Duke Nukem Companion Mod [New Update 9/13/22]

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r&r
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by r&r »

NeenerWiener wrote:Can you tell me what the error was and what mods you were using that created said error?
I think i know the cause?
i think the Duke friend mod don't play well with the LTGFollowerSewie.pk3 LTGFollowerDaina.pk3 mods

as i remove all the other companies mods besides Caleb, Duke and Wang
the game plays well.

oh and i get this the game boots you up and the console
tells you this error

" VM execution aborted: tried to write to address zero.
Called from FDukeExpand.DoEffect at FriendDuke.pk3:zscript/dukeexpand.zsc, "

and it similar to the shrink weapon too.

So I guess don't use other companies mods?
well the ISABELLE.pk3 SUSIE.pk3 RALSEI.pk3 works well
but I guess other ones might not play well together?
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openroadracer
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by openroadracer »

r&r wrote:I think i know the cause?
i think the Duke friend mod don't play well with the LTGFollowerSewie.pk3 LTGFollowerDaina.pk3 mods

as i remove all the other companies mods besides Caleb, Duke and Wang
the game plays well.

oh and i get this the game boots you up and the console
tells you this error

" VM execution aborted: tried to write to address zero.
Called from FDukeExpand.DoEffect at FriendDuke.pk3:zscript/dukeexpand.zsc, "

and it similar to the shrink weapon too.

So I guess don't use other companies mods?
well the ISABELLE.pk3 SUSIE.pk3 RALSEI.pk3 works well
but I guess other ones might not play well together?
Actually, I think I myself had the same problem when running the Build Trio companion mods with Yholl's Rampancy, where I think it was Duke's Shrinker that induced a VM Abort. So Duke doesn't play well with either companion mods outside of Neener's Build Buddies or enemy mods.
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NeenerWiener
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by NeenerWiener »

I'm trying to figure out the issue, I think I might have it fixed but I'm not sure, I did have that VM Abort error when testing it out with other companion mods and now I think I got it to stop occurring, it was from leftover code I didn't think would make a difference. If it still persists please let me know as I still am not sure if I actually took care of it or not or if I've just got lucky and haven't ran into it after making the edit.

https://www.mediafire.com/file/f04f3vuj ... t.pk3/file

Making Duke's Expander and Shrinker work universally involves some pretty jank inventory stuff so I'm not surprised an issue has come up from it.
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r&r
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by r&r »

NeenerWiener wrote:I'm trying to figure out the issue, I think I might have it fixed but I'm not sure, I did have that VM Abort error when testing it out with other companion mods and now I think I got it to stop occurring, it was from leftover code I didn't think would make a difference. If it still persists please let me know as I still am not sure if I actually took care of it or not or if I've just got lucky and haven't ran into it after making the edit.

https://www.mediafire.com/file/f04f3vuj ... t.pk3/file

Making Duke's Expander and Shrinker work universally involves some pretty jank inventory stuff so I'm not surprised an issue has come up from it.
that seems to do the trick
as i try the mods back in and played it also on zblood
and Duke is able to shrink and expand the enemies with the those companies mods I have on still
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ArkyonVeil
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by ArkyonVeil »

So after fixing my load order, I'd like to just let you know the mod has been a great time. Far too many times ol' dukester has saved my sorry bottom from an untimely gruesome demise. Good work.
A few potential improvements that come to mind is a few options to customize him/your other followers, like a respawn time control and a damage multiplier. Another one is the option to have him gain more of his weapon roster as the megawad moves on, in a way mirroring the player's own arsenal.

But so far it's pretty cool, thanks for the good times!

Edit: Perhaps adding a threshold for monster HP before one-shotting a 15000 HP boss would be a decent idea.
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Spaceman333
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by Spaceman333 »

Played a full campaign with Duke as a companion - he's excellent in almost every way, I'm surprised how his entire arsenal is available and how well he keeps up with me as we both mow down room after room of demons. Super satisfying!

My only gripes are:
- Duke hurt sound seems to be a prolonged "AAAAUUUGH" scream, which constantly has me worried if he just took a minor hit or just died right there. A smaller grunt or oof sound would be better.
- If an enemy got shrunk, I can't shoot them with my weapons to kill it off - I have to specifically run over it. Not so great if they're in a place I can't reach, causing 100% kills to be impossible.

Besides those issues, its a 10/10 mod for sure!
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NightFright
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by NightFright »

This should be fun with slaughtermaps, e.g. Plutonia. I always hate doing those alone. Those maps usually also have rather simple architecture, a bot shouldn't have issues navigating those.

What's still missing now, even though it seems uninspired: A Doom marine. :D That one would perfectly fit into any vanilla-style level...
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by openroadracer »

NightFright wrote:What's still missing now, even though it seems uninspired: A Doom marine. :D That one would perfectly fit into any vanilla-style level...
Covered.
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NightFright
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by NightFright »

Holy moly! Totally skipped my attention. Plutonia, here I coooome (again)! :P

Btw, this will only work in Doom, not Heretic or Hexen, right? That would be cool, too. Ofc the characters would have to be adjusted to fit the fantasy ambience.
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r&r
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by r&r »

NightFright wrote:Holy moly! Totally skipped my attention. Plutonia, here I coooome (again)! :P

Btw, this will only work in Doom, not Heretic or Hexen, right? That would be cool, too. Ofc the characters would have to be adjusted to fit the fantasy ambience.
All these friend mods works on Doom and Heretic and Hexen too
but the Doom marine guy doesn't have sprite model and sounds files
for Hexen and Heretic... so it's like having a invisible killing friend.

Also look up "RMG's Friends"
he made a few originals using the templates,
like Lara Croft.
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NightFright
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by NightFright »

Hmmm... I guess the "Helga" variant from RMG's Friends would fit with Heretic/Hexen. Better than nothing!
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r&r
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by r&r »

NightFright wrote:Hmmm... I guess the "Helga" variant from RMG's Friends would fit with Heretic/Hexen. Better than nothing!
Yeah need more fantasy ones, like Corvus or the Demoness
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NeenerWiener
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Re: Duke Nukem Companion Mod [New Update 9/13/22]

Post by NeenerWiener »

Updated the Duke Companion, it's not major ones just some small changes I considered after hearing some suggestions.

I redid the taunt code here for Duke to be much cleaner for my sake. Lol

I also gave Duke the chase code that I gave LoWang, he'll directly follow you if there are no enemies in sight, and then revert to his normal running around upon seeing an enemy, same goes for his standing, when there's no enemies around, he'll stand when near you, if there are enemies around, he'll no longer just stand around, and instead go fight them.

Changed it so his more screamed pain sounds only occur when his health is low and his normal pain sounds is when he's in normal health.

Made if so you can choose how long Duke will stay dead until he comes back to life.

Made it where you can change the chance of Duke taunting after a kill, so if you want him to never talk or talk all the time. Lol

Also made it so where shrunk enemies overtime will die in case you can't reach them to squish them, they'll die by themselves anyway.

Hope you guys enjoy blasting baddies with the King. 8-)
Download [UPDATED]: https://www.mediafire.com/file/b8nr31ix ... 1.pk3/file
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Spaceman333
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Re: Duke Nukem Companion Mod [New Update 9/13/22]

Post by Spaceman333 »

Hail to the King, baby!

Really happy for these changes, especially the screamed pain sound one. That one bothered me the most.

Thank you for the update!
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Re: Duke Nukem Companion Mod [New Update 9/13/22]

Post by Tulushuggua »

So, could you make a 3d model of Duke? I suppose that he could be a great addition to the conversion game I'm working on.

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