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Porting one of my Doom mods?

User is offline   wildweasel 

#1

Hey, everybody, I'm wildweasel, and I hail from the Doom community. (Somehow, I worry that these words alone might have just alienated me from about half the forum population.)

I like Duke Nukem 3D a lot, but the one problem I've always had with it is the same problem that I think many first-person shooters suffer from: the weapons just aren't a lot of fun to use. So I've pretty much taken it upon myself to correct that problem. Thing is, though, currently my skills only allow me to work with ZDoom and other such Doom-engine games.

I'm hearing a lot about how powerful EDuke32 has become lately, and saw for myself some of the awesome stuff that can be done with the DukePlus mod, among other things. But what I've got to wonder, though, is if it's possible to replicate a bunch of the effects I've done for my Doom mod, Agent Diaz? (See that in action here: http://www.youtube.c...h?v=Vl27inkBPpA )

I know pretty much nothing about modding for Duke (outside of dumping a bunch of VOC files into my Duke 3D directory to replace the weapon sounds and stuff with higher quality versions), so I have no idea of EDuke32 is capable of doing some of this stuff:

  • Manual reloading. I saw an on-screen ammo counter in DukePlus, but don't recall if manual reloading was possible.
  • Creating new keyboard controls. The Diaz mod currently takes up the Alternate Fire button with a weapon melee attack, a la Halo/Call of Duty 2, with the Reload function being its own unique key. Can EDuke do this?
  • Realistic-ish weapon recoil. Does EDuke allow customization of that?
  • Randomized enemy item drops. I know the Pig Cops already have kind of a random chance of dropping either a shotgun, used armor, or nothing at all, but how customizable is that?
  • Smoke effects, special bullet spark effects, shell casings that stick around for a few seconds on the floor before fading out?
  • Semi-automatic weaponry?


Actually, I guess what I'm really asking is how hard it'd be to just port the Agent Diaz weapon set to EDuke32...because I'd love to give the ol' Duke another playthrough, but that boring old shotgun just isn't cutting it for me anymore! =P
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User is offline   Master Fibbles 

  • I have the power!

#2

Everything you list there is possible with CON coding. I think most of them are in DukePlus in some form or another. If not in DukePlus than in some other mod I've read about here.

There is a CON coding thread here and there is also a Wiki for more information on the coding in EDuke32.


Also, welcome to the boards! ;)

This post has been edited by Mr.Flibble: 26 January 2010 - 08:43 PM

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User is offline   Danukem 

  • Duke Plus Developer

#3

View Postwildweasel, on Jan 26 2010, 08:13 PM, said:

But what I've got to wonder, though, is if it's possible to replicate a bunch of the effects I've done for my Doom mod, Agent Diaz? (See that in action here: http://www.youtube.c...h?v=Vl27inkBPpA )


I like the weapon animations in your mod, they are very smooth. Yes, all of that is possible in EDuke32, and has been done before in various mods. One very spectacular upcoming mod is the AMC TC, led by James Stanfield of Alejandro's Mapping Center: http://forums.duke4.net/index.php?showtopi...t=0&start=0 I mention that one in particular because it uses 8-bit art and has EVERYTHING: tons of weapons with recoil, particle effects, cutscenes, name it.

As far as I can tell, your mod is basically a weapons mod with the standard Doom enemies. If you ported it, would it have Duke enemies?

This post has been edited by DeeperThought: 26 January 2010 - 08:50 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#4

Yes, most of these things are quite achievable. Some are easier than others.
Have a dig around this site to get acquainted with the scripting.

http://wiki.eduke32.com/

EDIT:
This page will help you a lot.

http://wiki.eduke32....efined_gamevars

This post has been edited by The Commander: 26 January 2010 - 08:56 PM

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User is offline   wildweasel 

#5

View PostDeeperThought, on Jan 26 2010, 08:49 PM, said:

As far as I can tell, your mod is basically a weapons mod with the standard Doom enemies. If you ported it, would it have Duke enemies?

Probably yes; my modified Doom zombies would be terribly out of place in Duke, not to mention I'd much like to teach the Fat Commander a lesson with some weapons that he might actually feel. =P
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User is offline   supergoofy 

#6

Welcome wildweasel I like a lot of your mods for zdoom and gzdoom.

Now, another amazing mod is Dukebike by Muelsa, that I posted in off-topic section of zdoom forums. That kind of stuff cannot be done in any doom source port.
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User is offline   Danukem 

  • Duke Plus Developer

#7

View Postwildweasel, on Jan 26 2010, 09:23 PM, said:

Probably yes; my modified Doom zombies would be terribly out of place in Duke, not to mention I'd much like to teach the Fat Commander a lesson with some weapons that he might actually feel. =P


Commanders aren't so tough...2 rockets and he's dead. The only standard Duke enemy that can take serious punishment (aside from the bosses that end the game if you kill them) is the battlelord, and even he is weak compared with a cyberdemon.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#8

All monster that fire hitscan weapons are the dangerous, the rest are a cake walk.
For this reason here, http://duke3dboss.ytmnd.com/ ;)
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User is offline   Stabs 

#9

bullets! my only weakness

how could you know?!!?
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#10

View PostDeeperThought, on Jan 27 2010, 12:55 AM, said:

Commanders aren't so tough...2 rockets and he's dead. The only standard Duke enemy that can take serious punishment (aside from the bosses that end the game if you kill them) is the battlelord, and even he is weak compared with a cyberdemon.


