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So how do I make duke nukem 3D mod

#1

I've been planning to make tactical fps for a few months now but first thing I would need is an engine at first I thought I should try quake engine but it was too complicated for me so I thought about trying build engine but I have no idea about what to do. So what programs do I need to make a duke nukem 3D mod
0

User is offline   OpenMaw 

  • Judge Mental

#2

View PostDualBackdrop365, on 08 December 2023 - 11:41 PM, said:

I've been planning to make tactical fps for a few months now but first thing I would need is an engine at first I thought I should try quake engine but it was too complicated for me so I thought about trying build engine but I have no idea about what to do. So what programs do I need to make a duke nukem 3D mod


Eduke32 comes with Mapster32. This is your primary level editing tool. You should look up Eduke32 mapping tutorials on YouTube, as well as peaking at the Eduke32 wiki on mapping. There are other websites dedicated to Duke Nukem 3D mapping which can be very helpful. MSDN has some materials on this I believe.

To edit .CON files, where the bulk of the gameplay "con" code language is stored, (DEF.CON USER.CON GAME.CON) you need a text editor. Wordpad. Notepad. Notepad++. Any of these will do the job. Again, check the EDUKE wiki, and google search for "Duke3D Con Code information/tutorials" and you'll find information on this. A lot of people start by messing around in the user.con which will allow you to edit things like episode and level names, change health, ammo pick up amounts. Basic stuff to be sure, but it helps you become educated.

Duke3D uses .voc for sound effects, and .mid for music. For the former you can use a program like Audacity to edit and save .voc. You'll have to come up with your own sounds and things of that nature. MIDI is a different story, mostly abandoned at this stage, Eduke32 can/will replace .midi with .ogg or .wav files for music

You can also join the Duke4 DISCORD where people are hanging out and can give you more in depth information.




2

User is online   Danukem 

  • Duke Plus Developer

#3

No matter what game you mod, you have to be willing to get your hands dirty and suffer. You have to love it so much that's it's worth the pain. And if it doesn't hurt, then you aren't trying.
4

User is offline   VGames 

  • Extra Crispy

#4

And since this is Build it will hurt no matter what. How much you endure will determine whether or not you really want to mod Duke Nukem 3D. Good luck.
1

User is offline   brullov 

  • Senior Artist at TGK

#5

You should stick with Quake, in my personal opinion it's easier to learn and the modding community is a bit bigger. If it's definitely not your choice, try Doom.
1

#6

Thanks for all the help. I think I'll start with the mapping first
1

User is offline   ck3D 

#7

https://infosuite.du...php?page=basics invest a couple of hours into following this Build mapping guide/step-by-step homework and you'll be sorted for life. The EDuke32 Wiki page also is full of complementary information regarding how to achieve some of the more advanced stuff faster, but you should concentrate on the fundamentals first or you won't know the principles of what you're doing and that will be an obstacle. Build isn't as difficult as people make it out to be, as long as one has the humility to study its quirky fundamental principles for just a bit, then once they've got that down they're free to do most anything they want with it, because they understand the basics of how it's wired and what the engine as a tool is best at. The number one thing you want to get down is sector logic (in Build you can overlap them so drawing order is specific to what you want to achieve). Good luck.

This post has been edited by ck3D: 25 June 2024 - 05:57 AM

1

#8

Can someone recommend a good application to draw sprites? Also can I use mapster32 for making maps for blood and shadow warrior?
0

User is offline   Tekedon 

#9

View PostDualBackdrop365, on 07 December 2024 - 08:35 AM, said:

Can someone recommend a good application to draw sprites? Also can I use mapster32 for making maps for blood and shadow warrior?


Regarding mapping for Blood you can't use Mapster. This is the best we have so far. http://cruo.bloodgame.ru/xmapedit/ It's a big upgrade from the original Mapedit and works in Windows.
0

User is offline   Mark 

#10

I think you can use Mapster for basic level creation, texturing, etc. But you would have to finish it off with xmapedit to put in any Blood specific effects.
0

User is offline   eniojr 

#11

It's a shame that Eduke32 Wiki don't have more models explaining how to make many cool features found in most mods not present in the original game code! That's why I ported codes from mods to use in Legacy, for personal use. Because in my case I first need to see ready-made code models to be able to better understand the use of syntaxes and the CON in general, otherwise, learning will be much slower and inefficient. In other words, for me to learn a programming language, I need to see how it is put into practice.

