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Old 10-22-2006, 10:18 PM   #1
DeeperThought

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Duke Nukem Duke Nukem Arena
Duke Nukem Arena (DNA) is the mod I am currently working on for EDuke32. It is a tournament game in the spirit of UT and Q3A. It is only about 25% finished, but already there are two playable gametypes (DM and TDM) with botpathing for four maps. There are quite a few working game options, including a spectator mode (press fire to cycle between different player views, alt-fire to return to your own view).

It works as a singleplayer game with my bots, and I plan to make it work as a true multiplayer game in the future. Currently it is untested in multiplayer. Anyone who wants to try it can start a coop game and report on the results.

Those interested can download an early pre-alpha preview version (click on the title at the beginning of this post). It comes with the latest snapshot of EDuke32, which is needed to run it.

There are some bugs, and there are features which appear in the menus but aren't yet implemented (like most of the gametypes).

If you have any comments or suggestions, please post them in this thread. Documentation is here, and is also included with the download.
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Old 10-23-2006, 12:45 AM   #2
Plagman

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Re: Duke Nukem Arena
Excellent.

Your bot movement/reaction is actually far better than anything I imagined. I was left alone everytime a shrinker beam hit me, but I'm sure it was due to my excellent teammates protecting me.
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Old 10-23-2006, 01:43 PM   #3
the pineapplehead

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Re: Duke Nukem Arena
Well, Duke CTF is here:

http://forums.3drealms.com/vb/showth...t=22877&page=2

Any plans to work together?
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Old 10-23-2006, 02:07 PM   #4
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by the pineapplehead View Post
Well, Duke CTF is here:

http://forums.3drealms.com/vb/showth...t=22877&page=2

Any plans to work together?
80% of what I need to do for adding the CTF gametype is bot-related coding. The other 20% -- making a flag spawner, pickup code, a flag sprite, scoring code -- has to be compatible with the system that I already have for my other gametypes, so I can't use the system that eyceguy came up with.

However, I'm sure we could share resources. We both need a good flag model, for example.
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Old 10-23-2006, 02:40 PM   #5
gt1750

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Re: Duke Nukem Arena
IIRC there is a flag model in Duke D.C. HRP. I don't remember exactly how it looked, though.
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Old 10-23-2006, 04:18 PM   #6
Hendricks266
Re: Duke Nukem Arena
It isn't a good flag for CTF (IMO). If you wanted to use it, then all you have to do is make a new skin.

Otherwise, I would love to help, but…
  • …I'm busy enough with H266MOD and\or Incinerator (if it survived).
  • …you don't need help. You're a much better coder than me.
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Old 10-23-2006, 10:28 PM   #7
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by Hendricks266 View Post
It isn't a good flag for CTF (IMO). If you wanted to use it, then all you have to do is make a new skin.

Then again, maybe CTF stands for Capture-The-Female. Tile 1323 should do nicely.
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Old 10-24-2006, 03:58 AM   #8
the pineapplehead

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Re: Duke Nukem Arena
Just played it now in Classic mode and it is great fun!

Perhaps you could implement a color coded hud like in UT, so you can see at a glance what team you're on? I kept shooting everybody :P

Also, loving the spectator mode - but any chance of having like in CS and having chase cam, free look, AND first-person mode? Woudl that be possible?
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Old 10-24-2006, 02:28 PM   #9
lycanox

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Re: Duke Nukem Arena
Nice mod.

Can you post some information on how to make my own maps usable with it?
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Old 10-24-2006, 02:33 PM   #10
Ryanthelurkster

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Re: Duke Nukem Arena
yeah that would be cool ^
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Old 10-24-2006, 04:18 PM   #11
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by lycanox View Post
Nice mod.

Can you post some information on how to make my own maps usable with it?
You must place 8 BOTSPAWNER sprites in the map (tile 3923), 4 for each team. The blue team spawners have a hitag of 1, red team spawners are hitag 2. The lotags should be numbered 1 through 8. My custom is to give the blue team odd numbered lotags, and the red team even numbered lotags, but I don't think it matters.

