Duke4.net Forums: Duke Xtreme Add-on (with a few fixes) + Optional Widescreen Patch - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Xtreme Add-on (with a few fixes) + Optional Widescreen Patch  "Duke Xtreme packed into an easy to use add-on with a few fixes"

User is offline   Chapy 

#1

Hi, this is a little thing I've been working on to get Duke Xtreme easier to play with modern source ports, as well as an optional widescreen patch for the new weapons, the silenced uzi and devastator xtreme.

Unzip DKXTRM.7z and drop both "DKXTRM.grp" and "dkxtrm.grpinfo" in the main folder for EDuke32 or Raze, and it should appear in the list of game options!
To use the widescreen patch, put xtrmwide.pk3 in your autoload folder or drag and drop it onto your source port and run Duke Xtreme.

Widescreen silenced uzi sprite made using NightFright2k19's Duke 3D Widescreen Fixes pistol as a base
CON files are edited version of the ones available here that group the levels into 3 episodes.

Fixes
-Corrected audio bugs with the Gorilla Captain. He was incorrectly set to use his grenade lob sound as his pain sound by default. Fixes errors with sound #324
-Applied correct sky textures for maps with incorrect sky textures. BJEDM, CONVENTN, DIMPARK, OLDHOUSE, and TOYS are all corrected, and maybe others I honestly forgot :P

Raze example
Attached Image: image.psd.png

EDuke32 example
Attached Image: image.psd(1).png

DOWNLOAD
Attached File  DKXTRM.7z (7.05MB)
Number of downloads: 277

This post has been edited by Chapy: 27 May 2025 - 07:26 PM

2

User is offline   Chapy 

#2

Here's an updated version that also fixes the King Cobra's bite attack sound not playing

DOWNLOAD
Attached File  DKXTRMupdate.7z (7.04MB)
Number of downloads: 308

This post has been edited by Chapy: 27 May 2025 - 11:18 PM

1

User is offline   Youri87 

#3

Hello
Thanks, I'll give it a try: does Duke Xtrem then have the form of an episode with the levels following each other?
0

User is offline   Chapy 

#4

View PostYouri87, on 31 May 2025 - 07:16 AM, said:

Hello
Thanks, I'll give it a try: does Duke Xtrem then have the form of an episode with the levels following each other?

Yes, they will show up as 3 separate episodes for all the singleplayer maps.
0

User is offline   Dan 

#5

Does this feature the changes from Duke Xtreme Reloaded?
0

User is offline   Chapy 

#6

View PostDan, on 02 June 2025 - 02:12 PM, said:

Does this feature the changes from Duke Xtreme Reloaded?

No I didn't know that was a thing, but it looks like they used the same CON files I linked in my first post.
0

User is offline   DNS 

#7

Nice.

Now all that needs to be done is each map updated for a pistol start the way each level was designed to be played by the dev team and this is a complete expansion.

Any chance of that?
0

User is offline   Chapy 

#8

View PostDNS, on 06 June 2025 - 11:08 PM, said:

Nice.

Now all that needs to be done is each map updated for a pistol start the way each level was designed to be played by the dev team and this is a complete expansion.

Any chance of that?

Here's an optional CON file that essentially just removes your ammo for every weapon other than the pistol. Drop it in your sourceport folder and make a shortcut to it or use the command line to launch it with the command "-mx nopistol.con". This can work with any Duke 3D expansion. I got it from Danukem's post from this link, and I don't think there's any other way to pistol start levels in Duke 3D. One small oddity is that if you exit a level using a gun that has its ammo taken away, you'll start the next level holding it but it will be empty.

Attached File(s)



This post has been edited by Chapy: 10 June 2025 - 06:41 PM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #9

View PostChapy, on 10 June 2025 - 06:38 PM, said:

One small oddity is that if you exit a level using a gun that has its ammo taken away, you'll start the next level holding it but it will be empty.

Add this line:
setp[].curr_weapon PISTOL_WEAPON

1

User is offline   Chapy 

#10

View PostHendricks266, on 11 June 2025 - 07:57 PM, said:

Add this line:
setp[].curr_weapon PISTOL_WEAPON


Thank you! Here's an updated one with that added.

Attached File(s)


0

User is offline   weg 

#11

Hello, I was wondering if it would be possible to port the optional addons from Duke Xtreme's Command Center, such as the ghost troopers and bloody fountains
0

User is offline   weg 

#12

View Postweg, on 07 July 2025 - 08:45 PM, said:

Hello, I was wondering if it would be possible to port the optional addons from Duke Xtreme's Command Center, such as the ghost troopers and bloody fountains


From messing around a bunch I was able to figure out a few things: Duke Xtreme comes with a program that lets you add a bunch of mods to a copy of the game, the Command Center, and the modded CON files on disc don't come with all of them activated. I believe this and Xtreme Reloaded are a port of those 'example/incomplete' files from the disc. Interestingly, there's also a few of the custom values here and on Xtreme Reloaded such as max ammo, Sentry health, and pistol damage, that don't come from that and I don't know where they came from.

On another note, I was able to use the program on a vanilla copy of Duke 3D Original, and activated all the addons there. Trying on Atomic gives me a 'Duke Xtreme is missing CD' error. With a little bit of editing I was also able to add the widescreen weapons, and port the campaign. However the custom values, I don't know how else to do this but port them manually from this version, though I don't know where/what all of them are, so it's difficulty. Maybe, the Command Center can be used on this post's version/Xtreme Reloaded directly, and have the extras activated while keeping the custom values, but I can't get that to work.

Would you guys like if I posted the GRP file I've created?

This post has been edited by weg: 08 July 2025 - 03:31 PM

0

User is offline   weg 

#13

View Postweg, on 08 July 2025 - 03:17 PM, said:

Would you guys like if I posted the GRP file I've created?


Nobody replied in these days so I'm gonna post it here so I can stop checking this page. From what I've tested, this only works on Raze. Idk it's a bug or if that's how it is because this mod is a mess, but inventory items keep appearing as empty all the time, but otherwise it seems to work completely fine! I also copied the max ammo values from this post's version as these were the custom values I was able to find. I was not able to get pistol starting to work.

PS: I was not able to get this forum's attach file function to work (maybe I lack permission as I've just now created this account to reply to this forum page; "no file was selected" error) so I'll upload as a link. I hope that's okay, and I also hope to be posting correctly as not to cause any trouble in this fine website! Here:
https://drive.google...ovHGrrnqAW/view
I also have uploaded this link to the Internet Archive in case it stops working some day for some reason. Thank you for reading, and, check it out! :D
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options