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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, incinerator, shrinker, expander, shotgun, chaingun, tripbomb 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).
Options to also fight DooM enemies (they are improved to fit this mod, and their chance of appearance can be selected on a per monster, sector or level basis).
Compatible with PixelWAD's DN3D texture replacement mod (link below in recommended mods).
Version 1.08 released (credits and full changelog inside the mod).
Includes better compatibility with most mappacks, new alt fires, monsters, an automatic optimization system, tons of new features, optimizations, fixes and many more.
Download: Moddb
Community Discord: https://discord.gg/tVsvPYj92u
Awesome video by G-F. You can get his "Nuke Gloves" addon here.
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
If you like my work and want to throw me some support, head over to Patreon. You'll get access to early access downloads.
You can also buy me a coffee!
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.1.08b:
Added option to use vanilla commander keen, for compatibility with wads that may use it as an additional decoration (like Auger Zenith)
v.1.08:
added automatic optimization system (huge performance boost for slaughter maps and regular maps too)
added new rpg alt attack: cluster missiles
added shrinker's alt attack to de-zombify doom humans (lost souls can turn them back)
added option to use vanilla doom enemies, also renamed some sprites to avoid conflicts (allows for custom monster packs too)
added ability for archviles to resurrect gibbed enemies
added option for archvile's chance to resurrect enemies
added option to resurrect former humans as undead humans
added option to resurrect pigcops as zombie pigcops
added new kick hit detection logic and a small lunge when you kick (can be toggled)
added option to replace shotguns with ssgs in doom 1 maps
added message to shrinker's alt fire when there are no rescuable enemies nearby
added option to "reset to defaults" in the menu settings
added option to save babes
added option to replace duke corpses with edf trooper corpses
added doomguy corpses when using doom enemies
added more attacks (different weapons) to possessed duke nukem corpses
added option to make your missiles teleportable
added a sound cue when fireflies are about to explode (can be toggled)
added spinning death animation to RPVs
added option to replace nazis with psx pig variants (zombiepigcop, piginadress, magnumpig)
added option to replace demons with dogs in nazi levels 31 & 32
added ability to switch weapons during reload animation
added ability to throw pipebombs and tripbombs when reloading the shotgun (cuts the animation)
added ability for summoned friendly monsters to kill slimers when face-hugging
added slight recoil to the expander's alt fire
added option to disable visual bullet tracers from your own weapons
added body parts to gibbed corpses
added pigcop body parts to dead RPVs and Pigcop Tanks
added lameduke's body parts to: lameduke's troopers, amc tc nazis, cops
added body parts to: duke nukem, edf trooper, doomguy
added plasma damage type to: alien queen, dukinator
added blueish screen tint when hit by plasma
added option to disable blood spawned from gibs and body parts
added velocity to spawned corpses
added behead animation to: overlord (& sentry), green octabrain pigbrute, zombie pigcop, lameduke's troopers, aracnorb
added new death animation to: cyber enforcer
added new enemy: aracnorb (spawned by the spidermastermind, and dead arachnotrons sometimes leave its body to be resurrected)
added new enemy: undead human (to be resurrected by archviles)
added new body parts for: megabrain, arachnotron, pigbrute, octabrain, green octabrain, psychobrain, lameduke's octabrain, netherworld queen, assault commander, king cobra, gorilla captain, baron of hell
removed dependance from the playpal palette on all sprites (fixes sprites' colors on wads that have their own playpal)
removed playpal file from the mod, which fixes compatibility with wads that have their own playpal (ancient aliens, back to saturn 2, etc)
removed gibs, debris and other fx on automap with the map scanner powerup
improved regular pipebomb throw (works better when aiming up)
improved archvile's graphics/sounds when resurrecting enemies
improved alien sniper: increased melee damage, reduced missile size, increased missile damage, accuracy, speed and range
improved sentry drone: fixed explosion detection, increased speed a bit, and added an alarm sound which gets triggered on some conditions before exploding
improved expander's alt fire: increased damage, range, fx, and consumes more ammo
improved chaingun's tracers position
lowered sound volume to: bullet casings, rats
lowered chaingun's sound pitch
increased ammo consumption to shotgun's alt attack
increased damage for: enemy bullets, sentry drones
increased aggresiveness for: pigbrute, pigassault, enforcer
increased health for: pigbrutes, possessed dukes
increased ammo capacity to: devastator, expander
increased archvile's shield strength when resurrecting enemies
increased lameduke's robot melee damage
reduced damage for: alien queen
reduced painchace for big bosses (and their sentrys)
reduced the number of spawned body parts on some enemies
renamed sprites for better compatibility with other wads: shotgun, battlelord, cycloid emperor, explosive barrel
archviles can now resurrect vanilla enemies (if they can be resurrected)
nightmare mode (damn I'm good) now respawns all monsters (including gibbed bodies and metal enemies, except when frozen/shrunk)
included original obituary messages for doom enemies (for the most part)
fixed huge lag in maps with voodoo dolls
fixed bug with impassable invisible objects in maps with dehacked decorations (Auger Zenith, DBP10, etc)
fixed bugs in maps that use tids in enemies to trigger events (this made some maps unfinishable)
fixed lameduke's octabrain missing hitbox when headshots are disabled and it possesses someone
fixed jitter in ntmai's movement (in coop)
fixed damage taken when telefragging an enemy that explodes
fixed not being to be able to throw pipebombs and tripbombs when you are out of ammo in some weapons
fixed incorrect rotation sprites in assault commander and lameduke's octabrain
fixed pigcop tank attack pitch calculation
fixed bug with slimers failing to attach to target and disappearing
fixed water/slime jet staying when the floor is no longer water/slime
fixed microwaveblast damage to possessed duke nukem corpses
fixed bug with incorrect health after resurrecting when shrunk
fixed bug with pipebombs going through hatched eggs
tons of bugfixes/improvements
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Last edited by kipo on Sat Mar 30, 2024 5:31 am, edited 27 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.
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?