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#41 |
Re: Duke Nukem Arena
Exelent. My report soon.
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#42 |
Re: Duke Nukem Arena
I gave the mod some footage at my site => Duke4Ever.net - Duke Nukem Arena
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#43 |
Re: Duke Nukem Arena
Thanks. Not that it's a big deal, but...those screenshots were ones that I had posted a few weeks ago, and some stuff has changed since then. I guess I should make some new ones.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#44 |
Re: Duke Nukem Arena
Okay, just drop a few nice ones here (or at AMC) and I'll update the screenies on D4E.
Edit; Scrap that, I'm gonna make them myself.
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Last edited by Iggy; 11-06-2006 at 02:01 PM.
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#45 |
Re: Duke Nukem Arena
It might be amusing if you got a screenshot that included one of the bots carrying a "flag".
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#46 |
Re: Duke Nukem Arena
I thought CTF wasn't available yet. I'll go check it out now...
Edit; I replaced the screenshots.
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Last edited by Iggy; 11-06-2006 at 02:37 PM.
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#47 |
Re: Duke Nukem Arena
Think you'll add footstep sounds?
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#48 |
Re: Duke Nukem Arena
Now why didnt I think to ask that? Thats most common in all mods for duke these days, lol
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#49 |
Re: Duke Nukem Arena
I guess so, one of these days. Right now I'm working on the monsters. They will shoot at bots, follow waypoints, etc. It's the monsters that will set it apart from an ordinary tournament type game and give it that distinctive Duke Nukem feel. There will be options to add monsters to the teams, to have a team of players versus a team of monsters, and so on.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#50 |
Re: Duke Nukem Arena
I still want to play AS a pig cop... [stamping foot] lol
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#51 |
Re: Duke Nukem Arena
You need to get the Pig-Cop model (or any of the monsters for that matter) and re-code the animations to match the Duke Model. Then you need some code in the Mod to recognize the different models available to the "player".
This would be a cool feature for regular deathmatch as well. Imagine a Lo Wang vs. Duke deathmatch! (after thinking for a bit) You'd need to re-code all the hand models as well in the HUD
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#52 |
Re: Duke Nukem Arena
You also need to make the hud models for the other models, this would involve choping the hands off the model.
It would be quite cool to have that as an option.
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#53 |
Re: Duke Nukem Arena
Hey, has anyone actually tried playing the latest version? It has a working CTF game with bots now, which I think is kinda cool. My main focus is always on gameplay, but if anyone wants to contribute modelling or spritework, then it would be much appreciated. I can provide a list of things that would be useful, if anyone is interested. However, what I could use more than that are a few good maps -- nice, big maps suitable for large scale warfare between two teams. They don't necessarily have to be new ones; there may be maps like this already out there (or even singleplayer maps which could be modified) that I don't know about.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#54 | |
Re: Duke Nukem Arena
Quote:
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#55 | |
![]() Quote:
![]() [Edit: Another map I am working on may work for CTF, too; I've attached a preview of it, although I expect to complete it after TeamWar(CTF).] Thanks and best regards, Chris. Dratz |
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#56 | |
Re: Duke Nukem Arena
Quote:
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#57 |
Re: Duke Nukem Arena
I think there might be a kind of bug or something, because when I was playing on the map wgcity my monitor went black for a second then my screen rotated to a 270 degrees
I fixed it, but it was very strange ![]()
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#58 | |
Re: Duke Nukem Arena
Quote:
I think the screen rotates when the player dies. If you were supposed to be dead, but somehow you were still running around, then it might have that effect. I had to change the player death code to allow for respawning without making the level reset, so maybe that has something to do with it.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#59 |
Re: Duke Nukem Arena
Okay, let's see if I can once again manage to post about an update on the very bottom of the thread page, so that replies end up on the top of the next page and no one sees the original post...
