Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 04-12-2007, 10:36 AM   #41
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Here is a link to a 1.01b update for DNWMD. For what it's worth, I consider this to be a beta of 1.01, not an official update.

It just fixes a few bugs and includes a replacement map for the A.S.S. level of Retribution that Geoffrey was rightly complaining about. The replacement is Moon Base by Iggy. However, I'm not quite settled on this yet, because when I ran it I had some problems with lag.

p.s. I didn't fix the kick overlaying the scuba mask bug, because I decided it was more trouble than it was worth.

EDIT: The lag in moonbase.map only occurs in a couple of spots early in the level, as far as I can tell. There's a ramp which causes big lag if you stand on it, then there is an adjacent room with some lag. The funny thing is, once you open the door to the adjacent room, the ramp no longer lags. And the lag is not related to how many enemies are around or what you are looking at, just what sector you are standing in.

EDIT2: At the time of this edit, I updated the patch so that it fixes the lag issue mentioned above. This may improve framerate in other situations as well.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 04-12-2007 at 01:05 PM.
DeeperThought is offline  
Old 04-14-2007, 12:33 AM   #42
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
I am now making version 1.01 of Duke Nukem: Weapon of Mass Destruction official. If you already have 1.0, just download the "patch" and incorporate its contents into your install directory. Otherwise, download the full version. The only thing this changes from the beta version of 1.01 is it adds music for the Retribution episode.

Links to full download:

Link1

Link2

Link to patch only:
1.01 patch

As always, the documentation is included with the mod but can also be found HERE.

Unless someone reports bugs or I have unexpected inspiration, I am done with this thing.

@Usurper: I'm glad that you like the kick animation. There are three frames of it, made from digital pics taken of my leg in a cheap old pair of jeans. My wife added a crude boot to the foot to cover my nasty sneaker. The animation looks good because I used rotatesprite to move the frames into different positions and angles every single tick, to create a smooth effect.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 04-15-2007, 02:40 PM   #43
Zaero
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
"the abbys" map - near the chaingun cave, hanging bridge.. game crashes (frozen screen).
Zaero is offline  
Old 04-15-2007, 03:24 PM   #44
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Zaero View Post
"the abbys" map - near the chaingun cave, hanging bridge.. game crashes (frozen screen).
Yikes. I was able to replicate the problem, but it doesn't happen consistently. Sometimes I can walk around the bridge area for a minute or so before it happens. The frustrating thing is, the log generates NO ERRORS of any kind when the crash occurs. It happens with the latest snapshot, but also with the older one, so I can't blame it on the latest changes to EDuke32 either.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 04-15-2007, 06:42 PM   #45
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Please try this and see if the crash in E1L5 goes away:

DNWMDcrashfix.rar

It seems to be a combination of a bug in the game engine and something unusual I am doing with my code. The attached con changes it so that monsters do not do hitscans before they "wake up". The difference won't be noticeable most of the time, but sometimes monsters will be slower to react (like in normal Duke).
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 04-15-2007, 10:10 PM   #46
Usurper

Usurper's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by DeeperThought View Post
@Usurper: I'm glad that you like the kick animation. There are three frames of it, made from digital pics taken of my leg in a cheap old pair of jeans. My wife added a crude boot to the foot to cover my nasty sneaker. The animation looks good because I used rotatesprite to move the frames into different positions and angles every single tick, to create a smooth effect.
Ha, slick! The kick is so fast that if it isn't a perfect clone of the duke leg, I hadn't noticed.
__________________
Meadhall of the Comitatus | RTCM
Usurper is offline  
Old 04-16-2007, 03:48 AM   #47
Hellbound
 

Hellbound's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
To be honest - I thought you used the Tea Monster's leg model (but the one that looks allright, if there is any ). I'm very impressed
Hellbound is offline  
Old 04-16-2007, 05:02 AM   #48
Zaero
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Hellbound View Post
To be honest - I thought you used the Tea Monster's leg model (but the one that looks allright, if there is any ). I'm very impressed
Yeah, probably most people think so - it's cool and fits well. GR8 job

And your e1L5 crashfix works! Thank you. Too bad I've lost my progress (savegame still crashes).
Zaero is offline  
Old 04-17-2007, 09:17 AM   #49
C. M. Dratz