Yes. The Mini-Battlelord is equal to a Baron of Hell in health, while the other bosses have 4500 health, a little more than a Cyberdemon, but 2 of the bosses uses only projectiles. However the Queen, also having 6000 HP is certainly tough for a player to deal with, since her attack is nigh-undodgable and I think it ignores some of your armor as well. o.o
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User is offline   wildweasel 

#11

I guess the reason I'm so interested in doing this is because I'm something of a gun nut and can't stand the fact that it takes upwards of three shotgun blasts at point blank to kill the Pig Cops. My first instinct is to amp up the shotgun damage severely and just reduce the amount of ammo the boxes of shotgun shells provide.

Also the chaingun cannon really sucks and I would really love to have, say, a fifty-caliber machine gun that I could carry around (oh come on, Duke's got to be buff enough to wield one of those things! Hell, I bet he could probably carry two of them! =P)
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User is offline   CruX 

#12

View Postwildweasel, on Jan 26 2010, 11:27 PM, said:

I guess the reason I'm so interested in doing this is because I'm something of a gun nut and can't stand the fact that it takes upwards of three shotgun blasts at point blank to kill the Pig Cops. My first instinct is to amp up the shotgun damage severely and just reduce the amount of ammo the boxes of shotgun shells provide.

Also the chaingun cannon really sucks and I would really love to have, say, a fifty-caliber machine gun that I could carry around (oh come on, Duke's got to be buff enough to wield one of those things! Hell, I bet he could probably carry two of them! =P)


Everything you've mentioned is possible and then some. And the zombies, if you were willing to totally recreate one of your mods, wouldn't look out of place. I'm not a pro like DT or James, but I know some some stuff here and there, so if you wanted help, you've totally got a volunteer, bro. I always liked your zdoom stuff ;)
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User is offline   Jblade 

#13

I've played most of your mods as well, nice to see you have in interest in trying your hand at Duke ;) I've tried my hand a tiny little bit at Doom modding and from what I've seen, coding wise, it's a different kettle of fish to Duke - but I think that was just Decorate I was using. CON code is capable of far more stuff, but it's a bit intimidating to get into at first. From a weapon modder's perspective, I'd say the main advantages you have is that you have far more display over how to draw weapons and how they function and all that.

I've looked around in several doom weapon mods and most of them use a shitload of frames to get smooth animation - you can simply do that movement with code and only need several keyframes of weapon animation which'll keep the filesize down if that's one concern. You can also display as many 'layers' as you want, so you can have weapons that are made up of multiple parts (like maybe hands are kept in different tiles so you can swap them with different ones without having to make duplicate weapon parts) The only difficult is, stuff like reloading you'll have to code in your own support, and new seperate weapons are relatively complicated to add in. Apart from DeeperThought's mods like Duke Plus and WGR2, you might want to check out my mod Nuclear Showdown since it's pretty heavily inspired by Immoral Conduct (You can grab it here although it's an older version since Filefront killed the download to the newer one)
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User is offline   supergoofy 

#14

I think I made an upload of Nuclear Showdown V1.1
http://www.amcwebfor...hp?topic=7861.0

I only removed eduke32 from the pack.

either use eduke32_snapshot_20090313.zip or use the fix that makes it compatible with newer eduke32 builds.

I never was able to test the new inventory "ToolBox". Did it ever worked?
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User is offline   XThX2 

#15

Like many others said, I also like your mods :P I can help you any time with CON problems as much as I can. No need to repeat what others said anymore, enjoy your stay here ! ;)

This post has been edited by XThX2: 27 January 2010 - 06:02 AM

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User is offline   Sangman 

#16

View Postwildweasel, on Jan 27 2010, 05:13 AM, said:

my Doom mod, Agent Diaz? (See that in action here: http://www.youtube.c...h?v=Vl27inkBPpA )


Haha holy shit, video is awesome, it's like Clint Eastwood (or some other spaghetti western hero) in Hell ;)
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User is offline   wildweasel 

#17

Thanks James and supergoofy, I'll give Nuclear Showdown a look.
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User is offline   Mblackwell 

