Nukem Town 1.1b - Duke Nukem in Hell!

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el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: Nuke Town 0.2 - "Let's Rock"

Post by el armadillo2 »

warman2012 wrote:OK! So, first, a big thank you for someone finally attempting a proper Duke 3d weapons mod into GZDoom since Samsara. Now, time for my obligatory whining/criticism. Y U No use Duke 3d sounds?! I never downloaded your mod yet as of this writing, but from the video, the sounds were all so wrong. Is that something you could fix, as well as put in Duke lines?
Not trying to say you shouldn't use this mod at all or anything (who knows how great it will become in the future) , but there's already a mostly finished DN3D mod here. https://www.moddb.com/mods/duke-nukem-3 ... s-monsters

(Also, really? " Y U no"? It's 2018.)
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phantombeta
Posts: 2009
Joined: Thu May 02, 2013 1:27 am
Graphics Processor: nVidia with Vulkan support

Re: Nuke Town 0.2 - "Let's Rock"

Post by phantombeta »

Ahpiox wrote:The main ideas of this mod is: 1) Port things from DN3D with some improvements, but keep it's original feeling. 2) Be compatible with monster packs.
The mod you linked isn't. It adds the DN3D monsters too, which means it's not compatible with monster packs.
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: Nuke Town 0.2 - "Let's Rock"

Post by Ahpiox »

I looked at that mod, and it's quite good, but imho it's worse than my latest indev build, in which weapons and items was reworked, and another decent things
For those interested, there is a link: https://drive.google.com/open?id=1zZvNB ... erXzm9Df37
Gideon020
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Joined: Mon Sep 28, 2015 3:23 am

Re: Nuke Town 0.2 - "Let's Rock"

Post by Gideon020 »

Ahpiox wrote:I looked at that mod, and it's quite good, but imho it's worse than my latest indev build, in which weapons and items was reworked, and another decent things
For those interested, there is a link: https://drive.google.com/open?id=1zZvNB ... erXzm9Df37
The weapons and items aren't showing up in your dev-build. Should I redownload to see if that fixes it?

EDIT: Turns out it was a conflict with Nashgore's beta for some reason...
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Ahpiox
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Joined: Fri Dec 22, 2017 1:52 am

Re: Nuke Town 0.2 - "Let's Rock"

Post by Ahpiox »

Gideon020 wrote:
Ahpiox wrote:I looked at that mod, and it's quite good, but imho it's worse than my latest indev build, in which weapons and items was reworked, and another decent things
For those interested, there is a link: https://drive.google.com/open?id=1zZvNB ... erXzm9Df37
The weapons and items aren't showing up in your dev-build. Should I redownload to see if that fixes it?

EDIT: Turns out it was a conflict with Nashgore's beta for some reason...
There is no reason for it, weapon/item sprites have names like "0001", "0024" etc. Should test it, maybe it's conflicting with build-in Nashblood


EDIT: Oh, i see why! It's have textures.DummySprites file, that looks like this:

Code: Select all

sprite 0037U0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0037V0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0037W0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0037X0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0037Y0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0037Z0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038A0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038B0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038C0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038D0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038E0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038F0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038G0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038H0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038I0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038J0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038K0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038L0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038M0, 1, 1 { patch TNT1A0, 0, 0 {} }
sprite 0038N0, 1, 1 { patch TNT1A0, 0, 0 {} }
My only recommendation is corrrect load order.
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Ahpiox
Posts: 98
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Re: Nuke Town 0.4 - "Shake it, baby!"

Post by Ahpiox »

NEW VERSION IS HERE! Harder ,better, faster (idk), stronger!
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Dr_Cosmobyte
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Re: Nuke Town 0.4 - "Shake it, baby!"

Post by Dr_Cosmobyte »

Nice to see it! Before downloading (i am not at my notebook) could you point us a basic changelog?
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StroggVorbis
Posts: 861
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Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: Nuke Town 0.4 - "Shake it, baby!"

Post by StroggVorbis »

GAA1992 wrote:Nice to see it! Before downloading (i am not at my notebook) could you point us a basic changelog?
It's in the OP 😇
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Twitchy2019
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Location: My Foot,Your Face! (Team Monster)

Re: Nuke Town 0.4 - "Shake it, baby!"

Post by Twitchy2019 »

Ok, so I wanted to try and speed up the process of this mod by putting in the code to make Duke say stuff when he offs enemies. I also want to insert the Duke 3d sound effect where he steps on the enemies after they are shrunk. Currently, this does not happen.

Could someone help me with the right code? If someone can show me the lines I need to use, I can do the rest. What I did do was switch out the sounds for the pump shotgun and ripper. My version sounds much better now.
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: Nuke Town 0.4 - "Shake it, baby!"

Post by Ahpiox »

warman2012 wrote:Ok, so I wanted to try and speed up the process of this mod by putting in the code to make Duke say stuff when he offs enemies. I also want to insert the Duke 3d sound effect where he steps on the enemies after they are shrunk. Currently, this does not happen.

Could someone help me with the right code? If someone can show me the lines I need to use, I can do the rest. What I did do was switch out the sounds for the pump shotgun and ripper. My version sounds much better now.
It's all not so hard to add, just some inventory items.
And i know that weapon sounds don't fit really well, but when i turn up the volume (original .voc files), it's sounds kinda distorted.
=
Development is temporarily stopped, because i lost interest for it now, a fortiori the main update (0.4) is released, so... yeah. I will get back to Nuke Town at january.
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StroggVorbis
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Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: Nuke Town 0.4 - "Shake it, baby!"

Post by StroggVorbis »

Decided to give this a whirl. At first I thought the hitscan enemies have been buffed, turns out armor is almost useless. You might wanna raise Armor.SavePercent to vanilla-like values (in case you didn't know, this property governs the amount of damage an armor absorbs before it gets passed to your health).

Right now, the standard armor absorbs 15% and the super armor 18% of the damage taken. Doom's green and blue armors absorb 33% and 50% respectively.
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: Nuke Town 0.4 - "Shake it, baby!"

Post by Ahpiox »

Okaaay, i will upload a small patch today
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xenoxols
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Re: Nuke Town 0.4b - "Shake it, baby!"

Post by xenoxols »

I'm pretty sure I didn't make the backpack you are using here, as in the credits. That said, I don't remember where it came from.
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: Nuke Town 0.4b - "Shake it, baby!"

Post by Ahpiox »

xenoxols wrote:I'm pretty sure I didn't make the backpack you are using here, as in the credits. That said, I don't remember where it came from.
Hmm, viewtopic.php?f=37&t=48327
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xenoxols
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Re: Nuke Town 0.4b - "Shake it, baby!"

Post by xenoxols »

Ahpiox wrote:
xenoxols wrote:I'm pretty sure I didn't make the backpack you are using here, as in the credits. That said, I don't remember where it came from.
Hmm, viewtopic.php?f=37&t=48327
I feel really dumb right now. I don't remember that at all.

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