C. M. Dratz's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Hellbound View Post
To be honest - I thought you used the Tea Monster's leg model (but the one that looks allright, if there is any ). I'm very impressed
I thought the same.
__________________
Best Regards,
Chris. Dratz
C. M. Dratz is offline  
Old 04-17-2007, 09:48 AM   #50
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Hellbound View Post
To be honest - I thought you used the Tea Monster's leg model (but the one that looks allright, if there is any ). I'm very impressed
AFAIK, there isn't a new version of the leg model yet. I actually did consider using it, until I found out that it only models the top part of the leg -- but I needed the leg to be rotated to the side. Also, the leg model's animation just causes it to swing upwards like it is on a hinge; it doesn't bend at the knee at all. Finally, the jean texture on the model looks like crap (no offense to TM, who makes things 100x better than that all the time).
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 04-27-2007, 07:05 PM   #51
Berntsen

Berntsen's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Thanks a lot for making this. I haven't had this much fun with Duke 3D for a long time.
Berntsen is offline  
Old 04-27-2007, 08:19 PM   #52
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Berntsen View Post
Thanks a lot for making this. I haven't had this much fun with Duke 3D for a long time.
You're welcome!

I'm going to release a HRP version some time in the near future. (The current one has a .bat file for running with the HRP, but it is set up for the older version of the HRP).
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 04-30-2007, 04:25 AM   #53
Zaero
Thumbs up Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Damn.. What have you done DeeperThought?! I just realised that I can't play classic Duke no more.. WMD is just TOO cool for me to resist!
Excellent mod!
Zaero is offline  
Old 04-30-2007, 12:15 PM   #54
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Zaero View Post
Damn.. What have you done DeeperThought?! I just realised that I can't play classic Duke no more.. WMD is just TOO cool for me to resist!
Excellent mod!
Thanks, that was the idea all along.

This morning, I tested it out a bit with the new HRP, and it seemed to work fine. To use DNWMD with the new HRP, you'll need to change the corresponding .bat file (see attachment). Please let me know if this works.

DNWMD_with_Hi-Res.rar
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 04-30-2007, 12:49 PM   #55
Jblade

Jblade's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
I played through most of the Roch episode with this - it's definitly a lengthy journey which I like. Apart from that I don't have any more meaningful feedback apart from 'This is excellent'
Jblade is offline  
Old 05-02-2007, 06:44 PM   #56
Dopefish7590

Dopefish7590's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by C. M. Dratz View Post
I thought the same.
me three

awesome stuff DT
Dopefish7590 is offline  
Old 05-03-2007, 03:13 AM   #57
KillerBudgie

KillerBudgie's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Hail Deeperthought! The god of CON coding!
__________________
The Duke will kill you, the Budgies will eat you!!
KillerBudgie is offline  
Old 05-03-2007, 07:20 AM   #58
Zaero
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Found 2 bugs:
-special kicks goes thru unbreakable windows/forcefields (I like that bug )
-chaingun altfire does not kill biting slimers
Zaero is offline  
Old 05-03-2007, 10:15 AM   #59
Devan

Devan's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Zaero View Post
-chaingun altfire does not kill biting slimers
Only chaingun altfire? Not all altfires?
__________________
Sorry for my bad english - I'm from Lithuania
If you like voxel models but you don't know where to get them, click HERE NOW! Thread link: http://forums.3drealms.com/vb/showthread.php?t=24456
Devan is offline  
Old 05-03-2007, 10:25 AM   #60
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Devan View Post
Only chaingun altfire? Not all altfires?
Yeah, I think it's all of them. Normally, firing a weapon is hardcoded to kill the slimer. But the projectile does not really hit the slimer, which is why you can fire an RPG that kills the slimer and keeps going. For some reason, the way I have done alt-fire does not activate the hardcoded slimer-killing. I will fix that soon.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-03-2007, 11:04 AM   #61
Dopefish7590

Dopefish7590's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Zaero View Post
Found 2 bugs:
-special kicks goes thru unbreakable windows/forcefields (I like that bug )
already found look in the beta testers thread
Dopefish7590 is offline  
Old 05-03-2007, 02:53 PM   #62
Zaero
Irritated Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
sorry I didn't know about it..
Zaero is offline  
Old 05-03-2007, 05:37 PM   #63
Aherin
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by DeeperThought View Post
Thanks, that was the idea all along.