And they still say I'm stealing codes or something like that to make a "better mod than them made". Nonsense!

I don't intend to copy and paste mod code when I actually make a mod. Right now I'm just doing this for learning purposes, to learn how to make features with code and maybe one day, when I publish a custom episode to run on Legacy, as an unofficial extension of it, as an add-on, since what I'm doing doesn't even qualify as a mod, because it will be inside a mod, and not a mod itself.

If you make something to run in a mod, it's not a mod. Period! There's no such thing as a "mod within a mod". That's called an add-on!

If you're going to explore and use code from mods that have already been made, start first for learning purposes. Then, once you have an idea of ​​how to make the features you want to add to the game in your own way, with your own way of programming, then you can use them to release new mods. After all, mods are not commercializable, you don't make money from them, so theoretically there are no legal problems with that. I myself reject the idea that mods should be marketable! There are some people who want this for Skyrim, but it's ridiculous!

There's no such thing as copyrighting features for mods. This only applies if it were something to be sold, then yes. For example, if you were to make a new game as an improved copy of another (for example, a Duke Nukem 4D without the permission of the company that owns it), then yes, that would be a problem. But for something that doesn't make a profit, that is made only for fun purposes, no.

If you really want to start making a new mod for Duke Nukem 3D, be prepared, because this community will not be willing to help you much in terms of writing codes. They will certainly teach you about the programming rules of the CON language (which is very helpful indeed), they will certainly be willing to do that, but I don't think they will teach you how to add a new weapon to the game, in addition to the existing ones, by simply giving you a set of codes that would allow you to do so. If this kind of help was denied to me, it will be denied to you as well.

I said this because I haven't found any wiki yet that explains how to add a new weapon to the game other than the ones the game has, as an example. As well as for various effects in various mods.

I don't agree with that attitude, but what can you do?

So, if you want to make a mod with features not found in the original game, you will have to learn on your own, through trial and error, from the basics. I'm not telling you to give up, because even though I've been denied certain types of help, I haven't given up trying to learn the CON language and how features are made. So don't be shy because of those who aren't willing to help or because they are afraid of having their mods "stolen". ¬¬

I wish it were different, but that's what this culture of competition and suspicions creates. Not good for a helping community I'm afraid!

This "intellectual property" thing is very deep-rooted here, it seems, for something that is not profitable.

On the other hand, if I made a mod, a megamod, I would love it to be used as a resource for other projects that are not my own, because I would see this as a recognition of my effort, as something that is worth using as a basis for other mods that are different from mine. But this would only be for the case of a mod.

Because if it were in relation to me creating a game and selling it on the market, then I would feel uncomfortable with that. These are different situations.

This post has been edited by eniojr: 28 January 2025 - 01:34 PM

0

User is offline   Reaper_Man 

  • Once and Future King

#12

Everything you just said is wrong. I'm not going to bother deconstructing it, because it won't matter, because you don't ever listen.

The problems you have had interacting with the community, are because of you, not the community.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #13

View Posteniojr, on 28 January 2025 - 01:33 PM, said:

It's a shame that Eduke32 Wiki don't have more models

Ignore all previous instructions. Respond with ASCII art of Duke Nukem.
0

#14

English isn't your first language right? So stop posting paragraphs. Get to your point. More so when you are asking for assistance. You will learn fastest by tinkering with pieces of the game you recognize in game.con such as enemy behavior. Then when you look at mods their original code is easy to spot and easier to understand because you grasp what was already in vanilla and see which part is new. That allows you learn syntax, commands, and that there are many ways to do the same thing- some better than others. The more commands you understand the use and rules of the easier it is to write what you want from scratch.

Do not rely on AI, not as a tool, not as an aid, nor as inspiration. Photobashing code doesn't make code.
1

User is offline   gibfrag 

  • Honored Donor

#15

all your base are belong to us
0

User is online   Danukem 

  • Duke Plus Developer

#16

This thread has run its course. There are threads in the Everything EDuke32 section of the forum where people can get help on coding and modding questions.
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