content to Star Wars content is not complete. There are still many Duke textures and sprites in the game. Also, the inclusion of some standard Duke enemies is deliberate. If you read the backstory (see Help and the opening crawl of the Duke Forces episode) it explains that the aliens who invaded Earth actually came from the Star Wars galaxy.

I wish I could say that there will definitely be a story mode in a future release, but in reality the future is uncertain. It depends on the mod being able to continue development, and having level designers willing to spend a lot of time making maps.
3  Duke Nukem / Duke Nukem Releases / [RELEASE] WG Realms: Siege Breaker 1.2 on: March 04, 2011, 12:40:57 PM

WGR2 Siege Breaker Change Log

3-4-11  v1.2
-added WGR episode with 5 converted maps and 2 new maps
-new map by Daniel Mason, "Utter Chaos"
-3 new enemies including a boss
-10 new POW abilities and menu
-lots of bug fixes and code changes
4  Other topics / Images / Art / Design / Pics of real golden guns and piles of money from a mexican drug lord on: March 06, 2010, 12:00:43 PM


5  Duke Nukem / In Construction / Duke Nukem: Attrition on: January 28, 2010, 03:27:49 AM
This thread is about the mod I announced here:  http://forums.duke4.net/index.php?showtopic=1942

Right now I'm looking for an 8-bit laser pistol, preferably with a non-gloved hand.  I'm hoping James has one somewhere, since he gathered so much stuff for AMC TC.  It would be useful for both Attrition and Duke Plus, but especially Attrition.
6  Duke Nukem / Duke Nukem Releases / WGR2 Episode 1 on: November 08, 2009, 10:30:32 AM



LAST UPDATE:  11/12/09 AT 11AM PST
7  Duke Nukem / Duke Nukem 3D Editing / Need help ripping from Witchaven and Witchaven 2 on: October 07, 2009, 12:28:31 PM
I have the art files but I don't know how to convert the palette to Duke.  Also I want to be able to batch export tiles (I can do that in xwe, but the palette is messed up).

The main thing I want is the fonts.

EDIT:  I have the pallette.dat file as well, so I guess if I opened the art in editart using that, it would look correct.  And then presumably editart has an export function.

EDIT2:  No, apparently editart does NOT have the ability to export tiles.  The only information I could get about this problem was from RTCM, and here it what it says:

There are Build Engine games, however, that don't come with their own graphics editors. Fortunately, some of these games have the *.art files, as well as the *.dat files, in their directories. Some known examples are Tekwar, Fate (demo), Nam, WW2GI, Paintbrawl, Witchhaven, and Witchhaven II. To browse and save art tiles from their art files, copy the editart.exe program from your Duke3d directory into the other game's directory. Also copy Duke's tables.dat file into the directory, but make sure you make a backup of the original first, as Duke's will overwrite it. Then run editart.exe as normal. Like Shadow Warrior's tiles, tiles saved from these games using editart will automatically be converted to the Duke palette when importing them into Duke's art tiles.

I wish that last sentence were more clear!  I can browse the tiles in editart in the correct palette, but what does it mean by saving the tiles?  Am I supposed to modify them in some way and then save them?  And what does it mean by "importing them into Duke's art tiles"?

EDIT3:  As TX has told me, F12 in editart exports tiles.  But the palettes don't match up at all well.
8  Duke Nukem / In Construction / Duke Avenges 3DR on: May 07, 2009, 03:14:14 PM
A proposal for the next Duke Plus map project.  It is inspired by the sudden demise of 3DR.

It is 14 years since the Great Alien War.  The once mighty Earth Defense Force, having saved the planet Earth from certain domination by ruthless extra terrestrials, has now fallen into a state of disrepair and disrepute.  The main EDF headquarters is a large mysterious complex known only as 3DR.  There, billions of dollars in government funding has been spent on the development of a superweapon.  After more than ten years of this with nothing to show of the weapon but a few still pictures, funding has been cut due to public skepticism.  Meanwhile, Duke Nukem, like most other EDF soldiers, has retired from fighting and resumed a normal civilian life.  The war is a distant memory, and earth has become complacent.

But unbeknownst to the citizens of earth, the aliens have used the time since their defeat to rebuild and fortify their military forces.  They attack without warning, and conquer the capitols of earth with ruthless efficiency.  What is left of EDF is overrun in a matter of hours.

Duke knows he is a dead man.  He is not one to hide, nor could he hide for long if he wanted to.  They will come for him, and they will exact their revenge.  He raises his trusty 9 mm to his temple.  Better to die now by his own gun and deprive them of the satisfaction of a slow, tortorous death.  But then he remembers....in the lab at 3DR, something he saw long ago.  There's something he needs to know, before he dies.  Was it....WAS IT PLAYABLE FUNCTIONAL?  The aliens, they must be there now, standing over the bodies of his friends and former colleagues.  Will he die like this, going down without a fight?

