[Release][Alsmost finishe]Duke Nukem: War Against the Doomed

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Re: [BETA] Duke Nukem: War against the Doomed

Postby TheRailgunner » Fri Feb 13, 2015 11:21 pm

Image

I have yet to add Duke hands or the laser sight, but this might be useful to you someday.
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TheRailgunner
Words go here.
 
Joined: 08 Jul 2013

Re: [BETA] Duke Nukem: War against the Doomed

Postby wildweasel » Sat Feb 14, 2015 1:10 am

This is a good start towards a good mod. My biggest complaint, honestly, is that the gun sounds feel way too powerful for what guns they're associated with. The Colt's sound (which, by the way, is from the first Borderlands; I suppose I need to actually go audit the credits in ww-terror at some point because it occurs to me I forgot a bunch) feels way too strong for how relatively little damage it actually does, and that shotgun feels like it should be some kind of anti-tank cannon and not an ordinary shotgun.
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wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [BETA] Duke Nukem: War against the Doomed

Postby osjclatchford » Sat Feb 14, 2015 6:56 am

not being an ass here so please don't get me wrong...
to prove that; I'd just like to say how pleased I was to see my duke forever edit of doomnukem's 1911 being used to such good effect.
now, I don't mind you using my sprite edits. in fact I encourage it!
but do you mind if I ask if you got permission from wildweasel and doomnukem to use it?
I only ask because as its based on a colt which was drawn by doomnukem (and used by wildweasel in his accessories to murder mod.) I asked them for permission to use it a while ago and although wildweasel was amiable doomnukem is yet to respond.

I did mention that authorization would be neccasary prior to use when I posted said edit in the spriting carnival.
I'm not trying to make waves here but basically, if you got permission then as far as i can tell I can go ahead and release my mod addon with the 1911's in. however if you did not yet get permission I'm a little concerned that (as its my edit of doomnukems work you are using) you and I are both in the wrong to use it yet without authorization...

again I'm assuming wildweasel is ok with it as he's already posted stuff here! LOL
osjclatchford
 
Joined: 07 Feb 2011

Re: [BETA] Duke Nukem: War against the Doomed

Postby xenoxols » Sat Feb 14, 2015 8:21 am

I didn't, forgot to. PM'd.
xenoxols
Pocket Watch Queen
 
Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA] Duke Nukem: War against the Doomed

Postby xenoxols » Sat Feb 14, 2015 11:00 pm

Well, I decided to make this primarily for strife.
Here is the script so far:
Code: Select allExpand view
namespace = "Strife";
include = "SCRIPT00";

conversation
{
   actor = 8;
   page
   {
      name = "ULAINE";
      dialog = "DUKE I'M SORRY BUT I HAVE NO INFO.";
      drop = 169;
      link = 0;
   }
}