  • Evil Overlord

#18

Looking at your mod, once you get familiar with the code and syntax it should take you about a day or two to program the weapons (barring bugs), and another day or two to program the other effects you listed (again barring bugs). So it will likely take you a few weeks to get the hang of everything and get it programmed, but everything you listed is definitely possible.
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#19

wildweasel:
It's times like this I wish I had more weapons progression on NR. I'd love to ask you to take a look over that mod of mine for if nothing else, some examples of what EDuke32 can do on the more out-of-the-box and mixed types of stuff. However you mentioned you like new-weapon mods, and while NR is planned to have different weapon sets for each character, I only recently found a person who can [very slowly due to having college exams to worry about] model various weapons, so the mod lacks unique weapons right now, and it might discourage you from trying it. :\

But if you're still interested in it, the link should be in my signature, or you can look through my topic [NR means "Naferia's Reign"]. Some of the example features include an RPG-style group system of characters [you can have multiple characters to choose from at the same time at any point in the game, found over time as allies like in RPG games of more traditional roots. Other RPG elements [level up, stat increases, etc], usable ATM machines, Item Shops, and so many other things I can't accurately recall without the Readme file which is inside of the download.

It's not perfection [and it never will be no matter how good or progressive it gets, or even if it finishes], but maybe it'll interest you as well to look over NR. While you're at it, shout outs to a couple of other mods would be DNWMD ["Duke Nukem: Weapons of Mass Destruction"], if you can find that. It's an older mod belonging to DeeperThought, but I feel it can fit in here with all the other mentioned mods as well.
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User is offline   Striker 

  • Auramancer

#20

Hey Wildweasel, don't know if you recognize me from the Skulltag forums, or the occasional drdteam visit, but, nice seeing you here. ;)
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User is offline   EHCB 

#21

Seconded about this Agent Diaz video being awesome. So much love was clearly poured into it it warms my heart, it really does.
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User is offline   supergoofy 

#22

There is also a "Human Enemies" patch by Woolie Wool for "Agent Hernandez: Dawn of Tomorrow":
http://forum.zdoom.org/viewtopic.php?f=19&...75&start=60
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User is offline   Micky C 

  • Honored Donor

#23

I might be completely wrong here, I haven't played the game in a while but did you get some of those sounds in your mod from any of the Marathon games?

Edit: I only have a bit of experience from doom but for what it's worth the video was quite impressive ;)

This post has been edited by Micky C: 28 January 2010 - 12:46 AM

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User is offline   supergoofy 

#24

For a list of Weasel's mods look here:
http://forum.armory....wtopic.php?t=20


@wildweasel, in Magnum Opus can is there a (legit) way to keep all weapons, except using the cheat "give all" or "give weapons" ?
Currently I press X to drop the weapons. Is there a secret addon that will allow you to keep more weapons?

This post has been edited by supergoofy: 28 January 2010 - 02:35 AM

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#25

Fancy seeing you trying this.

The only thing that might be annoying, truly, is how Duke 3D stores it's art files. Not as easy as Doom makes it seem, but hey.

@James: Weapon offsets can be done with the OFFSET parameter, as well as the layers being able to be done via the TEXTURES lump.
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User is offline   Daedolon 

  • Ancient Blood God

#26

Nice WW2 GI artwork.

But all in seriousness, I love how fast paced and smooth the YouTube video looks.
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User is offline   wildweasel 

#27

View Postsupergoofy, on Jan 28 2010, 02:31 AM, said:

@wildweasel, in Magnum Opus can is there a (legit) way to keep all weapons, except using the cheat "give all" or "give weapons" ?
Currently I press X to drop the weapons. Is there a secret addon that will allow you to keep more weapons?

Nope - you're only supposed to be able to carry one weapon per slot. That's a little game mechanic I cooked up because I was tired of all the Aeons of Death type mods getting released for Doom, where the author just piles hundreds of weapons into the game, making it so you'd have to press a weapon number key about ten times to find whatever weapon you're looking for.

View PostDaedolon, on Jan 28 2010, 08:40 AM, said:

Nice WW2 GI artwork.

But all in seriousness, I love how fast paced and smooth the YouTube video looks.

Let it be known: I am not an artist. I borrow my graphics and sounds from a lot of sources, because I'm more concerned with how the game plays than I am with putting original content. It's not like I'm going to be putting this sort of thing on my resume. =P
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User is offline   Jblade 

#28

Quote

Let it be known: I am not an artist. I borrow my graphics and sounds from a lot of sources, because I'm more concerned with how the game plays than I am with putting original content. It's not like I'm going to be putting this sort of thing on my resume. =P

This is pretty much my stance. I'm not sure what people who point stuff like that out hope to achieve, since unless people are actually trying to take credit for other people's work than there's no reason for it.
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User is offline   wildweasel 

#29

View PostJames, on Jan 28 2010, 12:21 PM, said:

This is pretty much my stance. I'm not sure what people who point stuff like that out hope to achieve, since unless people are actually trying to take credit for other people's work than there's no reason for it.

Exactly - hell, if you download the mod in question (any one of my mods actually), the credits list is often longer than the general readme information because I make it a point of crediting every single source. I don't steal credit from anyone.
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