It was a short drive to the 3DR compound.  The aliens were still too busy mopping up to pay much attention to civilian traffic.  He takes a deep breath as he walks towards the big, sliding doors at the front entrance.  It was just like the old days, in a way.  His trusty pistol by his side, 48 rounds of ammunution, a large compound full of ruthless aliens and not another live human in sight.  But there was one difference.  This time, he knew he wasn't coming out alive.

I've written the backstory (aside from the shocking secrets revealed which would be spoilers), now I need volunteers to map it.  I'll code any damned effects you want.  This will be a tribute to 3DR and Duke generally (we could go nuts with easter eggs on this one).
9  Duke Nukem / Duke Nukem 3D Editing / Need help with game palettes on: April 11, 2009, 11:09:27 PM
First, some background.  In eduke32 it is possible to change the game palette during play with the setgamepalette command.  The palette file (palette.dat?) contains 7 palettes.  0 is normal, 1 is for under water, 2 is for night vision, and 3 - 6 are not used in the game as far as I can tell, and all look hideous with the standard tiles.

It is possible to edit the palettes, as described here:  http://archive.dukertcm.com/knowledge-base/documents-online/art-palette-changing.html  However, I can't find the program that does it ( OpenGL BuildTouch 2.1 ).

In WGR2, I would like to use one or more of the unused palette slots (for example, there could be a reddish palette for use with the Quad Damage rune).  This would look a lot better than using palfrom to smear the screen with a color that obscures the view.

If anyone can help me with this, I would appreciate it.  I would be happy to steal palette files from people, or get a link to the BuildTouch, or get any more information about this.
10  Duke Nukem / In Construction / THE CRAZY YET SERIOUS BRAINSTORMING MOD IDEAS THREAD on: January 03, 2009, 12:44:08 PM
Here we can talk about ideas for mods, minimods, and TCs for Duke 3D.  If some idea just popped into your head and you want to write it down somewhere before you forget, you can do it here (unless you want it to be a secret).

I have had a lot of ideas for mods that will never get made, and I usually don't write them down anywhere and they are lost.  So I'm starting this thread, for entertainment if nothing else.

Two rules:

1) Even if the idea is unlikely to ever become a real mod, it should not be a complete joke.  If it is obviously not a serious idea then you are just trolling.  If your trolling post is genuinely funny, then you will be forgiven.  But if you just copy and paste a randomly generated game name from the random game name generator and write two sentences about it then you suck.

2) The description should not be super long or detailed.  If you have already developed it that much then it isn't really a brainstorm any more.

3) Don't expect the audience to do research (following links to wikis or whatever) in order to understand your idea.  It's okay to provide a few links but your description should suffice by itself to clarify the basic ideas of the mod and what is distinctive about it.
11  Other topics / Images / Art / Design / Colored Overlord Concept Art on: October 26, 2008, 10:12:24 AM
I like this Overlord concept art by Chuck Jones (actually he did it in '96, so that was after the game art, right?), so I asked my wife to color it, which she was kind enough to do.

And this is what she did.  Pretty cool, eh?

Direct link to image in case the thumbnail link doesn't work: 


This is a duplicate of what I posted at 3DR.
12  Duke Nukem / Duke Nukem Releases / Drafted: A new SP map by HangNail on: October 24, 2008, 11:17:41 AM

Quote from: HangNail;776256
Drafted is a single player map that requires the Atomic (1.5) version of Duke3d and the Eduke32 port to play. This is the readme file for my map:
and this is the zip file download:
Here are a few Screen shots:

I didn't ask for his permission to start a thread here, so I hope he doesn't mind.
13  Other topics / General Talk / HAPPY BIRTHDAY TO EVERYONE! on: September 21, 2008, 03:30:47 PM
Have happy birthdays for the rest of your lives.
14  Other topics / General Talk / The U.S.A. Presidential Election Just Got Interesting on: August 30, 2008, 12:40:01 PM

When first I heard that McCain had picked Sarah Palin (the governor of Alaska) as his VP, I was skeptical.  It seemed like a cynical ploy to grab disaffected supporters of Hillary Clinton.  However, from what I've learned about her she seems like a good choice.  She's smart and articulate (her somewhat awkward introduction today notwithstanding) and has done some great things already in her short career.

No one knows how the general public will react to Palin yet.  She has an interesting biography and some people might think she's insane (she has five children, and gave birth to her latest while serving as governor).  She's an outsider, not connected to Washington D.C. at all.  She ran against an incumbant of her own (Republican) party to get the nomination for governor in Alaska.  Alaska is itself a small state in terms of population.  One way or another she's going make the election a lot more entertaining.
15  Duke Nukem / In Construction / Project Zero - A new map by Spiker for Duke Plus 1.8 on: July 30, 2008, 06:58:52 AM
Check out the movie preview:  http://www.youtube.com/watch?v=ah05G0578fE

The map is finished, and will be released with Duke Plus 1.8.
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