Nukem Town 1.1b - Duke Nukem in Hell!
Forum rules
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.
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.
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- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Nuke Town 0.4b - "Shake it, baby!"
The link still leads to the previous version
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- Posts: 98
- Joined: Fri Dec 22, 2017 1:52 am
Re: Nuke Town 0.4b - "Shake it, baby!"
Damn, wait...
EDIT: I just forget to name it :\
EDIT: I just forget to name it :\
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- Posts: 98
- Joined: Fri Dec 22, 2017 1:52 am
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- Posts: 98
- Joined: Fri Dec 22, 2017 1:52 am
Re: Nuke Town 0.5 - "Come get some"
what i should add to the mod? Weapons, objects, options, something else?
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- Posts: 128
- Joined: Tue Oct 30, 2018 6:51 am
Re: Nuke Town 0.5 - "Come get some"
Considering you already went above and beyond the Duke 3d arsenal so far, I dont know what else you could add. Maybe enemies, but I always thought the Duke 3d enemies were annoying.
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- Joined: Fri Dec 22, 2017 1:52 am
Re: Nuke Town 0.5 - "Come get some"
Main goal of this mod is being compatible with monster packs, so no custom enemies.
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- Posts: 128
- Joined: Tue Oct 30, 2018 6:51 am
Re: Nuke Town 0.5 - "Come get some"
Ah. Damn. I like to review mods when they're finished, so I didnt know. I'll check it out when I have the time, and then I'll get back to you
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- Posts: 128
- Joined: Tue Oct 30, 2018 6:51 am
Re: Nuke Town 0.5 - "Come get some"
Alright, finally played and enjoyed it. To a degree. The first thing I noticed is holy shit I was fast. I dont remember Duke being this fast on his feet, nor Doomguy. Another thing that I noticed is the voice and weapon clips were noticeably low quality, and sometimes I couldnt tell what Duke was saying. The weapons all feel good however, but the last probem is the Medkits, which are EVERYWHERE, making it way too easy to blast through Doom 1 and 2 without letting go of whatever "Walk forward" was held to. Even on 'Damn, I'm Good' its too easy. And I think the Ripper should consume amunition faster, but thats just personal preference.
Oh, and if you are going to have manual reloading, can you add a seperate ammo counter so the player doesnt run out in the heat of battle without having to check? Thats all that I noticed, at least. Really liking this so far!
Oh, and if you are going to have manual reloading, can you add a seperate ammo counter so the player doesnt run out in the heat of battle without having to check? Thats all that I noticed, at least. Really liking this so far!
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- Posts: 98
- Joined: Fri Dec 22, 2017 1:52 am
Re: Nuke Town 0.5 - "Come get some"
Sounds was ripped from original .grp file, and GZDoom is very different engine than Build, so sounds sometimes feels 'blurry'. Medkits galore will be fixed. And... i forget to setup Damn Im Good properly, sorry.UnbornDecay25 wrote:Alright, finally played and enjoyed it. To a degree. The first thing I noticed is holy shit I was fast. I dont remember Duke being this fast on his feet, nor Doomguy. Another thing that I noticed is the voice and weapon clips were noticeably low quality, and sometimes I couldnt tell what Duke was saying. The weapons all feel good however, but the last probem is the Medkits, which are EVERYWHERE, making it way too easy to blast through Doom 1 and 2 without letting go of whatever "Walk forward" was held to. Even on 'Damn, I'm Good' its too easy. And I think the Ripper should consume amunition faster, but thats just personal preference.
Oh, and if you are going to have manual reloading, can you add a seperate ammo counter so the player doesnt run out in the heat of battle without having to check? Thats all that I noticed, at least. Really liking this so far!
Also, i have idea to delete Inf. Ammo Sphere, which is doesn't fitting into Duke3d style at all. Thanks for feedback!
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- Posts: 128
- Joined: Tue Oct 30, 2018 6:51 am
Re: Nuke Town 0.5 - "Come get some"
I didnt say anything about ammo sphere. I never found it. What I was saying was a ammo counter for whats currently in the mag. Either you should have manual reloading and a counter, or no manual reloading at all.
As for the sounds, ah I see. Perhaps you could use the Megaton or 20 Aniversary editons? I have no idea how to mod so I'll leave you that
All in all looks good
As for the sounds, ah I see. Perhaps you could use the Megaton or 20 Aniversary editons? I have no idea how to mod so I'll leave you that
All in all looks good
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- Posts: 98
- Joined: Fri Dec 22, 2017 1:52 am
Re: Nuke Town 0.5 - "Come get some"
I perfectly got the idea of ammo counter, just saying Ammo Sphere was a kind of ballast in this mod.UnbornDecay25 wrote:I didnt say anything about ammo sphere
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- Posts: 128
- Joined: Tue Oct 30, 2018 6:51 am
Re: Nuke Town 0.5 - "Come get some"
Ah. I was confused cause I didnt mention anything about it. Oops. Sorry bout thatAhpiox wrote:I perfectly got the idea of ammo counter, just saying Ammo Sphere was a kind of ballast in this mod.UnbornDecay25 wrote:I didnt say anything about ammo sphere
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- Joined: Thu Apr 13, 2017 10:04 am
- Location: Dryer lint trap
Re: Nuke Town 0.5 - "Come get some"
The Duke 64 weapons would be pretty sweet. Especially the dual MP5'sAhpiox wrote:what i should add to the mod? Weapons, objects, options, something else?
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- Posts: 98
- Joined: Fri Dec 22, 2017 1:52 am
Re: Nuke Town 0.5 - "Come get some"
This is cool idea, but idk about Duke 64 ports, because i need to PORT weapons into mod, not just use DN64 sprites for something-around things.Whoah wrote:The Duke 64 weapons would be pretty sweet. Especially the dual MP5'sAhpiox wrote:what i should add to the mod? Weapons, objects, options, something else?
And as i know, it's have no widescreen sprites. Anyway, i will try to implement this, maybe through a gameplay videos.
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- Posts: 306
- Joined: Thu Apr 13, 2017 10:04 am
- Location: Dryer lint trap
Re: Nuke Town 0.5 - "Come get some"
https://www.moddb.com/mods/dn64
Maybe this could help? Also, as a little side note, the option to have certain weapons look like their N64 counterparts if the differences are purely cosmetic, would be pretty sweet.
Maybe this could help? Also, as a little side note, the option to have certain weapons look like their N64 counterparts if the differences are purely cosmetic, would be pretty sweet.