Projects that alter game functions but do not include new maps belong here.
Forum rules The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
This mod aims to bring the duke nukem 3d universe to the doom engine, with enhancements taking inspiration/resources from mods like Dukeplus and others. Based on the mod "Duke Nukem 3D Weapons & Aliens v6" from Don Ramon.
Main features:
Main DN3D enemies (including firefly, boss sentrys, king cobra, etc).
All DN3D weapons, plus manual reloading, double pistols, double barrel shotgun, secondary fires for the freezethrower and incinerator, and other tweaks & special effects to the weapons in general.
New weapon: Lameduke's Plasma Cannon (including secondary fire)
DN3D inventory items (including automatic boots and working scuba gear if the map has water).
Dukeplus like gore, knockback, portable medkit, effects, etc.
Headshots (can be disabled).
Extra gore effects (can be disabled).
Dukebots instead of Holoduke (can be toggled), and the holoduke actually distracts monsters.
DN3D like monster movement (they can move faster if further away and can also move backwards at close range).
Compatible with PixelWAD's DN3D texture replacement mod (link below in recommended mods).
Version 1.06 released (credits and full changelog inside the mod). Update 2020.10.07: quick fix update to solve a crash. Update 2020.10.17: quick fix update to solve huge lag on slaughter maps. Update 2020.10.26: quick fix update to solve another crash. Download (Moddb)
Cool video by Mr. Icarus showcasing the mod. It's from an older version though, most of the issues mentioned are resolved, plus there's tons of new stuff.
Some images:
Spoiler:
Big thanks to Duke91 for creating this addon to enable compatibilty with the universal weapon wheel mod: (Load it together with DN3Doom and PyWeaponWheel, and in-game select the option "same slot weapon priority" to "Doom")
PyWeaponWheel_DN3DooMAddon.pk3
Big thanks to Duke91 for creating an upscale pack (4x HD/Upscale) for all the sprites in the mod (load it after DN3Doom): Download
Big thanks to Max Dickings for putting together this addon to have weapon sprites with gloves (load it after DN3Doom): Download
FAQ:
Spoiler:
Why not use Don Ramon's v10 mod as a base? Because while v10 is awesome, it felt like a different fork to the duke nukem universe. V6 is very vanilla (to duke nukem 3d) which was perfect for me. I did "borrow" some stuff too from v10 like the double barrel shotgun, some effects/sprites and coding inspiration.
Why not just play regular Duke Nukem 3d? Yes of course, I've already played through the game and it's addons/mods, this just gives me other advantages: - Better engine for coop. - Tons of maps/megawads already made for doom, and even more maps with level generators (like Obaddon). - Plus it was a cool project to learn decorate/zscript (I'm probably breaking many coding rules, though).
Latest Update:
Spoiler:
v.1.06d: Fixed crash when lameduke's octabrain attempts to possess an invalid actor Improved normal status bar Fixed "you guys suck" skill text
v.1.06c: Optimized lameduke's octabrain code for better performance on slaughter maps Attempted to fix a bug with fireflys walking on air Fixed bug with sentry drone dodging Fixed pipebomb's bar bug when you die Improved visual cue for firefly's exploding body when beheaded Attempted to fix zero-crossing issues with sounds Leftover health from medkits goes to the portable medkit Slimer eggs can only hatch when they can see you Rats can only flee when they can see you Added FORCEXYBILLBOARD flag to flying monsters for better appearance Other tweaks/optimizations
v.1.06b: Attempted to fix "slimer left without a state" bug Fixed certain crash when shooting the freezethrower
v.1.06: Added new enemy (toggleable): lameduke's octabrain (he can also possess the dead corpses) Added new option to replace the nazis with: duke xtreme enemies, amc tc nazis, or two kinds of lameduke's troopers Reworked SSG logic to show the bullets in the chamber, which also fixes other bugs Reworked the nightmare skill (damn I'm good) and now works similar to duke's (corpses respawn, unless they are beheaded, burned, iced & crushed, or destoryed) Added new option to enable/disable the decoration replacements Added new option to enable/disable the new extra decorations (water jets, rats) Added new option to enable/disable the random enemy turrets Added new option to use ntmai movement (buil-like player movement from the ntmai mod) Added hotkeys for inventory items Added a force bar to the pipebomb's throw Added a chance for gorilla captains to drop rockets when dead Added new small access cards in the normal hud Added new performance options (for lag) Firefly is now vulnerable to freezer's alt fire when small Increased incinerator's lava pool damage to enemies Lowered trooper and firefly's fly chance when they can't see you Adjusted dukeinator's size to stand out more Tweaked a little the sentry drone's dodging ability Reduced size to access cards in the fullscreen hud Rearranged the options menu by groups Fixed headshot & metal shield hitbox position when enemy is in water Fixed dukebot's pistol bullet casing Fixed shrunk player to be able to go through other players Fixed water bounce in dukeinator's head and shield pieces Fixed ammo count after reloading on the lowest skill level Fixed bug with hatched slimer eggs after unfreezing Fixed turrets sinking before exploding Fixed alien's laser angle (applies to troopers, pigflyers, turrets, etc) Fixed pipebomb's bounce when hitting the ceiling Fixed bug with pipebomb's arm and duke kick when dead Fixed slimers and robot aliens respawning in nightmare skill (they shouldn't respawn because they are destroyed when killed) Fixed item's positions in fullscreen hud Attempted to fix bug with invisible troopers after teleporting (and hopefully they won't always come from behind) Attempted to fix some bug when deploying duke bots Other minor tweaks/bugfixes
You do not have the required permissions to view the files attached to this post.