Placing the botspawners will make the map functional, but you will also need botpathing, or else the bots will just run around randomly bumping into walls. The botpathing is harder to explain, and I'm still working on the system, so it's probably best if I do it for now.

If you have a map that you think would work well with this mod, go ahead and post a link to it. I already have quite a few maps that I've downloaded and plan to include later on, but I'm always on the lookout for more. The next version will have at least one CTF gametype, and I'll probably release it in about a month, so I could use some CTF suitable maps.

Some things to keep in mind: The bots don't yet know how to swim, crawl through narrow spaces, use elevators or switches. I want to "teach" them to do all of these things and more, but I don't know when that will be coming. They can use teleporters and they can jump from one platform to another.
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Old 10-24-2006, 04:25 PM   #12
oak man

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Re: Duke Nukem Arena
Aw man tthats awesome!!
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Old 10-24-2006, 04:58 PM   #13
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Re: Duke Nukem Arena
Awesome!!!
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Old 10-25-2006, 01:01 PM   #14
lycanox

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Re: Duke Nukem Arena
I tried to make an map funtional. but all of the bots disapeared into the ceiling?
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Old 10-25-2006, 01:22 PM   #15
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by lycanox View Post
I tried to make an map funtional. but all of the bots disapeared into the ceiling?
If you post the map or send it to me I'll take a look at it.
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Old 10-25-2006, 01:59 PM   #16
the pineapplehead

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Re: Duke Nukem Arena
I'm whipping up a little CTF map, sort of based on some UT maps that I loved It's gonna be a spacey, futuristic one, but quite small and fast paced - if I ever finish it I can send it to you for testing, if you want?
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Old 10-25-2006, 04:52 PM   #17
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by the pineapplehead View Post
I'm whipping up a little CTF map, sort of based on some UT maps that I loved It's gonna be a spacey, futuristic one, but quite small and fast paced - if I ever finish it I can send it to you for testing, if you want?
Yes, I really need some CTF maps now. It would be nice if it were big enough for 8 players.
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Old 10-25-2006, 06:43 PM   #18
The Commander

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Re: Duke Nukem Arena
Quote:
Originally Posted by lycanox View Post
I tried to make an map funtional. but all of the bots disapeared into the ceiling?
Did you put in 8 of them have give them the correct Low Tas and High Tags? Also did you put in Waypoints? Ive noticed they have to be very close together. Because when I put way points in my map they werent close enuff I think and they all ran to the first waypoint and just sat there jumping around and didnt move to the next one,

At DeeperThought:
What does giving the Waypoint tile a diff PAL do? Ive noticed on a few maps that a way point at the bottom of stairs is BLUE does that tell the bot that there are stairs there? If you could give me a run down on the PAL system for Waypoint tile that would be great. I can work out the rest.
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Old 10-25-2006, 07:08 PM   #19
DeeperThought

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Re: Duke Nukem Arena
The waypoints do not have to be very close together, but there must be at least one waypoint that is visible and within 10240 build units from each botspawner, so that the bots can latch on to a path when they start. Once a bot has latched onto a path, the distance between the waypoints doesn't matter at all -- the next waypoint could be at the other end of a large level, and it would work fine as long as there is nothing in the way. As a practical matter, though, this is a bad idea, because bots frequently get taken off of their paths when they fight enemies and go after items. They can't reacquire a path unless a waypoint on the path is visible from their position.

A path of waypoints is a set of waypoints that all have the same hitag. Members the path must have lotags starting with 1 (the first member) and the lotags must be in sequence (no upper limit). If you want a path to loop, the last waypoint in the path must have spritepal 6, and the first member of the path must be reachable from the last member. In general, the next member of the path should be reachable from the previous member (duh). Spritepal 1 waypoints give the bot the option of switching to a different path with the next hitag up (50% chance it will choose to switch). Spritepal 7 waypoints are the same but are for switching down. The bot won't successfully switch unless there is a waypoint with the right hitag visible from the point where it switches. Spritepal 2 waypoints tell the bot to jump. There's also one involving teleporters that I don't feel like explaining right now. All of this is subject to change.
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Old 10-26-2006, 12:26 PM   #20
Dopefish7590

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Re: Duke Nukem Arena
I couldent get dukesterX to work with the tc manager
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Old 10-26-2006, 12:40 PM   #21
lycanox

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Re: Duke Nukem Arena
Here are the maps I was talking about. Both have been downloaded and altered in someway so if someone recognizes some of his work in them. Please tell so.

