[REL] Nuclear Showdown v2.1 "new release!"
#1 Posted 05 November 2016 - 03:29 AM
First of all, thanks to Nightfright for patching what he could of my old code and trying to keep the mod alive. This version was based off his version. also thanks to M210 for hosting NS on his site and also trying to fix a few bugs.
Finally thanks to Oporix for releasing 'Block ignite' a usermap for Nuclear Showdown which inspired me to patch it so it's functional and relatively bug-free. I've included the map with the mod in a new episode titled 'Nuclear Showdown', it's made for polymer mode (although the mod itself is classic mode, it still works fine in polymer) so give it a play and leave him some feedback in his topic.
Fixes:
-fixed custom switches, locks and toolboxes from not opening doors
-fixed pipebomb being thrown along with prox dynamite
-fixed plasma cannon not working
-fixed jibs not spawning
Additions:
-added additional shotgun animation tile by Minigunner
-added ammolots tile by Reaperman (originally posted by Hendricks266)
There's a lot of quality of life stuff I'd like to do (a more organic way of activating the new inventory items) but AMC TC is always beckoning in the background; however if people like the mod enough and make more usermaps than I would definitely do more stuff with the TC.
Download here:
http://www.moddb.com...ar-showdown-v21
Note that I highly recommend grabbing the Duke Nukem PSX version soundtrack from here:
http://hendricks266....c_packs_psx.php
The included ns.def with NS will use this music so just place the highres folder in the same directory as Nuclear Showdown and rename ns.def to duke3d.def
This post has been edited by Jblade: 22 November 2016 - 12:52 PM
#3 Posted 05 November 2016 - 05:48 AM
#4 Posted 05 November 2016 - 07:53 AM
And I also like how changed the second pistol when dual wielding.
This mod is just Awesome!
I will like to report a crash however, I was on the test level, I was about to use the jump boots, so I brought up the new inventory, but when I hit the Inventory left button (Which for me is [ button) the game just crashed.
If it helps, Here's the log on what happened up until the crash.
eduke32.log (314.26K)
Number of downloads: 460
#5 Posted 05 November 2016 - 07:56 AM
Just place the showdown.grp into the "addons" folder and paste these lines in "addons.grpinfo" (after "Nuclear Pack" if you want to go in alphabetical order.)
grpinfo
{
name "Nuclear Showdown"
scriptname "icdgame.con"
size 20182709
crc -839112608
}
#6 Posted 05 November 2016 - 02:40 PM
This post has been edited by Jblade: 05 November 2016 - 02:40 PM
#7 Posted 05 November 2016 - 02:53 PM
Now we just need Imagination World v3 to fix the black surfaces and long load times
This post has been edited by Micky C: 05 November 2016 - 02:53 PM
#8 Posted 05 November 2016 - 03:16 PM
I was actually working on a patch for IW but right now there's a flickering problem with masked textures in polymost mode so it's on hold for the time being.
This post has been edited by Jblade: 05 November 2016 - 03:17 PM
#10 Posted 06 November 2016 - 12:44 AM
#12 Posted 06 November 2016 - 01:45 AM
Btw, you forgot to write that we need to add -gDukeDC.grp to be able to play the Duke It Out in D.C. episode.
This post has been edited by supergoofy: 06 November 2016 - 01:45 AM
#13 Posted 06 November 2016 - 01:58 AM
#14 Posted 06 November 2016 - 04:42 AM
My comment might be redundant but I really want to thank everyone direct and indirectly involved on the revival of this mod, it's still my favorite gameplay enhacer for Duke 3D and it was sad I couldn't play it anymore after some eDuke32 updates.
Downloading now...
#15 Posted 06 November 2016 - 05:08 AM
Actually I never heard of the previous version (I suppose AMC and Attrition really blinded me) but this looks like a mix between features of DukePlus and AMC, and like a lot of people have already said when I first watched the trailer my very first thoughts were that it looked a bit like AMC, what with using sounds, animations and such ...
I'll have to give it a try whenever I'll have time for it, and BTW my second thoughts after the trailer were that there are features here that could be used in AMC, especially the animation of the Quadshot which is awesome here compared to its AMC counterpart ^^
#16 Posted 06 November 2016 - 10:31 AM
Jblade, on 05 November 2016 - 02:40 PM, said:
#17 Posted 06 November 2016 - 08:14 PM
#18 Posted 06 November 2016 - 08:37 PM
Jblade, on 05 November 2016 - 02:40 PM, said:
That would be this person:
Mr. Nukem Roses, on 05 November 2016 - 10:26 PM, said:
#19 Posted 06 November 2016 - 08:45 PM
Lunick, on 06 November 2016 - 08:37 PM, said:
That's one of Highwire's maps. Either Wet Dream or Tropical Island Massacre. You can get them both here: http://msdn.duke4.net/hotwetdream.php
If you'd played the AMC TC you would know this stuff
#20 Posted 06 November 2016 - 08:48 PM
Micky C, on 06 November 2016 - 08:45 PM, said:
I don't know how I've never seen these before, it just striked me as odd since you don't see bright maps like that very often.
Micky C, on 06 November 2016 - 08:45 PM, said:
new phone who dis
#22 Posted 07 November 2016 - 01:11 AM
#23 Posted 07 November 2016 - 04:06 AM
#24 Posted 07 November 2016 - 05:08 AM
#25 Posted 07 November 2016 - 05:47 AM
zykov eddy, on 07 November 2016 - 05:08 AM, said:
Some maps points are conceptualized to take advantage from the tank button and hope that the explosion involving the other enemies as a collateral effect.
#26 Posted 07 November 2016 - 06:37 AM
Fantinaikos, on 07 November 2016 - 05:47 AM, said:
Yeah, but who's gonna take care of pigcops around? No ammo still. Something seems wrong. I don't even have enough to kill pigcop in elevator, so I have no ways of escaping the tank explosion.
This post has been edited by zykov eddy: 07 November 2016 - 06:38 AM
#27 Posted 07 November 2016 - 06:39 AM
#28 Posted 07 November 2016 - 06:49 AM
This post has been edited by Fantinaikos: 07 November 2016 - 06:50 AM
#29 Posted 07 November 2016 - 08:06 AM
zykov eddy, on 07 November 2016 - 06:37 AM, said:
Not to hijack the thread, but even with some beta testers the level was pretty straight forward even on 'Damn I'm Good', though I should have made it more clear that the "secret box" was destructible.
#30 Posted 07 November 2016 - 09:53 AM
- The episode Nuclear Showdown only contains one map. Is it intended?
- The menĂ¹ sound is very loud respect to other sfx
- Switching between alternate weapons is missing the holster animation.
- If selecting the alternate weapons and other slots too fast, it glitches and won't select some slots until multiple slot presses (hard to explain)
- Flamer Lizards should come closer, they often fire far from the player
Block Ignite - I missed that first TNT crate too. Duke3D has a very distinctive way to hint at secrets: cracks. Even small ones will do!