Last edited by kipo on Thu Feb 11, 2021 7:03 pm, edited 16 times in total.
1. the place of these little nuclear medicine kits and nuclear pieces of armor you could put pipe bombs and laser tripbombs 2. Duke of sin not completely made texture pack and it needs to be done 3. Local repainted gray armor in blue I do not really like; I prefer the option option from Don Ramon's
Incredible! That was the thing I was looking for! Also I tried DonRamon's version, but it differs from classic game too much and I prefer "old" Duke voice instead of "updated" one. Not to mention Duke talks in Ramon's mod too often.
Your version sticks to classic and is way more balanced. Do you plan to add Duke's jumping sprites and some extra things like pink/purple/green screen effects? https://eduke32.com/images/shots/duke3d_3.jpg
Sorry for my bad English.
Last edited by kadkad14 on Mon Mar 16, 2020 2:46 pm, edited 1 time in total.
by Starman the Blaziken » Mon Mar 16, 2020 12:50 pm
I have seen a Duke Nukem mod for Doom, like with the weapons, items, one liners, stuff like that all in the mod. Not sure if it is still updated though
In my previous post I mentioned that this mod lacks jumping sprites and special screen effects but completely forgot to mention several things: MrRamon's version has unique startup. Can you add animated stuff like this?
I did not know about the other versions, I assumed there were because the leap from 6 to 10 is kinda big, but I just supposed it wasn't public or something. About the 3d gore, it was like that in a previous dukeplus version, which I kinda liked. I guess I can add a toggle or something.
In my previous post I mentioned that this mod lacks jumping sprites and special screen effects but completely forgot to mention several things: MrRamon's version has unique startup. Can you add animated stuff like this?
I understand I am asking too much. I just want to clarify some things.
Don't worry, I'm open for suggestions. - Jumpíng sprites: I don't know if the engine supports it. I know you can specify crouching sprites, I'll have to check that out. I don't recall seeing different sprites for jumping in duke3d's grp, but I probably just missed them. - Pink/purple/green screen effect: Help me out here, in which cases does it change colors? - Animated intro: sure I can look into that if it can be done and is similar to duke's intro and intermission screen. But don ramon's intro with the bar is specific to his mod and don't think I'll be using that one.
3336655445 wrote:1. the place of these little nuclear medicine kits and nuclear pieces of armor you could put pipe bombs and laser tripbombs 2. Duke of sin not completely made texture pack and it needs to be done 3. Local repainted gray armor in blue I do not really like; I prefer the option option from Don Ramon's
1. The problem with that approach is that there'll be lots of pipe boms and tripbombs, and it'll break balance because in doom's engine you kind of need that extra help with health and armor. 2. There's some textures which are not replaced or could be improved, I'll rather wait some more for the original author to finish it, before diving into that. 3. I had to make it blue to differentiate it from the heavy armor, since duke 3d only has one kind of armor, but it would break balance that way.
You can disable headshot system. Maybe that's the case. I am really happy now that enemies are no longer annoying hitscanners because you cannot escape enemy AI prediction appart from the hit/miss ratio generated by the enemy.
Last edited by kadkad14 on Tue Mar 17, 2020 6:08 pm, edited 1 time in total.
theroguemonk wrote:the lives should be higher the pigss die too fast
i think all enemies are bullet sponges from the original game .. but this is too low ... is there a way to find a midle ground?
I've tested with how many shotgun shots the enemies die in duke and they are kinda similar (also the health values are based on the duke wiki). What you may be experiencing is some of your bullets are hitting the head hitboxes, which deal extra damage and they die faster. You can try turning off the headshots (in options) to see if it improves.
1. The problem with that approach is that there'll be lots of pipe boms and tripbombs, and it'll break balance because in doom's engine you kind of need that extra help with health and armor. 2. There's some textures which are not replaced or could be improved, I'll rather wait some more for the original author to finish it, before diving into that. 3. I had to make it blue to differentiate it from the heavy armor, since duke 3d only has one kind of armor, but it would break balance that way.
1. Doing more under the atmosphere of the Duke Nukem 3D 2. There are no questions for this answer. 3. It seems to me that the place of blue could be made by a brighter gray
the original duke nukem 3d monsters were too bullet spongey .... this mod is way better HOWEVER can you try to balance it again because they die far too easy... i dont want them to be as hard an spongey as original duke nukem 3d but somewhere in the middle , my biggest issue is with the pig cops
also are the enemy sprites a bit smaller then usual?