The bug seems to be occurring with the spawners. I tried to make an small path but it didn't fixed the problem.
Attached Files
File Type: zip maps.zip (39.7 KB, 9 views)
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Old 10-26-2006, 01:53 PM   #22
DeeperThought

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Re: Duke Nukem Arena
There is a bug where a bot will sometimes disappear, never to return until a new game is started. It is listed under "known bugs" in my documentation. It may have something to do with a botspawner not getting the signal that its bot is dead, and therefore not spawning a new one. Or it may be something else. I spent an hour trying to track it down a few days ago, and had no luck. Anyway, Lycanox, one of those maps (paintbal) did exhibit that problem. I noticed that when I went into spectator mode, the camera hovered over a pool of lava when viewing the missing bot, but then the camera moved to another botless location the next time I checked it. Other than this known bug, which only occured in one of the maps, I didn't notice any problems. Of course, the maps don't have waypoints, so you can't expect the bots to navigate intelligently. I have made some changes since the version I uploaded a few days ago, so that might have made a difference.

EDIT: There was a bug where bots would suddenly decide to have a statnum of 2 for no apparent reason, which caused them to freeze in place (I posted about this in the EDuke32 thread, because I'm pretty sure it is an EDuke32 bug). Anyway, I have since worked around this by checking their statnums and changing them back to 1 when necessary. If bots were getting stuck in places where you couldn't see them, that might explain it.
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DUKE NUKEM: ATTRITION
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Old 10-27-2006, 02:52 AM   #23
TerminX

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Re: Duke Nukem Arena
Statnum 2 is used for actors which are asleep. Your failure to use "sleeptime" to keep your actors awake does not constitute a bug in EDuke32.
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Old 10-27-2006, 06:27 AM   #24
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by TerminX View Post
Statnum 2 is used for actors which are asleep. Your failure to use "sleeptime" to keep your actors awake does not constitute a bug in EDuke32.
Not so fast. Why do they go to sleep in the first place? I never told them to go to sleep. I have never seen a pigcop or any of the other actors go into a coma, and yet they don't use the sleeptime command either.
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Old 10-27-2006, 10:38 AM   #25
Mblackwell

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Re: Duke Nukem Arena
http://wiki.eduke32.com/Sleeptime

I believe it was implemented by 3DR as one of the many ways of keeping you from noticing flaws in their AI system.
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Old 10-27-2006, 11:36 AM   #26
TerminX

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Re: Duke Nukem Arena
You've never seen a pigcop or other enemy fall asleep and then notice you and make the activation sound again when you come into view? Maybe you should try running through a few levels in the game or something. Duke modding is all about manipulating what is going on in the game, so you'll certainly keep running into issues if you don't know what's going on.
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Old 10-27-2006, 11:45 AM   #27
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by Mblackwell View Post
http://wiki.eduke32.com/Sleeptime

I believe it was implemented by 3DR as one of the many ways of keeping you from noticing flaws in their AI system.
Apparently, some sprites don't function properly unless they are allowed to sleep. I tried this:

onevent EVENT_GAME

sleeptime 0

....

And as a result, garbage cans became indestructible. So, for now, I'll confine the insomnia to my bots.
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Old 10-28-2006, 10:21 AM   #28
ThiefTeen
 
Re: Duke Nukem Arena
Amazing job!
IF & When you are done, i shall add support for your Mod in Dukonnector.
actualy, everybody might be able to add support for your mod in dukonnector since i have
released my source.
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Old 10-28-2006, 12:29 PM   #29
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by ThiefTeen View Post
Amazing job!
IF & When you are done, i shall add support for your Mod in Dukonnector.
actualy, everybody might be able to add support for your mod in dukonnector since i have
released my source.
Thanks! That motivates me to get the multiplayer working. Now if only I had a place to set up a LAN.
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Old 10-30-2006, 04:29 PM   #30
lycanox

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Re: Duke Nukem Arena
Some small questions.