conversation
{
   actor = 18;
   page
   {
      name = "IRALE";
      dialog = "I'M OUT OF GUM, BUT I DO HAVE WEAPONS.";
      drop = 179;
      link = 4;
      ifitem
      {
         item = 325;
      }
      choice
      {
         text = "COMBAT SHOTGUN";
         cost
         {
            item = 502;
            amount = 1;
         }
         displaycost = true;
         yesmessage = "HERE YOU GO.";
         nomessage = "DUKE, ONE IS ENOUGH TO KICK ASS WITH.";
         giveitem = 188;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "SHELLS";
         cost
         {
            item = 168;
            amount = 30;
         }
         displaycost = true;
         yesmessage = "THANKS.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 179;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "PISTOL BULLETS";
         cost
         {
            item = 168;
            amount = 10;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 180;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "MINIGUN BULLETS";
         cost
         {
            item = 168;
            amount = 90;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 181;
         nextpage = 1;
         closedialog = false;
      }
   }
   page
   {
      name = "IRALE";
      dialog = "GOOD NEWS FROM THE FRONT FOR A CHANGE.  MACIL SENT YOU FOR A REWARD AND TRAINING. HE'S INSTRUCTED ME TO GIVE THEM TO YOU.";
      drop = 179;
      link = 0;
      choice
      {
         text = "THANKS.";
         yesmessage = "GLAD TO BE OF SERVICE.";
         nomessage = "NO.  you don't have what i want for the  THANKS.!";
         giveitem = 172;
         nextpage = 3;
         closedialog = false;
      }
   }
   page
   {
      name = "IRALE";
      dialog = "ALL RIGHT, HERE'S A FEW POINTERS ON WHAT TO DO: DON'T GET IN THE WAY OF CRUSADERS: FIRING SHORT BURSTS FROM YOUR ASSAULT GUN KEEPS IT ON TARGET.";
      drop = 179;
      link = 0;
      choice
      {
         text = "IS THAT IT?";
         cost
         {
            item = 168;
            amount = 0;
         }
         displaycost = false;
         yesmessage = "LOOK, YOU'LL LEARN MORE LATER.";
         nomessage = "NO.  you don't have what i want for the  IS THAT IT?!";
         giveitem = 307;
         nextpage = 4;
         closedialog = false;
      }
   }
   page
   {
      name = "IRALE";
      dialog = "IF YOU GET ME PLASMAGUN PARTS I CAN MAKE A PLASMA GUN.";
      drop = 179;
      link = 0;
      choice
      {
         text = "PLASMA GUN.";
         cost
         {
            item = 168;
            amount = 0;
         }
         cost
         {
            item = 191;
            amount = 1;
         }
         displaycost = false;
         yesmessage = "THIS IS ONE LAME PLASMA GUN.";
         nomessage = "DUKE, YOU WANT PLASMA, YOU NEED PARTS.";
         giveitem = 190;
         nextpage = 5;
         closedialog = false;
      }
      choice
      {
         text = "COMBAT SHOTGUN";
         cost
         {
            item = 502;
            amount = 1;
         }
         displaycost = true;
         yesmessage = "HERE YOU GO.";
         nomessage = "DUKE, ONE IS ENOUGH TO KICK ASS WITH.";
         giveitem = 188;
         nextpage = 4;
         closedialog = false;
      }
      choice
      {
         text = "SHELLS";
         cost
         {
            item = 168;
            amount = 30;
         }
         displaycost = true;
         yesmessage = "THANKS.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 179;
         nextpage = 4;
         closedialog = false;
      }
      choice
      {
         text = "PISTOL BULLETS";
         cost
         {
            item = 168;
            amount = 10;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 180;
         nextpage = 4;
         closedialog = false;
      }
      choice
      {
         text = "MINIGUN BULLETS";
         cost
         {
            item = 168;
            amount = 90;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 181;
         nextpage = 4;
         closedialog = false;
      }
   }
   page
   {
      name = "IRALE";
      dialog = "NOW THAT YOU HAVE THE PLASMA GUN, IS THERE ANYTHING ELSE I CAN GET YOU? STILL OUT OF GUM.";
      drop = 179;
      link = 6;
      ifitem
      {
         item = 328;
      }
      choice
      {
         text = "COMBAT SHOTGUN";
         cost
         {
            item = 502;
            amount = 1;
         }
         displaycost = true;
         yesmessage = "HERE YOU GO.";
         nomessage = "DUKE, ONE IS ENOUGH TO KICK ASS WITH.";
         giveitem = 188;
         nextpage = 5;
         closedialog = false;
      }
      choice
      {
         text = "SHELLS";
         cost
         {
            item = 168;
            amount = 30;
         }
         displaycost = true;
         yesmessage = "THANKS.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 179;
         nextpage = 5;
         closedialog = false;
      }
      choice
      {
         text = "PISTOL BULLETS";
         cost
         {
            item = 168;
            amount = 10;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 180;
         nextpage = 5;
         closedialog = false;
      }
      choice
      {
         text = "MINIGUN BULLETS";
         cost
         {
            item = 168;
            amount = 90;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 181;
         nextpage = 5;
         closedialog = false;
      }
   }
   page
   {
      name = "IRALE";
      dialog = "WE RECENTLY GOT A SHIPMENT OF ROCKETS IN.";
      drop = 179;
      link = 0;
      choice
      {
         text = "SHELLS";
         cost
         {
            item = 168;
            amount = 30;
         }
         displaycost = true;
         yesmessage = "THANKS.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 179;
         nextpage = 6;
         closedialog = false;
      }
      choice
      {
         text = "PISTOL BULLETS";
         cost
         {
            item = 168;
            amount = 10;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 180;
         nextpage = 6;
         closedialog = false;
      }
      choice
      {
         text = "MINIGUN BULLETS";
         cost
         {
            item = 168;
            amount = 90;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR AMMO.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 181;
         nextpage = 6;
         closedialog = false;
      }
      choice
      {
         text = "ROCKET";
         cost
         {
            item = 168;
            amount = 50;
         }
         displaycost = true;
         yesmessage = "GO BLOW SOMETHING UP.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 177;
         nextpage = 6;
         closedialog = false;
      }
      choice
      {
         text = " BOX OF ROCKETS";
         cost
         {
            item = 168;
            amount = 180;
         }
         displaycost = true;
         yesmessage = "GO BLOW SOMETHING UP.";
         nomessage = "EVEN THE DUKE HAS TO PAY.";
         giveitem = 178;
         nextpage = 6;
         closedialog = false;
      }
   }
}

conversation
{
   actor = 21;
   page
   {
      dialog = "I CAN'T BELIEVE THAT I GOT STUCK WITH THIS DUTY. THEY SAY THAT SOMETHING EVIL CAME UP OUT OF THIS SEWER GATE... NOW I GET TO STAND HERE UNTIL IT COMES UP AGAIN!";
      drop = 168;
      link = 0;
      choice
      {
         text = "WHAT GATE?";
         yesmessage = "THE SEWER OVERFLOW GATE.";
         nomessage = "NO.  you don't have what i want for the  WHAT GATE?!";
      }
   }
}

conversation
{
   actor = 2;
   page
   {
      name = "BOWYER";
      dialog = "HELLO FRIEND. WHAT CAN I GET FOR YOU?";
      drop = 0;
      link = 0;
      choice
      {
         text = "ELECTRIC BOLTS";
         cost
         {
            item = 168;
            amount = 5;
         }
         displaycost = true;
         yesmessage = "you got the ELECTRIC BOLTS.";
         nomessage = "NO.  you don't have what i want for the  ELECTRIC BOLTS!";
         giveitem = 186;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "AMMO SATCHEL";
         cost
         {
            item = 168;
            amount = 300;
         }
         displaycost = true;
         yesmessage = "THANK YOU. ANYTHING ELSE?";
         nomessage = "YOU CAN'T AFFORD THAT, GOOD DAY.";
         giveitem = 187;
         nextpage = 2;
         closedialog = false;
      }
   }
   page
   {
      name = "BOWYER";
      dialog = "WHAT CAN I GET FOR YOU?";
      drop = 0;
      link = 0;
      choice
      {
         text = "ELECTRIC BOLTS";
         cost
         {
            item = 168;
            amount = 5;
         }
         displaycost = true;
         yesmessage = "you got the ELECTRIC BOLTS.";
         nomessage = "NO.  you don't have what i want for the  ELECTRIC BOLTS!";
         giveitem = 186;
         nextpage = 2;
         closedialog = false;
      }
      choice
      {
         text = "AMMO SATCHEL";
         cost
         {
            item = 168;
            amount = 125;
         }
         displaycost = true;
         yesmessage = "THANK YOU, ANYTHING ELSE?";
         nomessage = "YOU CAN'T AFFORD THAT, GOOD DAY TO YOU!";
         giveitem = 187;
         nextpage = 2;
         closedialog = false;
      }
   }
}