DUKE NUKEM ARENA UPDATE (same link as before) This is the first version with a functioning "TEAM MONSTERS" option (which I mistakenly referred to as the "MONSTER ASSISTANCE" option in the documentation). It includes a new (to this mod) map, "Reclam", by Reginukem, which is for all gametypes. It is a largish city map, good for lots of mayhem. The team monsters are monsters that fight for teams -- blue monsters for the blue team, red monsters for the red team (duh). If the team monsters option is on (it is on by default), they will periodically spawn from monster spawners in the maps (not all maps have these). The monsters in this release are pretty much the standard ones, with the exception of the "Cycloid Warrior", a mini version of the Cycloid Emperor who breaths fire in addition to shooting small missiles. I had to modify the monster ai to get them to fight on teams and follow waypoints. See the included documentation for more info, including a list of known bugs. Don't be surprised if you experience slowdown if you play on a large map with eight bots and team monsters. Especially if you use the HRP/XTR.
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#60 |
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I've tried the latest version. Team Monsters are great, and congratulations on the new map!
Here's a mod of my LedgesB9 (beta 9) map for CTF. Having been flipped x and y for the other side, it has 15 spawn sprites points (I added 1 to match the scroll lock start on the other side) if that's a problem. Another one is that there are 4 lifts. I can change them into ladders or add ladders beside them if you want. Then there is the coloring deal. Perhaps I can make each side look color themed without too much trouble--leaving the flow unaltered--and I could put ladders to the middle upper area so it can be used as a flag route as well. I can easily adapt the original for 4-team CTF too, however useful that might be. Consider this a challenge for making your bots cope with that drop death you were talking about. Deaths. Tripmine-fallbreaks. Lifts/ladders. You name it. ![]() [Edit: Another map that might eventually work in some fashion is my mod. of the old 2Forts map, 2Forts-J.map] Best regards, Chris. Dratz |
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#61 | ||
Re: Duke Nukem Arena
Quote:
I came across your Ledges map a few weeks ago, and I didn't realize that the author was still around! It's a nicely constructed, original map, and I like the CTF version even better. The trouble with my bots is, they will fall off the ledges as soon as they start dodging (and probably sooner). Maybe I could make a new rule for them, like: "Don't dodge into a new sector if the floor of that sector is more than X units lower than your current sector". Quote:
As for the coloring: What I could really use are some team decorations (symbols, banners, whatever). If you color parts of the map, keep in mind that doing this in a way that causes actors in colored areas to change colors can make it hard to tell friend from foe, or a red flag from a blue flag. I already have this problem with some of the maps I use. Ultimately, it would be nice to have team skins which aren't simply different colored pants. Large team symbols on the chest might do nicely.
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#62 | ||||
Re: Duke Nukem Arena
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Best regards, Chris. Dratz |
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#63 |
Re: Duke Nukem Arena
I've tried your mod just few moments ago and it's fun
![]() Sometimes insanely fast, especially with monsters on. Those bots are tough to kill. I'll try the CTF tomorrow, it's too late now.
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#64 |
Re: Duke Nukem Arena
THIS UPDATE of Duke Nukem: Arena (v .21) is more stable than the last and fixes a few glitches.
Anyone who tries this one, please do me a favor: If it quits and gives you an error saying "TOO MANY SPRITES SPAWNED", please send me a copy of your eduke32.log. Iggy: When you mirror this update, I'm going to put a link to your mirror on my site, because I'm getting dangerously short on bandwidth.
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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; 11-14-2006 at 02:40 PM.
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#65 | |
Re: Duke Nukem Arena
Quote:
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#66 |
Re: Duke Nukem Arena
Perhaps to some extent, but I'm guessing it's also because the same people are downloading it every time I update it. Plus, I still have my other mod up there.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#67 |
Re: Duke Nukem Arena
And that some people or someone keeps trying to download it and it cuts out on them becuase they have used there bandwith limit for there internet package...
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#68 | |
Re: Duke Nukem Arena
Quote:
http://www.csus.edu/indiv/g/gaskilld...rena (wip).zip
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#69 |
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DT,
I just started to use your ingame menu, and thus tried CTF. It is quite good. How's this banner for the LedgeCTF map (attached)? (The other side will of coarse have a different set of symbols on its banner, but the border will be the same apart from being blue.) My plan for the rest of the decorations is mainly to have big graffiti of the red players killing the blue ones on the red side in various visible places, and the same for the blue side with the colors reversed. Does that sound too cheap? ![]() |
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#70 | |
Re: Duke Nukem Arena
Quote:
Edit; This outta do it; http://files.duke4ever.net/misc/dna.zip (6.39Mb) The new link for your DNWMD mod is; http://files.duke4ever.net/misc/EXTRACT_ME.zip (4.04Mb)
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Last edited by Iggy; 11-15-2006 at 11:17 AM.