This morning, I tested it out a bit with the new HRP, and it seemed to work fine. To use DNWMD with the new HRP, you'll need to change the corresponding .bat file (see attachment). Please let me know if this works.

Attachment 7301
Hey guys I did notice one other thing while using the new HRP. Those mini boss queens that spawn tiny protector drones (and i pressume the fireball queens too) follow you when they die. I guess that's cause their ai was coded for sprites, not models right?
Aherin is offline  
Old 05-03-2007, 07:05 PM   #64
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Aherin View Post
Hey guys I did notice one other thing while using the new HRP. Those mini boss queens that spawn tiny protector drones (and i pressume the fireball queens too) follow you when they die. I guess that's cause their ai was coded for sprites, not models right?
I hope you mean that they turn to face you (in which case yes, it is because they were coded for sprites). If they literally follow you around, then that would be bad.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-03-2007, 07:11 PM   #65
Aherin
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
oh yeah sorry thats what I meant, they turn to face you.
Aherin is offline  
Old 05-03-2007, 10:20 PM   #66
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
The cons in the attachment should fix the mini-queen facing the player bug and the alt-fire not killing slimers bug.

Slimer trivia: I took a look at the source code for the slimer. When on the player, the slimer does not check whether the player is actually firing a weapon. It checks whether the player is pressing the firing key while a suitable weapon is selected and it has ammo. Since alt-fire is a different key, it didn't count. I ended up manually setting the input bit for the firing key in that situation, essentially forcing the player to press fire. This doesn't cause the player to actually fire another shot, though, since the alt-fire happens first and that sequence has already been initiated.
Attached Files
File Type: rar DNWMD050307.rar (71.5 KB, 10 views)
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-04-2007, 02:12 AM   #67
The Commander

The Commander's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Im using 1.0 still and I played THE Abyss level several times and it never chrashed. The only problem ive had yet is when I installed it on both my computers it chrashes the very first time you try to load a map with some CON error that states to send your cons to TX but if you try again it works? It can only be reproduced by installing it again. :S Other wise its pretty good. Althoe I found the hardest skill level easyer than lets rock? You start with 200 upgrade points on the hardest skill? So u can upgrade the major things straight away and just use your duke bot all the time? I still think it could be some what harder on hard and have some real bad ass monsters once you hit the 5000 point mark... But thats my opinion...
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 05-04-2007, 07:35 AM   #68
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by The Commander View Post
Althoe I found the hardest skill level easyer than lets rock? You start with 200 upgrade points on the hardest skill? So u can upgrade the major things straight away and just use your duke bot all the time? I still think it could be some what harder on hard and have some real bad ass monsters once you hit the 5000 point mark... But thats my opinion...
You start with 200 skill points on "DAMN I'M GOOD" only if it is an episode you have already beaten (you can confirm this by going to the high score screen and checking to see whether there is a star next to the scores for that episode). If this is happening with an episode you haven't beaten, then it's a bug. As for the difficulty being too easy in that case, you're probably right, but it needs more playtesting. All the special monsters have different amounts of life, depending on the difficulty level. On "DAMN I'M GOOD", they have double the amount of hit points from "LET'S ROCK". Therefore, it would seem like ammo should be a concern at the hardest level, but maybe not. Maybe I can make add some stuff specifically for "DAMN I'M GOOD" to balance it.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-05-2007, 03:17 AM   #69
Aherin
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
gday I'm back again. I downloaded the fixes for DTGAME.con and DTstatesevents.con, but the miniboss4 model still seems to be facing the player once its dead for some reason.
Just to make sure I didn't mess something up, DeeperThought, was the line you changed this one?
ai AIMINIBOSS4DYING AMINIBOSS4DYING MINIBOSS4STOPPED geth (as opposed to faceplayer?)
'cause that line is definitely in my DTGAME.con, but miniboss4 is still facing me. I spawned one using "spawn miniboss4" just to make sure i had the right enemy etc but the same thing happened.
What other parts of the code might be causing it?
I don't mean to be pedantic about this but I'm so addicted to this mod now I can't play without it. Therefore it has to be perfect
Aherin is offline  
Old 05-05-2007, 08:25 AM   #70
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Saved games include the cons that you had at the time the game was first created, so you have to start a new game to see the changes. BOSS3 has the same problem, btw, so you may want to fix that too (it has a line just like the mini-queen).
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-05-2007, 06:13 PM   #71
Aherin
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Oh really, I didnt know that. Thanks mate, I'll check it out!
Aherin is offline  
Old 05-06-2007, 05:01 PM   #72
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
DNWMD 1.01b released!