conversation
{
   actor = 4;
   page
   {
      name = "ARMORER";
      dialog = "WELCOME. WHAT MAY I SHOW YOU?";
      drop = 0;
      link = 2;
      ifitem
      {
         item = 328;
      }
      choice
      {
         text = "ENVIRONMENTAL SUIT";
         cost
         {
            item = 168;
            amount = 25;
         }
         displaycost = true;
         yesmessage = "WELL, HERE YOU ARE.";
         nomessage = "I'M SORRY BUT YOU DON'T HAVE ENOUGH MONEY FOR THAT.";
         giveitem = 161;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "LEATHER ARMOR";
         cost
         {
            item = 168;
            amount = 50;
         }
         displaycost = true;
         yesmessage = "HERE YOU ARE.";
         nomessage = "PERHAPS SOME OTHER TIME?";
         giveitem = 130;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "METAL ARMOR";
         cost
         {
            item = 168;
            amount = 200;
         }
         displaycost = true;
         yesmessage = "WEAR IT IN GOOD HEALTH.";
         nomessage = "COME BACK WHEN YOU CAN AFFORD TO BUY SOMETHING YOU LOUT!";
         giveitem = 129;
         nextpage = 1;
         closedialog = false;
      }
   }
   page
   {
      name = "ARMORER";
      dialog = "WELCOME. WHAT MAY I SHOW YOU?";
      drop = 0;
      link = 0;
      choice
      {
         text = "ENVIRONMENTAL SUIT";
         cost
         {
            item = 168;
            amount = 25;
         }
         displaycost = true;
         yesmessage = "WELL, HERE YOU ARE.";
         nomessage = "I'M SORRY BUT YOU DON'T HAVE ENOUGH MONEY FOR THAT.";
         giveitem = 161;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "LEATHER ARMOR";
         cost
         {
            item = 168;
            amount = 50;
         }
         displaycost = true;
         yesmessage = "HERE YOU ARE.";
         nomessage = "PERHAPS SOME OTHER TIME?";
         giveitem = 130;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "METAL ARMOR";
         cost
         {
            item = 168;
            amount = 125;
         }
         displaycost = true;
         yesmessage = "WEAR IT IN GOOD HEALTH.";
         nomessage = "COME BACK WHEN YOU CAN AFFORD TO BUY SOMETHING YOU LOUT!";
         giveitem = 129;
         nextpage = 1;
         closedialog = false;
      }
   }
}

conversation
{
   actor = 5;
   page
   {
      name = "MEDIC";
      dialog = "HOW MAY I ASSIST YOU?";
      drop = 0;
      link = 2;
      ifitem
      {
         item = 325;
      }
      choice
      {
         text = "MED PATCH";
         cost
         {
            item = 168;
            amount = 10;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR PATCH.";
         nomessage = "YOU NEED 10 GOLD FOR THAT.";
         giveitem = 125;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "MEDICAL KIT";
         cost
         {
            item = 168;
            amount = 25;
         }
         displaycost = true;
         yesmessage = "THANK YOU.";
         nomessage = "I WISH I COULD GIVE THEM AWAY, BUT THEY COST 25 GOLD.";
         giveitem = 126;
         nextpage = 1;
         closedialog = false;
      }
      choice
      {
         text = "FIELD SURGERY KIT";
         cost
         {
            item = 168;
            amount = 75;
         }
         displaycost = true;
         yesmessage = "THERE YOU GO.  TAKE CARE NOW.";
         nomessage = "WELL, MAYBE YOU CAN AFFORD SOME MED PATCHES?";
         giveitem = 127;
         nextpage = 1;
         closedialog = false;
      }
   }
   page
   {
      name = "MEDIC";
      dialog = "I HOPE MACIL KNOWS WHAT HE'S DOING. IF THE ORDER FINDS OUT I'M HELPING THE FRONT I'M AS GOOD AS DEAD... NOT THAT THIS MATTERS TO YOU ANY. THE FRONT'S MEDIC GAVE ME AN UPGRADE CHIP FOR YOU, ARE YOU READY? ";
      drop = 0;
      link = 0;
      choice
      {
         text = "YES, I'M READY.";
         yesmessage = "WELL THEN, THIS WON'T TAKE BUT A SECOND. THERE, DONE ALREADY.";
         nomessage = "NO.  you don't have what i want for the  YES, I'M READY.!";
         giveitem = 306;
         nextpage = 3;
         closedialog = false;
      }
   }
   page
   {
      name = "MEDIC";
      dialog = "HOW MAY I ASSIST YOU?";
      drop = 0;
      link = 0;
      choice
      {
         text = "MED PATCH";
         cost
         {
            item = 168;
            amount = 10;
         }
         displaycost = true;
         yesmessage = "HERE'S YOUR PATCH.";
         nomessage = "YOU NEED 10 GOLD FOR THAT.";
         giveitem = 125;
         nextpage = 3;
         closedialog = false;
      }
      choice
      {
         text = "MEDICAL KIT";
         cost
         {
            item = 168;
            amount = 25;
         }
         displaycost = true;
         yesmessage = "THANK YOU.";
         nomessage = "I WISH I COULD GIVE THEM AWAY, BUT THEY COST 25 GOLD.";
         giveitem = 126;
         nextpage = 3;
         closedialog = false;
      }
      choice
      {
         text = "FIELD SURGERY KIT";
         cost
         {
            item = 168;
            amount = 75;
         }
         displaycost = true;
         yesmessage = "THERE YOU GO.  TAKE CARE NOW.";
         nomessage = "WELL, MAYBE YOU CAN AFFORD SOME MED PATCHES?";
         giveitem = 127;
         nextpage = 3;
         closedialog = false;
      }
   }
}

