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Old 04-20-2009, 01:59 PM   #1
Blendercon

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Exclamation New Duke Nukem TC [Blendercon]
Hello,
It's been more than three months as reflected in the creation of a future add-on for Duke Nukem 3D.
- The theme of this TC is a mix between science fiction and horror.
- And I want to make the game fully playable 8bpp with 3D models if necessary (voxels).
Here is a list of different things that I want to appear in the game
- Driving a vehicle (motorcycle or car).
- Replace the kick with a punch (see the hands of the player when they are not used, like in Shadow Warrior))
- Reload pump rifle after firing X
- Make the pipe bombs explode automatically after a time of 5 seconds (without seeing detonator)
- Replace the Shrinker by flamethrowers and remove expander.
- Drawing of machine gun bullets with the Devastator.
- Replace the freezer by a sniper rifle with the telescope to aim precisely.
- Add the characters playing the role of hostages (as in counter strike), pedestrians.
- Show a briefing at the beginning of each mission.
- Change the menu if possible. (I want to look like the menu of Prey)

That's about all I want to start my TC.
If I have new ideas I poster.
M'auront people who helped in my project will be added in the credits of the game.

Thanks !!
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Old 04-20-2009, 02:08 PM   #2
Sang

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Re: New Duke Nukem TC [Blendercon]
Most of the things on your list have been done in other mods but that's not a problem. I think the main issue you will face will be the maps. Still I wish you the best of luck on your project.
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Old 04-20-2009, 02:44 PM   #3
Nimoy

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Re: New Duke Nukem TC [Blendercon]
No screenshots or anything?
What exactly is the point of this thread?
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Old 04-20-2009, 03:38 PM   #4
Sang

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Re: New Duke Nukem TC [Blendercon]
It's an announcement. Obviously way too early, in fact it sounds like this mod has not even been properly started yet. But let's stray away from the usual (though mostly correct) pessimism.
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Old 04-21-2009, 01:05 AM   #5
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Re: New Duke Nukem TC [Blendercon]
No unfortunately I did that sketch, and I have no scanner. : /
I watched a few mods in the already existing, for example for the "SKYCAR", the 3D model (Voxel) is not displayed on Eduke32 but only on Mapster32.
I can not find the link to download DukeArmy 2 ...
With friends on the maps began.
I repeat that I am to be 100% playable in 8bpp!
Can I change the main menu?
Converting shrikner in flame launchers?
If possible can you put bots?
I ask you all this because in the existing mods, these parameters are hard to find and put on a *. con for a single purpose.
I began to insert the textures of the game and I start the first level.
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Old 04-21-2009, 01:11 AM   #6
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Re: New Duke Nukem TC [Blendercon]
My first problem.
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Old 04-21-2009, 01:33 AM   #7
DeeperThought

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Blendercon View Post
That's interesting that you have a voxel version of Tea Monster's skycar model, but why are you trying to use my DNWMD mod to display it in game? I don't know anything about voxels, but that mod has its own model defs and code which could mess things up for you. I would try getting it to show up in a vanilla game first.

EDIT: A couple of basic questions --

Are you using the same def file(s) for both mapster and in-game?
Are mapster and eduke32 located in the same folder?
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Last edited by DeeperThought; 04-21-2009 at 01:43 AM.
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Old 04-21-2009, 02:51 AM   #8
Blendercon

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Re: New Duke Nukem TC [Blendercon]
I have not yet begun to level with the skycar, that's why I took such DNWMD level. Because it will be stupid to make a card with the skycar if you are not sure that it will run in 8bpp.
How to configure the *. def skycar to display in the voxels in the game?

With my friend, we found a tire and a story for the game.
"RAT"
Brief introduction:
In a space tourism cruise, a group of scientists working on the discovery of a new bacterium. One of the scientists is bitten by a rat, and the scientist becomes contaminated with bacteria. The rat escapes and wanders through the pipes of the ship and found his refuge in the kitchen ...
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Old 04-21-2009, 10:55 AM   #9
Sang

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Sang View Post
But let's stray away from the usual (though mostly correct) pessimism.
After seeing recent posts, let's not!

