[Release][Alsmost finishe]Duke Nukem: War Against the Doomed
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- xenoxols
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Good idea. OP has been updated with weapon info and I removed the old stuff.
Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
One more: you should make 100 dollars item bigger, because it smaller than items, what it replaces, and sometimes it's impossible to get them.
You can check this on E1M2 first green armor.
You can check this on E1M2 first green armor.
- xenoxols
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
That'll be in the next update. I won't give duke pain sounds however as that would interrupt Duke Talk. For now, here is a new video:
- Tapwave
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
I'd find this rather funny, actually.xenoxols wrote: as that would interrupt Duke Talk
Though you can just use different sound channels for Duke Talk, the pain sounds always come from CHAN_PLAYER, iirc.
Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Sir.
This mod is ABSOLUTELY AMAZING. The weapons are badass as fuck and kick like a fucking mule. The cash and shop works fantastically, and encourages you to play more and more to get more, I like it! Not a fan of head bobbing, but even on that, this mod does it right. I only played the weapon version and I can't wait to try the monster version.
Seriously, you deserve a medal.
This mod is ABSOLUTELY AMAZING. The weapons are badass as fuck and kick like a fucking mule. The cash and shop works fantastically, and encourages you to play more and more to get more, I like it! Not a fan of head bobbing, but even on that, this mod does it right. I only played the weapon version and I can't wait to try the monster version.
Seriously, you deserve a medal.
- wildweasel
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
I feel the need to offer my compliments as well. These guns feel great, with my only real complaint being that the pistol sound feels way too powerful for it. I'd suggest the Desert Eagle sound from Max Payne 2 instead, but this is entirely my opinion. The dual wield upgrade to the Eagle feels marvelous and the weapon damage just makes it a complete joy to shoot.
I only wish that the other guns felt quite as fun to me.
I only wish that the other guns felt quite as fun to me.
Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Everything looks great, but the shotgun seems kind of out of place. Looks kinda amateurish, unlike the rest of the weapon sprites.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Great update man I love the golden pistols and the new HUD, they look really good
Keep up the good work
NOTE : Just for the sake of info if any of you have an error at launch involving QF_WAVE or something like that just update gzdoom will solve the problem. That's what happened to me and after updating gzdoom the mod run fine.
Keep up the good work
NOTE : Just for the sake of info if any of you have an error at launch involving QF_WAVE or something like that just update gzdoom will solve the problem. That's what happened to me and after updating gzdoom the mod run fine.
- Tapwave
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Thanks.Endless123 wrote: the new HUD, they look really good
What do you plan on using the mugshot box for, though? Is it going to be a currently selected inventory thing?
- xenoxols
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
It already is the selected inventory box. You have to buy inventory items from the store.
EDIT: Thanks guys, I'll work on the weapons a bit more and add some custom enemies before the next release. The enemies will be toggled in the option menu.
EDIT: Thanks guys, I'll work on the weapons a bit more and add some custom enemies before the next release. The enemies will be toggled in the option menu.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
I just noticed the blue key card is actually the yellow key card (the pickup is the blue key card and once picked up it revealed to be the yellow key card)
- xenoxols
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Update. Fixed the yellow key, added some custom enemies, (can be toggled in the option menu) and tweaked some weapons a bit.
- Tapwave
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Haha, oh god, you had me worried and I immediately went to check my SBARINFO here.Endless123 wrote:I just noticed the blue key card is actually the yellow key card (the pickup is the blue key card and once picked up it revealed to be the yellow key card)
- xenoxols
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
It wasn't a problem with SBARINFO, it was with the was with the yellow key pickup actor.
- xenoxols
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do
Update improving some weapon animations. (Especially the mighty foot) You also can't move while kicking now.