Reason: Mirrors added.
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#71 |
Re: Duke Nukem Arena
I cant get enough of that ctf
![]() awesome stuff ![]()
Last edited by Dopefish7590; 11-16-2006 at 01:06 PM.
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#72 |
Re: Duke Nukem Arena
I'd love to check out your banner, but that zip contains only a map!
Thanks!
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#73 |
Re: Duke Nukem Arena
DT,
The banner is made of game sprites. It is in the map, right behind the player 1 spawn. |
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#74 | |
Re: Duke Nukem Arena
Quote:
At some point, it would be good to have a banner tile, rather than making it up out of sprites. That way, it could look the same in each map without a lot of work, and it could be stretched as needed. LedgeCTc.rar
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#75 |
Re: Duke Nukem Arena
I think it's well done, but it's real difficult to deal with the bots!
A mild difficult would be better for me... anyway, great work! |
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#76 | |
Re: Duke Nukem Arena
Quote:
![]() I've got bad news...the bots will get harder before they get easier, because I'm going to improve their code. When this project nears completion, I will probably add a difficulty setting. But look at it this way: my bots are pretty easy compared with some of the people you would have to deal with in an online game.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#77 |
Re: Duke Nukem Arena
We are in agreement. I'm working on the rest of the graffiti now.
[Edit: I've attached my progress on the graffiti. Next I will add enough to make it visible in the other main areas, and some simple colored adornments on key corners.]
Last edited by C. M. Dratz; 11-17-2006 at 12:11 AM.
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#78 |
Re: Duke Nukem Arena
I played on-line games regularly and these bots are hard. A difficulty setting would be good. Over all it looks great. It would be nice to choose your map and similar stuff, rather than just launching on the same map and settings all the time.
UT was one of my fave all-time DM venues, so this is just really cool. Good DM map as well (only saw the one!).
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#79 | |
Re: Duke Nukem Arena
Quote:
There is an in-game menu that pops up when the game starts, and allows you to start new games on different maps and with different gametypes and other settings. You can bring it back up at any time by pressing the menu key (which should be assigned first). From your post, I can't tell whether you are aware of this. I do plan to make the game start in a lobby, where the player can choose maps and other settings in peace. In the campaign mode, the lobby will act as a gateway to a series of challenges, and parts of the lobby map will be unlocked as the player proceeds (with saveable progress). I think this will be more satisfying and dramatic than simply having a ladder, like UT has. Maybe there could even be a private quarters area of the lobby map, where one could keep trophies, and an arcade... The storyline for the campaign mode is that the Cycloid Emperor has managed to capture Duke, clone him (hence the bots) and force him to become a gladiator. After surviving the challenges, Duke leads a slave revolt and escapes the arena (a la Tron). Then there's going to be a big battle where they come back and kick the Emperor's ass (but he'll be a much meaner Emperor than the one we're used to)...and maybe another special boss that's...secret. Throughout the game, the Emperor will be the announcer, and his head will appear on the screen to taunt/praise the player, depending on what's happening. But I will finish coding the practice mode before I worry about any of that, since I need to have all the gametypes working before I can make a campaign. The maps I use were made by various people, some of whom are still active (I distribute all of the map docs with the mod). Of course, I've had to add various special sprites to them to make them work with DNA. I suppose a difficulty setting is in order, but I think it will be most efficient if I wait until the bot code is pretty much finalized before I add it. Likewise, I want to be happy with the bot code before I worry about coding in variations in bot personality. I'm a fan of the UT series myself, and it's fair to say that UT has inspired me more than Quake III has.
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#80 | ||
Re: Duke Nukem Arena
Quote:
Quote:
![]() ![]() Understood about the menu and the reasoning behind the bot code. This is pretty cool so far. It's going to be amazing before it's completed! Thank you!
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