I think you should not start making a full mod yet but first practice CON coding a bit. Not so much mapping, it doesn't matter if the design isn't top-notch as long as it's fun to play. I would actually really like to play a mod with 'noobishly' designed maps and fun CON effects (Imagination World would be somewhere in this category and it's a very cool mod) It would be a nice change from the mostly design-oriented user maps.
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Old 04-22-2009, 08:11 AM   #10
Blendercon

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Re: New Duke Nukem TC [Blendercon]
Yes for sure ^^
There is a tutorial where I can learn to code in *. CON?
I tried to code in *. CON alone with the explanations given in the *. CON, and on some website, but it's very poorly explained, I do not understand what I should do.
I would have some explanations to begin.
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Old 04-22-2009, 08:27 AM   #11
The Commander

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Re: New Duke Nukem TC [Blendercon]
Why did you announce a TC if you have nothing done exactly and don't know how to code? Seems really odd to me.
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Old 04-22-2009, 08:50 AM   #12
Nimoy

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Re: New Duke Nukem TC [Blendercon]
More like stupid. http://www.planetduke.com/concode
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Old 04-22-2009, 09:45 AM   #13
Sang

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Nimoy View Post
Outdated. The Eduke32 CON Wiki would be a better suggestion.

edit:

Wait scratch that, to learn the very basics that would be a good start. Nevermind what I said.. The Eduke32 Wiki is for people who have a clue as to what they are doing..

I should pick up on CON coding myself someday but I don't have the patience for it
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Old 04-22-2009, 07:24 PM   #14
The Commander

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Sang View Post
Outdated. The Eduke32 CON Wiki would be a better suggestion.

edit:

Wait scratch that, to learn the very basics that would be a good start. Nevermind what I said.. The Eduke32 Wiki is for people who have a clue as to what they are doing..

I should pick up on CON coding myself someday but I don't have the patience for it
I never learned the original CON code language myself only the basics. I jumped straight to the Eduke32 language band wagon. IMO once you learn the basics of the language it because even easier as you go.
(probably makes no sense )
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Old 04-24-2009, 05:01 PM   #15
Tea Monster

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Re: New Duke Nukem TC [Blendercon]
Not trying to troll, but what is this thing people have with 8bit artwork?
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Old 04-24-2009, 05:32 PM   #16
Sang

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Re: New Duke Nukem TC [Blendercon]
Preferences.
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Old 04-24-2009, 09:26 PM   #17
Nimoy

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Tea Monster View Post
Not trying to troll, but what is this thing people have with 8bit artwork?
It looks better.
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The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live"
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Old 04-24-2009, 10:56 PM   #18
DeeperThought

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Nimoy View Post
It looks better.
Well that clears that up then.
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XP based weapon upgrades, progressive difficulty, and more.
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Old 04-25-2009, 11:02 AM   #19
Nimoy

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Re: New Duke Nukem TC [Blendercon]
I do my best.
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The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live"
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Old 04-26-2009, 02:05 AM   #20
Blendercon

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Re: New Duke Nukem TC [Blendercon]
Hi,
This TC is discontinued, I do not have enough ideas for it, and not enough resources.
And there are too many problems to be solved (as skycar for example).
Bye
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Old 04-26-2009, 02:21 PM   #21
Sang

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Re: New Duke Nukem TC [Blendercon]
Oof, thank god I corrected myself in post #9, imagine what a fool I'd look like if I hadn't!
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Old 04-27-2009, 12:33 PM   #22
moggimus

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Re: New Duke Nukem TC [Blendercon]
Quote:
Originally Posted by Blendercon View Post
Hi,
This TC is discontinued, I do not have enough ideas for it, and not enough resources.
And there are too many problems to be solved (as skycar for example).
Bye
That was quick.
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Old 04-27-2009, 12:45 PM   #23
diehard52
Re: New Duke Nukem TC [Blendercon]
This thread was awesome.
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