Duke Nukem Red Alert "Duke Nukem Red Alert Modification"
#1 Posted 14 February 2010 - 10:51 PM
http://www.moddb.com...nukem-red-alert
Duke Nukem: Red Alert Tech Demo
Download methods,
Primary method: Most recommended one to stay fully up to date.
Download TortoiseSVN from here - http://tortoisesvn.net/downloads Install it, restart your computer if asked.
Make a new folder anywhere on your computer. (Mine is E:/SVN Folders/Red Alert)
Right click on the new folder and click "SVN Checkout..."
Enter " https://edukeredalert.svn.sourceforge.net/s...t/edukeredalert " as the URL and leave the other options as is and click "OK"
Once it has finished downloading DO NOT ATTEMPT TO PLAY IT IN THIS DIRECTORY
Instead, right click the folder and go to "TortoiseSVN > Export "
Choose the location you would like to play DNRA in. I placed mine in (C:/Duke Nukem/)
Then click "OK", it will then export the folder to the directory all you need to do once it has finished exporting is to place a copy of your "DUKE3D.GRP" in the folder and read the damn readme!
To update your copy of DNRA is even easier, right click you SVN folder you made and click "SVN Update" (No really thats all you have to do ) If there is an update available it will download it, once it has finished downloading just export the folder as you did above.
A video tutorial on how to use SVN is located here if my explanation was terrible. Just rember to use the URL above and not the one shown in the video. http://www.youtube.c...h?v=SQgetjwgF9M
Secondary method: If all of the above sounds way to hard.
You can download a version of 1.0 here - http://www.mediafire.com/?gnmyjmktmyn 71.73 MB
Note: Bug fixes etc will always be addressed first on the primary download method which is why I recommend it, you can also get the latest versions of the Polymer HRP and EDuke32 using this great tool.
_______________________________________________________________________________ _
A temporary readme can be viewed here. http://pastebin.com/fb99f6f5
As the title suggests this is some sort of tech demo, everything shown in the demo is what is to be expected when Server/Client becomes more stable and is ready for online play. It will primarily be a MP based mod, but may contain some aspects of SP as shown in the demo. Please note that this version has had ZERO testing done in MP, and will no doubtfully fail or not work.
The inspiration for the SP level is from the Ant Missions featured in RA: Counterstrike & PS1's C&C Retaliation.
Thanks to DanM and VinsaneOne for some beta testing and their feedback.
http://www.youtube.c...h?v=5T7t6pmcKYE
This post has been edited by The Commander: 12 July 2010 - 06:54 PM
#2 Posted 15 February 2010 - 07:10 AM
#4 Posted 15 February 2010 - 10:44 AM
#5 Posted 01 March 2010 - 08:25 AM
Rehbock, on Feb 16 2010, 07:44 AM, said:
The Tesla coils are there. They just haven't been shown in any of the screens yet.
Working on MP, works quite better than I thought it was going to all things considered.
http://www.youtube.c...h?v=qDmWOz8zfz4 - Though there are still a few issues that I need to solve.
This post has been edited by The Commander: 01 March 2010 - 08:25 AM
#6 Posted 04 March 2010 - 05:47 AM
Played online with DanM for about an hour, worked quite well. Found a few bugs had few laughs.
This post has been edited by The Commander: 04 March 2010 - 05:54 AM
#7 Posted 04 March 2010 - 09:54 AM
#8 Posted 04 March 2010 - 02:03 PM
William Gee, on Mar 5 2010, 06:54 AM, said:
No way, have you never seen a strafing Jeep/Ranger in real life? JK
#9 Posted 04 March 2010 - 02:52 PM
This post has been edited by DanM: 04 March 2010 - 02:52 PM
#10 Posted 17 March 2010 - 01:58 AM
#11 Posted 17 March 2010 - 07:49 PM
Nancsi, on Mar 17 2010, 10:58 PM, said:
That's out of my league. I don't have the RA2 resources for that yet.
Nancsi, on Mar 17 2010, 10:58 PM, said:
Are you talking about Red Alert 1? Mission 10 (at least for the Allies) is the one were you need to capture the Soviet command center before Stalin launches the Atomic bombs, followed then by a mission in the bunker of the command center.
But this mod is being designed solely with multiplayer in mind and very little single player.
Change log for SVN users or nosy people can be found here,
http://edukeredalert.svn.sourceforge.net/v...wn&view=log
This post has been edited by The Commander: 17 March 2010 - 07:50 PM
#12 Posted 18 March 2010 - 02:48 AM
The Commander, on Mar 18 2010, 04:49 AM, said:
Are you talking about Red Alert 1? Mission 10 (at least for the Allies) is the one were you need to capture the Soviet command center before Stalin launches the Atomic bombs, followed then by a mission in the bunker of the command center.
But this mod is being designed solely with multiplayer in mind and very little single player.