conversation
{
   actor = 3;
   page
   {
      name = "BARKEEP";
      dialog = "HELLO STRANGER, I HAVEN'T SEEN YOU AROUND HERE BEFORE. LET ME GIVE YOU A PIECE OF FREE ADVICE. I'D BE CAREFUL IF I WERE YOU. THE ORDER DOES NOT TOLERATE FREE WILL, AND THEIR JUSTICE IS SWIFT.";
      drop = 0;
      link = 0;
      choice
      {
         text = "WHAT'S THE WORD?";
         yesmessage = "THE WORD IS... THE SEWERS HOLD MORE THAN JUST RATS AND ROBOTS.";
         nomessage = "HEY A MAN'S GOT TO MAKE A LIVING. YOU THINK THESE JOKERS  HERE TIP WELL? MUSTHA";
         nextpage = 2;
         closedialog = true;
      }
   }
   page
   {
      name = "BARKEEP";
      dialog = "WHAT CAN I DO FOR YOU NOW?";
      drop = 0;
      link = 0;
      choice
      {
         text = "MORE INFO.";
         cost
         {
            item = 168;
            amount = 5;
         }
         displaycost = true;
         yesmessage = "THE GOVERNOR IS A SIMPLE REMINDER TO US THAT WE AREN'T FREE PEOPLE ANYMORE.";
         nomessage = "COME BACK WHEN YOU GET SOME GOLD.";
         nextpage = 3;
         closedialog = true;
      }
   }
   page
   {
      name = "BARKEEP";
      dialog = "WELL, YOU'RE ASKING A LOT OF QUESTIONS FOR SOMEONE WHO'S NOT TRYING TO DIE. MAKE SURE YOU DON'T GO AND GET YOURSELF KILLED, OR WORSE.";
      drop = 0;
      link = 0;
      choice
      {
         text = "MORE INFO.";
         cost
         {
            item = 168;
            amount = 5;
         }
         displaycost = true;
         yesmessage = "THERE'S MORE TO THE ORDER THAN MEETS THE EYE.";
         nomessage = "WE'LL TALK WHEN YOU GET GOLD!";
         nextpage = 4;
         closedialog = true;
      }
   }
   page
   {
      name = "BARKEEP";
      dialog = "THAT'S IT FRIEND, THE WELL OF KNOWLEDGE HAS RUN DRY.  I'VE TOLD YOU MORE THAN I SHOULD HAVE ANYWAY. GOOD LUCK... AND DON'T COME BACK.";
      drop = 0;
      link = 0;
   }
}

conversation
{
   actor = 54;
   page
   {
      name = "DOOR GUARD";
      dialog = "HEY, I'M ONLY HERE IN CASE OF AN EMERGENCY. IF THE CORE BREACHES, THEN I MAKE SURE NO ONE GETS IN... OR OUT.";
      drop = 179;
      link = 0;
   }
}

conversation
{
   actor = 55;
   page
   {
      name = "GUARD";
      dialog = "WATCH YOUR STEP, PEASANT!";
      drop = 179;
      link = 0;
   }
}

conversation
{
   actor = 56;
   page
   {
      name = "GUARD";
      dialog = "WE'RE GOING TO KILL YOU!  ";
      drop = 179;
      link = 0;
   }
}

conversation
{
   actor = 57;
   page
   {
      name = "SEWER GUARD";
      dialog = "WHO IN THE BLAZES ARE YOU? NO ONE'S SUPPOSED TO BE LOITERING ABOUT IN THIS AREA!";
      drop = 162;
      link = 0;
   }
}

conversation
{
   actor = 58;
   page
   {
      name = "GUARD";
      dialog = "YOU THERE, NOBODY'S ALLOWED IN HERE. MOVE ALONG!";
      drop = 179;
      link = 0;
   }
}

conversation
{
   actor = 44;
   page
   {
      name = "FRONT GUARD";
      dialog = "IRALE WILL SET YOU RIGHT UP!";
      drop = 179;
      link = 0;
   }
}

