Duke Nukem Weapons & Enemies Mod [Abandoned]

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Project Shadowcat
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Project Shadowcat »

All this time I thought RPGs was just simply a fancy way of saying "Rockets". :P Both in video games, and in real life.
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SoulCrow
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by SoulCrow »

@PDF: Well, upon further investigation, it seems that you are correct, as RPGs in real life are basically what are considered "rocket launchers" in video games. Of course, you have bazookas and other portable rocket launchers, but generally speaking they look and act the same as RPGs. The warheads that RPGs fire aren't even called grenades (actually rockets), but nonetheless the projectiles fired in Duke3D are straight :)
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Zhs2
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Zhs2 »

Somebody wrote:What the hell? How the glomp can a Role-Playing Game take down a Humvee?
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Project Shadowcat
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Project Shadowcat »

Zhs2 wrote:
Somebody wrote:What the hell? How the glomp can a Role-Playing Game take down a Humvee?
Whoever you quoted that from seriously needs to get out more.
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Phobus
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Phobus »

The one thing about RPGs and other real-life rockets is that when the fuel goes they become essentially just large explosive bullets, assuming there isn't a fire-delay timer to blow them up. Likewise real RPGs spiral around quite a lot on their way to blowing up whilst in flight.

And the Duke3D one definitely just functioned like Dooms Rocket Launcher, just it obscured more of the screen and would get the odd humourous quip.
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Dark-Assassin
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Dark-Assassin »

I played the Monsters and Weapons mods...
And what i saw was great but only a few things...
Nothing replaces the Invisible Demon...
The Pistol fire rate is slow and doesn't reload, the rpg doesn't have view recoil (like the weapon moving back)
havent found anything else...

So yer... This is a good mod
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Xim »

Thanks for all the feedback guys, I think I might actually work on another release to fix things up.

As for making Shadow Warrior weapons and enemies, I'd be nice, but I don't have the game so it'd probably be better for somebody who actually did. In fact right now I'm mostly just making the Duke stuff by memory and referencing the Duke Nukem Wiki. But I have a DOS emulator so I can probably do this better now.
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Woolie Wool
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Woolie Wool »

BoldEnglishman wrote:
Project Dark Fox wrote:I was led to believe that it didn't fall at all.
The RPG's rockets do not fall, and never have done. The fact that it is Rocket-Propelled suggested (to me at least) that it was grenades fired like rockets (i.e. straight).
Real rockets do fall just as quickly as any other object--they fire in an arc, and often a real RPG must be aimed high to hit the target. Bullets will also fall to the ground after firing if they don't hit anything.
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Enjay
 
 
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Enjay »

Unless, of course, they are designed to generate lift (ie fly) then they won't drop.
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Dark-Assassin
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Dark-Assassin »

also the big rockets have the wrong explosion and fire sound on the monsters mod.
all the rockets have the wrong explosion sound, the cyber boss thing doesn't shoot fireballs from which i can remember
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bagheadspidey
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by bagheadspidey »

This looks good... any chance of a re-upload?
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Xim »

Yeah, but I don't think I fixed too-too much. Once I get home, I'll give it a quick look through and see what I fixed up, and I might do a little more later.
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release/WIP]

Post by Xim »

Here is the re upload. I didn't change too much though, it's a bit much to do, nore do I have interest remaining fully. I guess it wouldn't hurt to let other people do some work on it, if they want. Make it an open/group thing, I guess.
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release/WIP]

Post by Xim »

New release. Enemies now gib with exploding weapons and Duke will only comment (rarely) on those.

Gibs aren't perfect yet though. Mostly ripped from Beautiful Doom, with some slight recoding work.
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bagheadspidey
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Re: Duke Nukem Weapons & Enemies Mod [Release/WIP]

Post by bagheadspidey »

something I noticed in the last release (haven't tried this one yet)... the JETPCK lump is between sprite markers. It should be moved out of there, because that's not a proper sprite name and it can cause interoperability problems ;) You should put it in with the menu graphics or something instead...
Spoiler:
Also, if you put it in a zip instead of a rar, you can load the zip with zdoom -- you don't even have to unzip it.

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