Haunted Nukem "Boo"
#1 Posted 18 August 2015 - 11:13 AM
Duke is having a nightmare, what he does not realize is how much blood lies ahead. Duke has to take the (blood) elevators down to the core of the horror and stop the beast. This will be made to have more depth as the maps come out! Write the story with the maps type. (Things are bound to change a bit as time comes closer to release)
This is hanging out at the mod site here http://www.moddb.com...s/haunted-nukem
Contributors as of now:
Bullerbuller7 (code)
M210(code)
St1llWanted (map)
Release Date: 0ctober 31st (Early ass in the morning) So get some beers and load your shotgun xD
This post has been edited by 64Ghost: 21 August 2015 - 05:05 PM
#2 Posted 18 August 2015 - 11:39 AM
This post has been edited by 64Ghost: 21 August 2015 - 04:54 PM
#5 Posted 19 August 2015 - 06:53 AM
This post has been edited by 64Ghost: 21 August 2015 - 04:55 PM
#7 Posted 19 August 2015 - 02:20 PM
#8 Posted 20 August 2015 - 01:57 PM
Tea Monster, on 19 August 2015 - 10:55 AM, said:
Well thanks that's better then ignoring it really is thanks much
xenoxols, on 19 August 2015 - 02:20 PM, said:
That's okay you seem pretty busy with your Strife mod anyway looking forward to playing that when its done to looks awesome! But its no worry this will be finished with our without others, so it will release regardless. Stick with the Strife
This post has been edited by 64Ghost: 20 August 2015 - 07:09 PM
#10 Posted 21 August 2015 - 07:20 AM
http://www.moddb.com...s/haunted-nukem
There is going to be more stuff coded into this for sure things are changing ; ) Only reason I posted this in map section was to see if any mappers were interested.
If you still want to join pm me I will try..
Thanks see you sooner or later.
#11 Posted 21 August 2015 - 11:34 PM
Out of curiosity who are the mappers involved?
#12 Posted 22 August 2015 - 09:05 AM
The only mappers I could mention is the ones that have contributed already so me and st1llwanted. Would like to also add that so far its no one on this thread.
This post has been edited by 64Ghost: 22 August 2015 - 09:19 AM
#13 Posted 26 August 2015 - 11:00 AM
#14 Posted 27 October 2015 - 09:08 AM
xenoxols, on 26 August 2015 - 11:00 AM, said:
The weapons have alt fire and regular fire, just as they are in Blood.
But I have come to a predicament here. I don't know if I want to use the Blood weapons or keep it original Duke any suggestions on this are okay...... I mean I know for sure I am using my 64 wood grip pistol but not sure about the Blood weapons because sometimes I like to keep it as Duke as possible and other times I like the Blood weapons and it already has new textures and sprites. So I'm stuck there atm, with not much time left to decide. But at least the weapons are already done and ready if I decide to use them or not.
The maps are done and organized, I have not promoted the moddb page because I did not want to run my mouth more till I knew it was near done and a possibility. As of now its very possible that I finish this thing all on time The moddb page should be getting updates within the next few days.
Question for anyone: So it does take about 24 hours for the upload to go through on moddb?
This post has been edited by Sixty Four: 27 October 2015 - 09:18 AM
#15 Posted 27 October 2015 - 09:47 AM
Sixty Four, on 27 October 2015 - 09:08 AM, said:
Last time I uploaded a Mod DB update, it only took a couple of hours for it to become live, and it gave me a timer so I knew exactly when the download would become available. If you are creating a new mod page, then it probably takes longer.
#16 Posted 29 October 2015 - 09:01 AM
#17 Posted 30 October 2015 - 09:17 AM
This post has been edited by FistMarine: 09 December 2016 - 10:29 AM
#18 Posted 31 October 2015 - 03:12 AM
#19 Posted 31 October 2015 - 04:44 AM
Loading "duke3d.def" Error on line duke3d.def:20. Error: file "menu/3670.png" does not exist Error: file "menu/2457.png" does not exist Error: dummytilerange: Invalid tile range on line duke3d.def:55 Error: dummytilerange: Invalid tile range on line duke3d.def:62 Error: dummytilerange: Invalid tile range on line duke3d.def:75 .....Error: file "limbs/9006.png" does not exist Error: file "limbs/9007.png" does not exist Error: file "limbs/9008.png" does not exist Error: file "limbs/9009.png" does not exist ..
#20 Posted 31 October 2015 - 07:21 AM
http://www.moddb.com...s/haunted-nukem
This post has been edited by Sixty Four: 31 October 2015 - 07:56 AM
#21 Posted 31 October 2015 - 09:29 AM
#22 Posted 31 October 2015 - 09:43 AM
#24 Posted 31 October 2015 - 10:01 PM
http://steamcommunit...s/?id=545703093
This post has been edited by Sixty Four: 01 November 2015 - 09:29 AM
#25 Posted 02 November 2015 - 03:22 PM
Favorite map; Boss map. then 1st map, Forest Blood.
Some stuff I want to comment on,
This post has been edited by Drek: 02 November 2015 - 05:10 PM
#26 Posted 02 November 2015 - 03:59 PM
I downloaded the mod from moddb link, tried to run the eduke32.exe found in the folder, but it is bitching about compatibility with my system (I am using Win7 Professional 32 bit).
I replaced it with my current eduke32.exe and tried to play again. To my surprise it worked, but only for the menu. Once I hit the first level the game crashed before the pistol animation has finished.
What's going on?
#27 Posted 02 November 2015 - 07:51 PM
Anyway, yeah this project was planned to be even smaller then it turned out even the maps were made quite quickly. I want to give a breakdown of how long the maps took to make in completion.
Level 1: About 20 hours spread out within 10 days
Level 2: About 12 hours spread out in 8 days
Level 3 About 12 hours spread out in 8 days
Level 4: About 40 hours spread out in 15 days
Level 5: About 8 hours spread out in 3 days (lol this map started on Oct28th)
Anyway it was made to just be a nice experience with decent mapping that had some kind of consistency among each map to match. Not my usual maps and made much quicker, I could complain about a few things myself but overall imo its fine. I would so do something like this again if I had the time, not to ambitious or over thoughtful. Just straight up classic fun with consistent maps and some extra fun features. I actually had some self rules like no more then 5k walls and map can't take longer then 10 days. Level 4 exceeded this I ended up putting more into level 4 in case the boss map couldn't be made but it turned up. Level 4 is very open you can go either way you just have to look for it. That map is tricky though I admit pretty much I ran out of time on each but that was the plan and goal and I think I hit where I wanted to though
Mister Sinister I am really not sure why it would be incompatible that's the first time I heard that before its simply the latest eduke32 I believe. Unfortunately I have no idea since its working clear here :/
#28 Posted 02 November 2015 - 07:55 PM
Mister Sinister, on 02 November 2015 - 03:59 PM, said:
Could you trigger the crash again using a debug build and then send us the eduke32.log and eduke32.crash.log (if one exists)?
#29 Posted 03 November 2015 - 10:49 AM
The mod itself was good, but I wish it was longer and harder. Anyway, good job, man!