(download links to full version are in the documentation)

If you have version 1.00, then this should bring you up to date.

I've been working on what started as a few tweaks and ended up being a pretty significant update. Here are the main changes since version 1.00:

  • Fixed monsters turning to face player when dead
  • other minor bug fixes
  • Stamina: reduced recovery rate
  • Special kicks: kicking enemies now partially recovers stamina (vampire kick still recovers health too); spinning kick now makes you resistant to damage while spinning
  • Encumbrance: Weapons, ammo, medkit and jet fuel all have weight. The total weight you are carrying is displayed by a bar right above the stamina bar. When the bar gets full, you can't pick up any new items. You can reduce weight by firing weapons, using medkit, using jet fuel, OR...
  • Drop weapon: The DROP WEAPON key replaces TURN AROUND, and does what it says. When you drop a weapon, all of your ammo for that weapon drops with it (you can pick it up again to get all the ammo back). This is useful now that you can only carry a limited amount of stuff.
  • Retribution episode: The first map ("Guilty" by Robert Travis) has been tweaked slightly. You now need to find a key before exiting, and the exit has been remodelled and made into a 65535 exit so that it goes smoothly to the second level. I added a few tanks and newbeasts to DOOM CITY, since that map was pre-atomic edition and didn't have any. The just-released CBP7 map has been added into the episode. Finally, Iggy's Moon Base map has been made the last map of the episode, and ends with a version of a certain boss that only appears in this map.
  • EDIT: And I forgot to mention, the way that special monsters appear has been improved.
ENJOY!
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 05-06-2007 at 05:51 PM.
DeeperThought is offline  
Old 05-07-2007, 02:41 AM   #73
Jblade

Jblade's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Cool - I still haven't got round to beating Moon base so having it as an end of episode challenge is a good idea
Jblade is offline  
Old 05-07-2007, 08:25 AM   #74
Iggy

Iggy's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Jblade View Post
Cool - I still haven't got round to beating Moon base so having it as an end of episode challenge is a good idea
In case you (or anyone else for that matter) are having trouble with the map and just want to finish it by using cheatcodes then do the following to complete the map;

Spoiler:


I'm also curious how many out of the 12 secrets players manage to find.
__________________
Duke4Ever || The Game Collector's Market - Forum for game collectors.
"That Nordbergian wench could be a handful! Several." - Gnarl (Overlord 2)
Last edited by Iggy; 05-07-2007 at 09:47 AM.
Iggy is offline  
Old 05-07-2007, 03:02 PM   #75
Zaero
Question Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
I must say that this encumbrance thing is just a bit controversial. Persolanly I understand why it's there but some players may not like this. The limits are too restrict in my opinion. It would be nice to give players using God Mode cheat jetpack with only one unit of fuel (less weight but still unlimited). A simple fix anytime soon maybe?
Once more - thanks for good job.
Zaero is offline  
Old 05-07-2007, 03:33 PM   #76
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Zaero View Post
I must say that this encumbrance thing is just a bit controversial. Persolanly I understand why it's there but some players may not like this. The limits are too restrict in my opinion. It would be nice to give players using God Mode cheat jetpack with only one unit of fuel (less weight but still unlimited). A simple fix anytime soon maybe?
Once more - thanks for good job.
I don't know why you're concerned about god mode. If you want to cheat, you can type "GIVE ALL" in the console, and you will get the max amount of everything, regardless of the normal encumbrance limit.