Can you make them fire something explosive towards wall cracks? Some maps will really grow more interesting this way.
And will the duke match weapons be included in the maps, or do i have to chance them back to sprite-pal 0?
Last edited by lycanox; 10-30-2006 at 04:38 PM.
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Old 10-30-2006, 05:20 PM   #31
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by lycanox View Post
Some small questions.

Can you make them fire something explosive towards wall cracks? Some maps will really grow more interesting this way.
And will the duke match weapons be included in the maps, or do i have to chance them back to sprite-pal 0?
I can make them shoot at destructible walls, but I need to know what it is about the wall that makes it destructible (i.e. is it a certain hitag or lotag?) Also, I need to know whether it's something that can be triggered by non-player actors.

I don't know what you mean by "duke match weapons". The regular weapons have alt-fire modes, but the weapons on the ground are still the same sprites and it shouldn't matter what spritepal they are.

I thought that %#$@ing disappearing bot bug had been fixed, when I started botpathing a new map yesterday, it came back with a vengeance. Fixing it is my top priority.
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Old 10-30-2006, 07:02 PM   #32
oak man

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Re: Duke Nukem Arena
Hey um how do I get the rail gun, and the weapons the bots have??
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Old 10-30-2006, 07:36 PM   #33
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by oak man View Post
Hey um how do I get the rail gun, and the weapons the bots have??
As it says in the included documentation, you need to go under OPTIONS -> KEYBOARD SETUP in EDuke32 and assign keys for ALT-FIRE and ARENA GAME MENUS. I use the right mouse button for alt-fire, myself
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Old 10-30-2006, 07:39 PM   #34
Mblackwell

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Re: Duke Nukem Arena
Quote:
Originally Posted by DeeperThought View Post
I can make them shoot at destructible walls, but I need to know what it is about the wall that makes it destructible (i.e. is it a certain hitag or lotag?) Also, I need to know whether it's something that can be triggered by non-player actors.

I don't know what you mean by "duke match weapons". The regular weapons have alt-fire modes, but the weapons on the ground are still the same sprites and it shouldn't matter what spritepal they are.

I thought that %#$@ing disappearing bot bug had been fixed, when I started botpathing a new map yesterday, it came back with a vengeance. Fixing it is my top priority.

The crack sprite is the indicator and the effector. Honestly, all they have to do is look for it and launch a rocket at it and tada.
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Old 10-30-2006, 08:11 PM   #35
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Re: Duke Nukem Arena
Awesome stuff.
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Old 10-30-2006, 11:28 PM   #36
oak man

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Re: Duke Nukem Arena
Cool!!
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Old 10-31-2006, 01:09 PM   #37
lycanox

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Re: Duke Nukem Arena
If you give weapons and other items in the map an sprite-pal value of 1, they only show up in an multiplayer games. 3drealms uses this to make the levels different in multiplayer.
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Old 10-31-2006, 02:25 PM   #38
DeeperThought

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Re: Duke Nukem Arena
Quote:
Originally Posted by lycanox View Post
If you give weapons and other items in the map an sprite-pal value of 1, they only show up in an multiplayer games. 3drealms uses this to make the levels different in multiplayer.
Thanks; that's yet another important fact about how the game works that I wasn't aware of. For the time being, I treat all weapons and items the same regardless of spritepal. This might cause a conflict with the multiplayer code, but I'll deal with that down the road. The one thing that does matter in DNA is whether the item was dropped by a player or monster, as opposed to being in the map from the start. If the item was dropped, it does not respawn.
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Old 10-31-2006, 05:25 PM   #39
Hendricks266
Re: Duke Nukem Arena
I believe that the spritepal 1 multiplayer only programming is hard-coded.
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Old 11-05-2006, 08:20 PM   #40
DeeperThought

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Re: Duke Nukem Arena
NEW RELEASE V.15

(click on the text)


I was going to wait a while longer to upload another version, but I started to worry about my hard drive crashing...

