So, I got motivated to start developing the mod again.
TeamDUKE 0.8 is here! (
I'm using my old Garjen space to host the file)
I expect lots of YouTube videos of the new version, especially as there are new UI elements now!
There have been quite a few updates, but requires NetDuke32 now, pretty much. This is what the update list says:
- You can now select the desired game mode from the New Game menu (ordered so it roughly corresponds with NetDuke32's default options) - selecting a mode that the map doesn't support dumps players in the team selection and configuration rooms.
- UI elements added to indicate the current status of the flags in CTF and Flag-Tag modes.
- Flag sprites are now far more detailed and are no longer affected by sector shading or the floor palette (so they always appear brightly and in the correct colour).
- The scoring sound has been replaced with the "Secret Found" sound from Duke Nukem: Manhatten Project.
- Golden flag (Flag-Tag) has been made smaller to match CTF flags and to solve clipping issues in cramped spaces.
- Flags are now automatically returned if they are dropped in outer space or in specially-designated sectors (see below)
- Night Vision Goggles are now called Infra-Red Goggles, and a few more items show brightly under them (e.g. steam jets).
- Laser Tripbomb beams now appear bright green in all circumstances under Infra-Red Goggles.
- The Stimpack Medkit no longer gives 100% Steroids.
- Ammo for Expander now gives only 10 shots instead of 20.
- Using the Expander underwater now causes a visible explosion to other players.
- You can no longer shoot in the team selection and configuration rooms... only after the match starts can you fire.
- Only player 1 can now manipulate the game switches.
- Graphical update to Chaingun Cannon.
- Bug fixed where the golden flag was dropped too low, causing it to fall through sprite bridges.
- Bug fixed where CONDITIONCEILING and CONDITIONFLOOR effectors were affected by teleporters and conveyor belts, causing them to move off their original sectors.
- Bug fixed where respawning underwater would not set the underwater palette.
- "Red" and "Blue" banners now disappear under Flag-Tag mode.
- New supplied PDF file that explains how each new actor and effector works.
- Quality-of-life changes for the new sector effectors (e.g. CONDITIONCEILING) where their own sprite hitag can be used rather than their parent sector's hitag. Setting the sprite hitag to zero will use the sector hitag instead, preserving backward compatibility.
- New feature on CONDITIONCEILING and CONDITIONFLOOR where setting their sprite lotag to 1 will mean the condition is met if any of the masked bits are set, not necessarily all of them (e.g. a North facing CONDITIONCEILING with Hitag 9, Lotag 1 will lower the ceiling in CTF and Duke-Tag modes)
- New feature: AUTORESET effector. If a flag is dropped in the same sector as this effector, it is instantly returned to the home base, not waiting for the time out period (useful for inescapable pits, for example).
- New feature: DEFAULTWEAPONS effector. The sprite hitag can be used to override which weapons a player starts with. A local version exists on the spawn points where setting the hitag will control the weapons a player gets if they spawn there (overrides DEFAULTWEAPONS).
- Seven new community levels have been added to Episode 1.
- Classic TeamDUKE maps have been moved to Episode 2.
- Flag-Tag-only Lunatic Fringe and Faces of Death maps have been added to Episode 3.
- Updates to "Steel Works:"
* Team DukeMatch mode is now supported.
* Doors to the CTF bases have been shifted back slightly to make them more identifiable.
* Some minor texturing fixes.
* Some minor lighting and machinery details have been added to the back of No Man's Land.
- Updates to "Queen":
* Flag-Tag mode is now supported, with only the central area open.
* Shotguns and RPGS removed from the team selection room; instead, you spawn with them equipped in Duke-Tag mode.
* CTF flags have been moved into the Battlelord rooms at the back of the bases.
* Some Octabrains with unusual sprite palettes have been corrected to palette 0.
* Some additional red and blue recolouring to help indicate which base is which.
* You can now exit through the base's main doors in CTF and Team DukeMatch modes (the step is no longer lowered outside of Duke-Tag mode).
- Updates to "Polaris Moonbase"
* The two lifts in the central chamber now move faster (this was a bug caused by the presence of a GPSPEED effector that was only meant to control the pulsating light).
* Random pressure head sprite that was half stuck to a wall has been removed.
* Map has been made overall brighter.
* There is now an Atomic Health on the end of the pipe in the lava pit (where the golden flag spawns).
* Fewer CONDITIONAUDIO effectors to minimise the absolute cacophony that tortures players whenever a team is ready to make the lava run in Duke-Tag mode.
- Updates to "Doomsday Shrine"
* Entire map has been retextured to make each base's colour more distinguishable (ambient sounds are also different).
* The doors in the bases now make noise and auto-close after a few seconds.
* Map converted to use the "True Room-over-Room" feature so transparent water is possible to use.
* There is now a Devastator next to where the golden flag spawns.
* Freezethrowers, Tripbombs and extra Expander ammo pickups have been added to each base.
* A Scuba Gear and Atomic Health have been added to each base (in different places).
* There is now a small alcove in one of the underwater junctions in each base where players without Scuba Gear can surface for air.
* The scoreboards in the central chamber have swapped places in order to provide clarity as to which base is which.
* Due to graphical glitches associated with True Room-over-Room, the central spinning platform is now a circle rather than star-shaped (also removes the issue where the pickups would move off the platform over time due to arithmetic imprecision, rendering them impossible to acquire.
- Updates to "BioTech CTF-001"
* Flags dropped in the lava pits in the team bases will now auto-return.
* The trim on the bridge door to the blue base has been changed from red to blue.
- Updates to "Theseus"
* Some map errors fixed that could sometimes kill players if they jumped on top of the red scoreboard.
* It is no longer possible to jump into the purple lava outside of the blue base.
* The upper ledges of the red base are now accessible and contain weapon pickups to match those in the blue base.
* The Laser Tripbombs in the blue base have been spread around the upper wall rather than all in one corner where they require a very precise jump to acquire.