conversation
{
   actor = 9;
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA001";
      dialog = "I'M KINDA A TALENT BROKER FOR THE REBELS. A GUY WHO'S AS GOOD AS YOU COULD MAKE A LOT OF GOLD... IF YOU HOOKED UP WITH THE RIGHT PEOPLE.";
      drop = 301;
      link = 0;
      choice
      {
         text = "I'M INTERESTED.";
         nomessage = "NO.  you don't have what i want for the  I'M INTERESTED.!";
         nextpage = 3;
         closedialog = false;
      }
      choice
      {
         text = "SCREW THE REBELS!";
         nomessage = "NO.  you don't have what i want for the  SCREW THE REBELS!!";
         giveitem = 301;
         nextpage = 2;
         closedialog = false;
      }
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA002";
      dialog = "NO, NO SECOND CHANCE.  OH GUARDS, KILL HIM.";
      drop = 301;
      link = 0;
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA003";
      dialog = "GOOD CHOICE. THE ORDER'S SANCTUARY BY THE RIVER IS THEIR UNOFFICIAL TORTURE CHAMBER. HIDDEN INSIDE THERE'S A GOLDEN CHALICE. YOU SWIPE IT AND REAP YOUR REWARD.";
      drop = 301;
      link = 0;
      choice
      {
         text = "HOW AM I SUPPOSED TO DO THAT?";
         nomessage = "NO.  you don't have what i want for the  HOW AM I SUPPOSED TO DO THAT?!";
         giveitem = 194;
         nextpage = 4;
         closedialog = false;
      }
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA004";
      dialog = "HERE'S A CROSSBOW, JUST AIM STRAIGHT AND --SPLAT--.   REMEMBER, GRAB THE FANCY CUP AND GET TO THE TAVERN.";
      drop = 301;
      link = 0;
      choice
      {
         text = "COOL. I'll get it.";
         nomessage = "NO.  you don't have what i want for the  COOL. I'll get it.!";
         nextpage = 5;
         closedialog = true;
      }
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA006";
      dialog = "WHAT ARE YOU WAITING FOR? BRING ME THAT CHALICE.";
      drop = 305;
      link = 6;
      ifitem
      {
         item = 174;
      }
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA007";
      dialog = "HEY, I KNOW, KINDA LOOKS LIKE A SET-UP. I WOULD NEVER DO THAT TO SUCH A GREAT KILLING MACHINE.  GOT THE ITEM? GREAT! NOW GET READY, GOLD AND GLORY JUST LIKE I PROMISED. TAKE THIS KEY AND THE GOVERNOR WILL REWARD YOU.";
      drop = 305;
      link = 0;
      choice
      {
         text = "HE'D BETTER. FOR YOUR SAKE!";
         cost
         {
            item = 168;
            amount = 0;
         }
         cost
         {
            item = 174;
            amount = 1;
         }
         displaycost = false;
         nomessage = "NO.  you don't have what i want for the  HE'D BETTER. FOR YOUR SAKE!!";
         giveitem = 134;
         nextpage = 7;
         closedialog = false;
      }
      choice
      {
         text = "WHAT! WHERE'S MY MONEY?";
         nomessage = "NO.  you don't have what i want for the  WHAT! WHERE'S MY MONEY?!";
         nextpage = 8;
         closedialog = false;
      }
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HATBL";
      dialog = "GET LOST KID, YOU BOTHER ME.";
      drop = 301;
      link = 0;
   }
   page
   {
      name = "HARRIS";
      panel = "M_PEAS1";
      voice = "HA002";
      dialog = "NO SECOND CHANCE.  OH GUARDS, KILL HIM.";
      drop = 305;
      link = 0;
   }
}