There's a defined value in one of the cons (I think it's MAXLOAD in DTVARS.CON). I set it to 3999, IIRC, but you can raise it to a higher number and effectively eliminate the feature from the game. But really, the effect on gameplay isn't very drastic. I played with it yesterday, and at one point I decided to drop my chaingun to make room for more rockets. Then, in the next level after I had burned through a lot of ammo, I picked up another chaingun. It adds a little spice, that's all. If you insist on holding onto every weapon at all times, then I suppose it could be a problem, because you won't be able to have much ammo in them.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-07-2007, 03:36 PM   #77
The Commander

The Commander's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Duke Nukem: Weapons of REALISTIC Mass Destruction.

LOL!
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 05-07-2007, 04:50 PM   #78
Zaero
Question Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by DeeperThought View Post
I don't know why you're concerned about god mode. If you want to cheat, you can type "GIVE ALL" in the console, and you will get the max amount of everything, regardless of the normal encumbrance limit.

There's a defined value in one of the cons (I think it's MAXLOAD in DTVARS.CON). I set it to 3999, IIRC, but you can raise it to a higher number and effectively eliminate the feature from the game. But really, the effect on gameplay isn't very drastic. I played with it yesterday, and at one point I decided to drop my chaingun to make room for more rockets. Then, in the next level after I had burned through a lot of ammo, I picked up another chaingun. It adds a little spice, that's all. If you insist on holding onto every weapon at all times, then I suppose it could be a problem, because you won't be able to have much ammo in them.
Some people probably want to use god mode but not "give all" cheat.
Also..I cannot find the string in the file you mentioned.
Zaero is offline  
Old 05-07-2007, 06:01 PM   #79
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
Quote:
Originally Posted by Zaero View Post
Some people probably want to use god mode but not "give all" cheat.
Also..I cannot find the string in the file you mentioned.
Sorry, it's in DTDEFS.con (I was posting that from work, and I couldn't look at the files).

Code:
// DT other defs
define STARTSKILL 60
define STARTSKILL2 110
define STARTSCORE2 2000
//define STARTSKILL2 200
//define STARTSCORE2 5000
define STARTSKILL3 200
define STARTSCORE3 5000
define MAXLOAD 3999
MAXLOAD is the amount you can carry.

STARTSKILL is the number of skill points you normally start with.
STARTSKILL2 is the number of skill points you start with on "DAMN I'M GOOD".
STARTSCORE2 is the score you start with on "DAMN I'M GOOD"
STARTSKILL3 is the number of skill points you start with on "DAMN I'M GOOD" if you have already beaten the episode.
You can guess what STARTSCORE3 is for.

Here are the weights for the various items.

pistol 50
pistol bullets 1 each

shotgun 150
shotgun shells 2 each

chaingun 200
chaingun bullets 1 each

rocket launcher 300
rockets 20 each

pipebombs 25 each

shrinker/expander 250
shrinker/expander ammo 5 each

devistator 350
devistator rockets 4 each

tripbombs 10 each

freezer 200
freeze ammo 2 each

Each on ammo is per shot, not per clip.

firstaid 2 per unit (i.e. 100% = 200 weight)

rocket fuel divide total units (not percentage) by 4

To reduce weight, dropping shotgun or chaingun makes the most sense, since those weapons are easy to find again. Remember all ammo is dropped with the weapon and you can pick it up again if you need it.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 05-07-2007 at 06:10 PM.
DeeperThought is offline  
Old 05-07-2007, 09:57 PM   #80
DeeperThought

DeeperThought's Avatar
Re: Duke Nukem: Weapon of Mass Destruction 1.0 Released!
I'm thinking about changing some of the weapons. One idea would be to add charge-up attacks, where the power and ammo usage of the shot increases the longer you hold down the button, then it fires when you release. It would only be for certain weapon modes, of course:

Alt-fire shotgun: holding it longer will make you shoot a larger number of fiery globs. The weakest shot will be very quick with only one glob.

Alt-fire shrinker: The nova bomb thing could be weaker or stronger depending on how long you hold it. That way you could use the weakest on a pigcop to preserve ammo, but save up a massive shot for a battlelord.

Regular fire freezer: Weak shots would be like the regular freezer, stronger shots would be larger freezeblasts that release smaller freezeblasts and freezing waves.

Thoughts? I'm open to making other changes as well.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
 

Bookmarks

Tags
eduke32 mod


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:28 PM.

Page generated in 0.24554300 seconds (100.00% PHP - 0% MySQL) with 17 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.