Anyway, this release fixes some old bugs, adds some new bugs, as well as some more botpathed maps and the Capture The Flag and Flags N' Frags gametypes. Bots will play CTF semi-competantly, but they aren't geniuses .

EDIT: There was an error in one of the maps which prevented one of the botspawners from working. It has now been fixed, but if you downloaded prior to this edit, then your copy of wgdm4_DNA.map is faulty.

What follows is the included documentation. I am pasting it in here because people often ask questions without opening the documentation first:

DUKE NUKEM ARENA
a mod for the Eduke32 port of Duke Nukem 3D
by DeeperThought


V .15
November 05, 2006
DISCLAIMER: THIS IS AN EARLY PREVIEW RELEASE. IT HAS BUGS, AND MANY FEATURES ARE NOT YET IMPLEMENTED.
INSTALLATION: Put a copy of Duke3d.grp in an empty directory. Extract the contents of DukeNukemArena(wip).zip to that directory. Open DNA.bat to run the game, which will use the included snapshot of EDuke32. To run DNA using high resolution graphics, place duke3d_xtr.zip in the directory and use DNA_with_Hi-Res.bat

When you run Duke Nukem Arena for the first time, make sure you go under OPTIONS -> KEYBOARD SETUP and/or OPTIONS -> MOUSE SETUP and assign keys/mouse buttons to the game's special functions:

ARENA GAME MENUS -- toggles the in-game menu on and off
ALT FIRE -- secondary firing mode (does not yet work with all weapons)
ARENA SCORES -- toggles the scoreboard on and off


DUKE NUKEM ARENA (DNA) is a singleplayer game that emulates multiplayer competition, in the spirit of games like Quake III: Arena and Unreal Tournament.


WHAT WORKS AS OF THIS RELEASE:


-PRACTICE MODE (Select this as an episode when starting a game. Selecting the singleplayer campaign episode will do the same thing). When a game ends, you must bring up the game menu and start a new game in order to play again.
PRACTICE MODE GAMETYPES: DUKEMATCH, TEAM DUKEMATCH, CAPTURE THE FLAG, and FLAGS N' FRAGS. Other gametypes are displayed in the in-game menu, but they have not been implemented. Don't attempt to start a game with them.
CTF rules are the standard rules used in vanilla Quake III and Unreal Tournament. Teams score by taking the enemy flag and returning to their own flag stand while their own flag is still there. Touching a dropped flag belonging to one's own team instantly returns it to the flag stand. Dropped enemy flags can be picked up. Flags N' Frags is similar to CTF, except that captures are worth 5 points, and enemy kills are worth 1 point. So, it is possible to win without capturing enemy flags.

-6 MAPS WHICH CAN BE SELECTED FROM THE IN-GAME MENU. If you try to select a seventh map or beyond with the menu, the name of the map will be a blank.
-MOST OF THE MENU OPTIONS WORK. Exceptions include: Gore level, Team Monsters.

Changes to Weapons:
Pipebombs are team-based proximity mines. Alt-fire pipebombs are team-based auto-turrets.
Alt fire modes include: Flak (alt Chaingun), Railgun (alt RPG), BFG (alt Shrinker/Expander), Plasma bolts (alt-Devastator), Lightning (alt-Freezer).
Note that you cannot pick up a weapon that you already have, even if you are out of ammo. If you want a “weapons stay” option, try reducing the weapon respawn time to 0.


Changes to inventory:
Steroids increase weapon firing rate on most weapons, increase running speed, and regenerate health if it gets below 50.
Nightvision goggles are “ghost goggles” which make the user almost invisible and make weapon fire pass right through him.


You can raise a personal force field at any time by crouching. It regenerates when not in use.


KNOWN BUGS:
-Sometimes, kills from certain weapons (usually pipebombs) are not counted towards the killer's score. When this happens, the death message will display incorrectly.
-Various glitches in the way that bots move, sometimes resulting in "jerky" movements.
-Bits of guts, debris and sometimes other sprites will get “stuck” in the air from time to time. Usually occurs when auto-turrets are used heavily.
__________________
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; 11-05-2006 at 09:06 PM.
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