conversation
{
   actor = 27;
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV01";
      dialog = "FIRST THEY SLAUGHTER THOUSANDS, NOW THEY WANT ALL ABLE-BODIED PEASANTS FOR UNSPECIFIED \"TESTS\".   HOW DOES THE ORDER EXPECT ME TO KEEP THE PEACE? WHAT THE HELL DO YOU WANT?";
      drop = 301;
      link = 11;
      ifitem
      {
         item = 313;
      }
      choice
      {
         text = "A PRISON PASS, LET'S DEAL.";
         nomessage = "NO.  you don't have what i want for the  A PRISON PASS, LET'S DEAL.!";
         nextpage = 2;
         closedialog = false;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV02";
      dialog = "I LIKE YOU ALREADY. I HAVE TWO CHORES THAT I DON'T WANT TO DO MYSELF.  ONE IS MESSY, THE OTHER BLOODY.";
      drop = 301;
      link = 0;
      choice
      {
         text = "CALL ME THE CLEANER";
         nomessage = "NO.  you don't have what i want for the  CALL ME THE CLEANER!";
         giveitem = 315;
         nextpage = 3;
         closedialog = false;
      }
      choice
      {
         text = "I'M NOT SQUEAMISH";
         nomessage = "NO.  you don't have what i want for the  I'M NOT SQUEAMISH!";
         giveitem = 316;
         nextpage = 5;
         closedialog = false;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV03";
      dialog = "ONE OF MY MINIONS IS STEALING POWER WITH A TAP ON THE MAINS SOMEWHERE. FIND IT AND TRUNCATE HIS SUPPLY AND I'LL PROVIDE YOU WITH WHAT YOU WANT. BRING ME SOMETHING AS A TOKEN.";
      drop = 301;
      link = 0;
      choice
      {
         text = "WHERE DO I FIND THIS TAP?";
         nomessage = "NO.  you don't have what i want for the  WHERE DO I FIND THIS TAP?!";
         log = "LOG1007";
         nextpage = 4;
         closedialog = false;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV04";
      dialog = "IF I KNEW, IT WOULDN'T BE A CHORE NOW WOULD IT? USE YOUR CHARM, BUT SHUT OFF HIS SUPPLY.";
      drop = 301;
      link = 7;
      ifitem
      {
         item = 289;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV05";
      dialog = "TELL YOU WHAT, THERE'S A LYING SACK NAMED DERWIN WHO HAS BEEN SELLING CHILDREN TO THE ORDER. I WON'T TOLERATE THAT KIND OF DEPRAVITY. NOT WITHOUT MY CUT. DERWIN WORKS IN THE WAREHOUSE. KILL HIM AND BRING ME HIS, EAR, AND I'LL SEE WHAT I CAN DO.";
      drop = 301;
      link = 0;
      choice
      {
         text = "HOW DO I GET IN?";
         nomessage = "NO.  you don't have what i want for the  HOW DO I GET IN?!";
         log = "LOG1008";
         giveitem = 135;
         nextpage = 6;
         closedialog = false;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV06";
      dialog = "THIS KEY WILL GET YOU INTO THE POWER STATION. ON SECOND THOUGHT, CUT OFF THE EAR AND THEN KILL HIM. MUCH BETTER.";
      drop = 301;
      link = 9;
      ifitem
      {
         item = 175;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV08";
      dialog = "OH, I JUST LOVE SOUVENIRS. HERE, THIS WILL GET YOU INTO THE PRISON. TALK TO WARDEN MONTAG. WHATEVER YOU DO AFTER THAT, I DON'T WANT TO KNOW.";
      drop = 301;
      link = 0;
      choice
      {
         text = "THANKS.";
         cost
         {
            item = 168;
            amount = 0;
         }
         cost
         {
            item = 289;
            amount = 1;
         }
         displaycost = false;
         nomessage = "NO.  you don't have what i want for the  THANKS.!";
         log = "LOG1009";
         giveitem = 304;
         nextpage = 8;
         closedialog = true;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOTBL";
      dialog = "GIVE YOU A HINT. WHEN I STOP TALKING TO YOU, YOU LEAVE.";
      drop = 171;
      link = 0;
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV07";
      dialog = "DO YOU HAVE GOOD NEWS FOR ME? I'M ALL EARS.";
      drop = 301;
      link = 0;
      choice
      {
         text = "THE DEED IS DONE!";
         cost
         {
            item = 168;
            amount = 0;
         }
         cost
         {
            item = 175;
            amount = 1;
         }
         displaycost = false;
         nomessage = "NO.  you don't have what i want for the  THE DEED IS DONE!!";
         nextpage = 10;
         closedialog = false;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV08";
      dialog = "OH, I JUST LOVE SOUVENIRS. HERE, THIS WILL GET YOU INTO THE PRISON. TALK TO WARDEN MONTAG. WHATEVER YOU DO AFTER THAT, I DON'T WANT TO KNOW.";
      drop = 301;
      link = 0;
      choice
      {
         text = "FINE BY ME.";
         nomessage = "NO.  you don't have what i want for the  FINE BY ME.!";
         log = "LOG1009";
         giveitem = 304;
         nextpage = 8;
         closedialog = true;
      }
   }
   page
   {
      name = "GOVERNOR MOUREL";
      panel = "M_PEAS7";
      voice = "GOV6A1";
      dialog = "SO YOU'RE THE FOOL WHO STOLE THE CHALICE?  I'M GOING TO HAVE YOU    ARRESTED AS A REBEL THIEF... THEREBY ENHANCING MY POSITION WITH THE   ORDER.  HOW DOES IT FEEL TO BE AN UNWITTING PAWN? I'LL GIVE YOU A HINT, IT'S GONNA' HURT. ";
      drop = 301;
      link = 0;
      choice
      {
         text = "IT SUCKS!";
         yesmessage = "FOR YOU IT DOES.";
         nomessage = "NO.  you don't have what i want for the  IT SUCKS!!";
         giveitem = 301;
      }
      choice
      {
         text = "HARRIS PROMISED ME MONEY!";
         yesmessage = "TOO BAD.  THE ONLY THING YOU'RE GETTING IS DEAD!";
         nomessage = "NO.  you don't have what i want for the  HARRIS PROMISED ME MONEY!!";
         giveitem = 301;
      }
   }
}

conversation
{
   actor = 15;
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "DUKE, YOUR ALIVE! THE ACTION ISN'T OVER, YOU MAY NEVER GET YOUR VACATION AT THIS RATE.";
      drop = 301;
      link = 0;
      choice
      {
         text = "WHAT, MORE ALIENS?";
         nomessage = "NO.  you don't have what i want for the  SURE, WHY NOT.!";
         nextpage = 3;
         closedialog = false;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "RET05";
      dialog = "FOOL! GUARDS, RID ME OF THIS MEDDLESOME PEON.";
      drop = 301;
      link = 0;
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "NO ALIENS THIS TIME AROUND, BUT A GROUP OF CYBORGS KNOWN AS THE ORDER ARE THE ONES WHO SHOT UP YOUR RIDE. AN EDF MEMBER NAMED BELDIN IS A TRAITOR, KILL HIM AND TAKE HIS RING. HE'S IN THE BUILDING BY THE RIVER.";
      drop = 301;
      link = 0;
      choice
      {
         text = "I NEED A GUN.";
         nomessage = "NO.  you don't have what i want for the  WILL IT BE WORTH THE EFFORT?!";
         log = "LOG1003";
         nextpage = 4;
         closedialog = false;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "YOUR M1911 FELL OUT OF YOUR SHIP AFTER YOUR CRASH, HERE IT IS.";
      drop = 301;
      link = 0;
      choice
      {
         text = "THANKS. IT'S GOOD TO BE BACK.";
         nomessage = "NO.  you don't have what i want for the  THANKS, I'll Need it.!";
         giveitem = 194;
         nextpage = 5;
         closedialog = false;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "KILL BEDLIN BEFORE HE CAN GIVE AWAY ANY INFORMATION.";
      drop = 301;
      link = 6;
      ifitem
      {
         item = 173;
      }
      choice
      {
         text = "HIS ASS IS GRASS.";
         nomessage = "NO.  you don't have what i want for the  I'LL GET HIM.!";
         nextpage = 6;
         closedialog = true;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "HAVE YOU KILLED BELDIN?";
      drop = 301;
      link = 0;
      choice
      {
         text = "BELDIN IS RESTING IN PIECES.";
         cost
         {
            item = 168;
            amount = 0;
         }
         cost
         {
            item = 173;
            amount = 1;
         }
         displaycost = false;
         nomessage = "MAKE SURE YOU KILLED BELDIN AND NOT JUST THE GUARDS.";
         giveitem = 171;
         nextpage = 7;
         closedialog = false;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "HERE IS SOME GOLD, NOW YOU NEED TO FIND GENERAL GRAVES.";
      drop = 301;
      link = 0;
      choice
      {
         text = "TELL ME MORE.";
         nomessage = "NO.  you don't have what i want for the  TELL ME MORE.!";
         giveitem = 133;
         nextpage = 8;
         closedialog = false;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "UNFORTUNATLY THE EDF HAS BEEN REDUCED TO A FEW MEMBERS; THEY'RE HIDING IN THE BOMBED CHAPEL.";
      drop = 301;
      link = 0;
      choice
      {
         text = "DAMN THOSE CYBORGS.";
         nomessage = "NO.  you don't have what i want for the  THANKS.!";
         log = "LOG1004";
         giveitem = 176;
         nextpage = 9;
         closedialog = false;
      }
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "BLANK";
      dialog = "YOUR GOING TO HAVE TO DEAL WITH THE CHAPEL FOR NOW.";
      drop = 301;
      link = 0;
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "RET11";
      dialog = "A PITY, BUT NOW THAT YOU KNOW ABOUT MY FRIENDS, I MUST KILL YOU. GUARDS, TAKE OUT THIS TRASH!";
      drop = 301;
      link = 0;
   }
   page
   {
      name = "ROWAN";
      panel = "M_RETRIC";
      voice = "RET05";
      dialog = "FOOL. GUARDS! RID ME OF MEDDLESOME PEON.";
      drop = 301;
      link = 0;
   }
}