Change log for SVN users or nosy people can be found here,
http://edukeredalert.svn.sourceforge.net/v...wn&view=log
Yes, I talked about that one. One of my favourite missions in the game, along with the other Allied mission, where you have to defend your Chronosphere base.
I think the inner part can be played in multiplayer mode as well...
#13 Posted 18 March 2010 - 06:33 AM
Nancsi, on Mar 18 2010, 11:48 PM, said:
The two hardest missions in the game, I like that.
Nancsi, on Mar 18 2010, 11:48 PM, said:
Textures like these will help for that.
DanM will hopefully be spitting out a map for this at some point, so that should look great.
Subversion - A nice video explaining what Subversion is. (SVN)
This post has been edited by The Commander: 18 March 2010 - 06:36 AM
#15 Posted 18 March 2010 - 08:54 AM
Rehbock, on Mar 19 2010, 05:37 AM, said:
That is an outright lie.
http://www.youtube.c...h?v=09qIHuOa704
#16 Posted 19 March 2010 - 08:53 AM
The Commander, on Mar 18 2010, 03:33 PM, said:
IMHO the last allied mission was far the hardest mission in the game. In RA2, the hardest was mission 11 on the soviet side. I'm not sure about the other CnC games.
The ominous chronosphere mission wasn't that hard, you just need to learn building effectively, and use mine layers a lot.
#17 Posted 21 March 2010 - 02:04 PM
http://www.youtube.c...h?v=5T7t6pmcKYE
This was the best quality I could record at, any higher and I suffer to much from the damn annoying mouse lock up when the FPS drops below 10.
#18 Posted 11 May 2010 - 10:03 AM
The AI ones used some code that was alright in that single player map, but in multiplayer the code would just be sending to much packets of information from the server to the clients.
Plus having the Ore Trucks player controlled instead of AI increases that "team player" spirit.
I am in favour of changing the sound it makes when harvesting as I thought it matched at first, but now I hate it and will change it.
http://www.youtube.c...h?v=Sq8RacD9FRE
or
http://www.cnctube.c...14485aa4e0a23b4
This post has been edited by The Commander: 12 May 2010 - 08:15 PM
#19 Posted 12 May 2010 - 08:06 PM
The Commander, on May 11 2010, 10:03 AM, said:
Doesn't exist.
#20 Posted 12 May 2010 - 08:15 PM
zykov eddy, on May 13 2010, 04:06 PM, said:
I will do the most I can with it, I slowly add more things to it and take away others when I find better and shorter code methods to work with which would help improve speed on a multiplayer game.
Before the eduke32 revision [code name rape] it worked rather well in MP, now it's just ass. (Fix the MP TX!)
zykov eddy, on May 13 2010, 04:06 PM, said:
Thanks, seems they have updated the URL's to look more like You Tube ones now.
http://www.cnctube.c...14485aa4e0a23b4
This post has been edited by The Commander: 12 May 2010 - 08:58 PM
#21 Posted 14 May 2010 - 12:58 AM
#22 Posted 14 May 2010 - 03:06 AM
#23 Posted 14 May 2010 - 08:17 PM
Geoffrey, on May 14 2010, 08:58 PM, said:
Nope, you are correct.
I was hoping to catch you online to talk you about it, but I still feel bad about how things turned out with the other failed TC.
A couple of the DM maps you made would work really good for TDM and if you have no complaints with it I would like to include them.
I would have to insert respawn points though as the way it's set up now it doesn't use APLAYER sprites as respawn.
#24 Posted 15 May 2010 - 08:55 AM
#25 Posted 12 July 2010 - 06:53 PM
I have not had much time to add any flash media to it, but I will get around to it.
http://www.moddb.com...nukem-red-alert
#26 Posted 21 August 2010 - 07:10 PM
I think I might just get some basic page here at D4N instead.
EDIT: I did find a pretty cool metal remix cover of Hell March.
http://www.youtube.c...h?v=xA6PB6oKLDo
This post has been edited by The Commander: 21 August 2010 - 07:21 PM
#27 Posted 01 November 2010 - 11:32 PM
The new clip shape work alright with most of the buildings but can get buggy at times.
Soviet V2 attacking a Pillbox
Allied Artillery shooting at nothing.
You might notice the lance corporal rank above the ammo counter, this will be used in multiplayer so that rank will limit you to what access you have to which units.
Example being that a lance corporal wont be able to just jump straight in game and purchase a Mammoth Tank, Tanya or the higher powered units and start pawning.
Of course this is not final and will most likely need major tweaking as it can impact a game very seriously.
PS. Fix the damn MP TX!
This post has been edited by The Commander: 01 November 2010 - 11:40 PM
#28 Posted 02 November 2010 - 09:15 AM
the ceiling... how did you get that one? well i dont think that it really fits in compared to the walls. it looks way better than everything else in the picture. it looks really good.
This post has been edited by Jhect: 02 November 2010 - 09:16 AM