conversation
{
   actor = 16;
   page
   {
      name = "GEOFF";
      panel = "M_GEOFF";
      voice = "BLANK";
      dialog = "DUKE I ALREADY LET YOU IN";
      drop = 179;
      link = 2;
      ifitem
      {
         item = 133;
      }
   }
   page
   {
      name = "GEOFF";
      panel = "M_GEOFF";
      voice = "BLANK";
      dialog = "WHAT ARE YOU DOING HERE?";
      drop = 179;
      link = 4;
      ifitem
      {
         item = 314;
      }
      choice
      {
         text = "IT'S DUKE. OFFICIAL EDF BUSINESS";
         cost
         {
            item = 168;
            amount = 0;
         }
         cost
         {
            item = 133;
            amount = 1;
         }
         displaycost = false;
         nomessage = "NO.  you don't have what i want for the  HEY, I NEED GOLD!!";
         giveitem = 302;
         nextpage = 3;
         closedialog = false;
      }
   }
   page
   {
      name = "GEOFF";
      panel = "M_GEOFF";
      voice = "BLANK";
      dialog = "SORRY DUKE, DIDN'T RECOGNIZE YOU IMMIDIETLY.";
      drop = 179;
      link = 0;
      choice
      {
         text = "I'M GOING IN.";
         nomessage = "NO.  you don't have what i want for the  THANKS.!";
         nextpage = 4;
         closedialog = true;
      }
   }
   page
   {
      name = "GEOFF";
      panel = "M_GEOFF";
      voice = "BLANK";
      dialog = "DUKE I ALREADY LET YOU IN";
      drop = 179;
      link = 0;
   }
}

conversation
{
   actor = 7;
   page
   {
      name = "ARION";
      dialog = "DO YOU HAVE AN APPOINTMENT WITH THE GOVERNOR? ";
      drop = 169;
      link = 0;
      choice
      {
         text = "OF COURSE!";
         nomessage = "NO.  you don't have what i want for the  OF COURSE!!";
         nextpage = 2;
         closedialog = false;
      }
      choice
      {
         text = "NO, AND I DON'T NEED ONE!";
         nomessage = "NO.  you don't have what i want for the  NO, AND I DON'T NEED ONE!!";
         nextpage = 2;
         closedialog = false;
      }
   }
   page
   {
      name = "ARION";
      dialog = "SORRY! I DIDN'T MEAN... PLEASE GO RIGHT UP.";
      drop = 169;
      link = 0;
      choice
      {
         text = "I KNEW YOU'D SAY THAT.";
         nomessage = "NO.  you don't have what i want for the  I KNEW YOU'D SAY THAT.!";
         nextpage = 3;
         closedialog = true;
      }
   }
   page
   {
      name = "ARION";
      dialog = "IF YOU'RE IN SUCH A HURRY, DON'T WASTE YOUR TIME WITH ME.";
      drop = 169;
      link = 0;
   }
}

conversation
{
   actor = 38;
   page
   {
      name = "MACGUFFIN";
      panel = "M_MCGUFF";
      voice = "BLANK";
      dialog = "DUKE I'M TIRED.";
      drop = 0;
      link = 2;
      ifitem
      {
         item = 315;
      }
   }
   page
   {
      name = "MACGUFFIN";
      panel = "M_MCGUFF";
      voice = "BLANK";
      dialog = "YOU LOOKING FOR SOMETHING DUKE?";
      drop = 0;
      link = 0;
      choice
      {
         text = "WHERE'S THE ORDER'S MAIN?";
         nomessage = "NO.  you don't have what i want for the  WHERE'S THE ORDER'S MAIN?!";
         nextpage = 4;
         closedialog = false;
      }
   }
   page
   {
      name = "MACGUFFIN";
      panel = "M_MCGUFF";
      voice = "BLANK";
      dialog = "I'LL TELL YOU WHERE IT IS, BUT I DON'T KNOW WHOSE COUPLING YOU'LL BE TAMPERING WITH.  IT'S RIGHT HERE IN THE SEWAGE PLANT.";
      drop = 0;
      link = 0;
      choice
      {
         text = "THANKS";
         nomessage = "NO.  you don't have what i want for the  THANKS!";
         nextpage = 6;
         closedialog = true;
      }
   }
   page
   {
      name = "MACGUFFIN";
      panel = "M_MCGUFF";
      voice = "BLANK";
      dialog = "THE FRONT'S IS IN THE SEWER PLANT. I THINK SOMEONE IS TRYING TO DECIEVE YOU. THERE IS A BROKEN COUPLING DOWN THERE THAT YOU CAN USE AS FAKE EVIDENCE.";
      drop = 0;
      link = 0;
      choice
      {
         text = "DAMN GOVERNER'S GONNA PAY!";
         nomessage = "NO.  you don't have what i want for the  THANKS!";
         nextpage = 6;
         closedialog = true;
      }
   }
   page
   {
      name = "MACGUFFIN";
      panel = "M_MCGUFF";
      voice = "BLANK";
      dialog = "IF YOU SAY IT'S ILLEGAL I WANT NOTHING TO DO WITH YOU. I HAVE ENOUGH TROUBLE AS IT IS.";
      drop = 0;
      link = 0;
      choice
      {
         text = "THANKS";
         nomessage = "NO.  you don't have what i want for the  THANKS!";
         nextpage = 6;
         closedialog = true;
      }
   }
   page
   {
      name = "MACGUFFIN";
      panel = "M_MCGUFF";
      voice = "BLANK";
      dialog = "DUKE I'M BUSY.";
      drop = 0;
      link = 0;
   }
}


I'm open to suggestions on how the story should go. All the voice acting will be removed, excluding Duke's. The front is the EDF and I'm not sure exactly what I want the order to be. I'm not replacing any textures and I want to make sprite replacement as low as possible.
xenoxols
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Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA][STRIFE Soon][POLL] Duke Nukem: War against the Do

Postby MetroidJunkie » Sun Feb 15, 2015 1:00 am

Was this mod intended for Ultimate Doom? Because I noticed the Super Shotgun isn't in the weapon slots. Once I got it and changed to a different weapon, I couldn't switch back to it. Actually, the Plasma Rifle and BFG 9000 are similarly not capable of being selected now that I noticed.
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MetroidJunkie
 
Joined: 19 Aug 2011

Re: [BETA][STRIFE Soon][POLL] Duke Nukem: War against the Do

Postby xenoxols » Sun Feb 15, 2015 8:50 am

It's not finished yet.
xenoxols
Pocket Watch Queen
 
Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA][STRIFE Soon][POLL] Duke Nukem: War against the Do

Postby MetroidJunkie » Sun Feb 15, 2015 8:59 am

I know, I didn't expect it to have all of the weapons done but maybe include the originals in the weapon slots for the time being so that someone playing this version can still use those weapons when they find them? :wink:
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MetroidJunkie
 
Joined: 19 Aug 2011

Re: [BETA][STRIFE Soon][POLL] Duke Nukem: War against the Do

Postby xenoxols » Sun Feb 15, 2015 9:23 am

Progress!
Image
Image
Image
Image
xenoxols
Pocket Watch Queen
 
Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA][STRIFE][POLL] Duke Nukem: In Endless Stirfe

Postby chronoteeth » Sun Feb 15, 2015 9:48 am

TBH I think you should focus on doing one thing and then going to next. You started with a competent weapon mod, finish it first and then work on fancy stuff with strife. You dont wanna overdo it like your other mods so you get burnt out again, dont ya?

Also some spelling errors in there too
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chronoteeth
abubub
 
Joined: 08 Sep 2004

Re: [BETA][STRIFE][POLL] Duke Nukem: In Endless Stirfe

Postby xenoxols » Sun Feb 15, 2015 9:52 am

As much as you are probably right, I've actually wanted to do this for a while and I finally am figuring out how to do it so I don't want to make it just a simple weapon mod. If it doesn't work out, them converting it to doom should be easy.
xenoxols
Pocket Watch Queen
 
Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA][STRIFE][POLL Closed] Duke Nukem: In Endless Stirf

Postby xenoxols » Sun Feb 15, 2015 11:15 am

Poll closed, more people voted for the Order then anyone else and the others would either be too repetitive(Duke3d Aliens) or I would be unable to procure sprites(Dr. Proton and his robots). Little intro in first post.
xenoxols
Pocket Watch Queen
 
Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA][STRIFE][POLL Closed] Duke Nukem: In Endless Stirf

Postby xenoxols » Sun Feb 15, 2015 12:32 pm

Demo Released! Only the first mission(with rowan) is complete. Some of the other NPCs around town also have different dialog.
xenoxols
Pocket Watch Queen
 
Joined: 18 Mar 2013
Location: Americopolis

Re: [BETA][STRIFE][DEMO] Duke Nukem: In Endless Stirfe

Postby Enjay » Sun Feb 15, 2015 1:26 pm

you're alive not "your alive"

"you are alive" as opposed to "this alive belongs to you" :P

IMO, including DarkDoom is a mistake. Although I quite like the darkdoom mod, I prefer this without it loaded.
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Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
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Re: [BETA][STRIFE][DEMO] Duke Nukem: In Endless Stirfe

Postby xenoxols » Sun Feb 15, 2015 1:34 pm

I guess I should remove dark doom. I thought it made it more similar to duke3d, but I guess it should be the player's choice. Also I'll fix the typos. Although I don't know where the second one is.
xenoxols
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Joined: 18 Mar 2013
Location: Americopolis

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