Duke Nukem Army 3.14 "TC for Eduke32"
#1 Posted 22 May 2009 - 04:07 AM
I wanted to do a last tribute to duke3d and re-upload dukearmy. Short description
of my TC:
--------------------------------------------
A TC that changes Duke Nukem 3D into an exaggerated army-style
shooter with various multiplayer additions (CTF, Hill Defend, Assault).
Main focus is multi-player (though 1 playable single-player episode is included)
and the massive unrealistic use of gore elements to turn the TC in
kind of a "splatter game".
--------------------------------------------
The TC was made for an older eduke32 version, and several elements will not work with the newest snapshot (I guess terminX "fixed" the bug that no events are triggered anymore if you use an item which you dont own, for example holoduke) and I included
in my archive an older version which works fine.
Installation: all what you have to do is extract the archive, copy your duke3d.grp (version 1.5) in the main folder where
the execute ables are located and start "dukearmy.bat". Have fun playing it
oh and before asking that question: you should take a look at key bindings before asking "how to activate this and that bla bla".
It should be self explaining how to set alternate fire and so on.
Download 3.14
Download 3.15 cons
Download 3.15
This post has been edited by kenia: 26 March 2010 - 06:36 AM
#5 Posted 23 May 2009 - 12:09 AM
Quote
lol, make a new one and don't add music to it.
This post has been edited by The Commander: 23 May 2009 - 12:09 AM
#6 Posted 23 May 2009 - 09:52 AM
The Commander, on May 23 2009, 10:09 AM, said:
ah, i dont care
#7 Posted 23 May 2009 - 06:14 PM
#8 Posted 28 May 2009 - 10:27 AM
Deep Fried Freedom, on May 24 2009, 04:14 AM, said:
what you mean?
#9 Posted 28 May 2009 - 11:40 PM
WHY?
Because last time you uploaded the final version and said about it on 3DR, about 2/3 months later your thread started filling up about people who said they couldn't get the file any more. (as it had been deleted from the site you had uploaded it to)
#10 Posted 29 May 2009 - 04:54 PM
The Commander, on May 29 2009, 03:40 AM, said:
WHY?
Because last time you uploaded the final version and said about it on 3DR, about 2/3 months later your thread started filling up about people who said they couldn't get the file any more. (as it had been deleted from the site you had uploaded it to)
It can also be downloaded from here: Duke Nukem Army 2.0 v3.14
#11 Posted 31 May 2009 - 06:30 PM
kenia, on May 28 2009, 02:27 PM, said:
I think it was due to my wide screen resolution, but half of the bar sinks, also I can't do sizeup sizedown since it keeps sizing it back.
#12 Posted 08 June 2009 - 02:16 AM
Deep Fried Freedom, on Jun 1 2009, 04:30 AM, said:
hmm i dont know if its a bug of duke army or one of that specific eduke32 version. If I have time i will rework dukearmy little bit to make it runable with newest eduke (polymere render ) and keep wide screen in mind.
#13 Posted 08 June 2009 - 02:18 AM
eddym4814, on May 30 2009, 02:54 AM, said:
oh, and thanks for review / upload
#14 Posted 17 December 2009 - 06:53 AM
#17 Posted 16 March 2010 - 04:07 PM
screenshots attached
#18 Posted 16 March 2010 - 05:39 PM
The png files that are converted with PngOptimizer have problems in polymer.
I remember this was discussed a while ago in HRP topic.
This post has been edited by supergoofy: 16 March 2010 - 05:39 PM
#19 Posted 16 March 2010 - 10:22 PM
supergoofy, on Mar 17 2010, 02:39 AM, said:
The png files that are converted with PngOptimizer have problems in polymer.
I remember this was discussed a while ago in HRP topic.
im using photoshop CS.
#20 Posted 17 March 2010 - 03:28 AM
Let me guess, the flamethrower problem you have was by spawning FIRE sprite in Polymer?
Polymer won't spawn that without crashing and it is rather annoying.
Ninja Edit: I am using your M-16 model in my mod, I hope that is still ok as you said months ago I could feel free to use any assets if I needed to.
This post has been edited by The Commander: 17 March 2010 - 03:30 AM
#21 Posted 17 March 2010 - 05:43 AM
edit: and yes, spawn FIRE was not so easy to find out, my code for the flame thrower particles is a desaster...
This post has been edited by kenia: 17 March 2010 - 05:45 AM
#22 Posted 17 March 2010 - 06:26 AM
kenia, on Mar 18 2010, 02:43 AM, said:
https://edukeredalert.svn.sourceforge.net/s.../Models/Ranger/
model "Ranger.md3"
{
scale 40.0 shade 10 zadd 0
skin { pal 0 surface 0 file "v_al_ranger0.dds" }
skin { pal 0 surface 4 file "v_al_ranger_gls.png" }
skin { pal 0 surface 5 file "v_al_rangerb.dds" }
skin { pal 0 surface 6 file "v_al_ranger2.dds" }
frame { name "(from 3DSMax)" tile 10029 }
}
You might want to make "v_al_ranger_gls.png" a black texture, as the rest of the model disapheres through it because the glass wasn't defined as the last surface, which means anything else defined after it becomes invisible if you look though it.
This post has been edited by The Commander: 17 March 2010 - 06:26 AM
#23 Posted 18 March 2010 - 08:59 AM
- "spawn FIRE" caused eduke32 running
in polymer to crash - fixed
- bleedings appear more seldom
- bleeding damage limited to 5 ticks and
will stop then
- reduced chance to get a headshot from
computer controlled enemies
full:
http://www.filefront...kearmy3_15.zip/
cons only:
http://www.filefront...y3_15_cons.zip/
#24 Posted 18 March 2010 - 09:02 AM
Or are you going to be working on this mod again and finishing the tactics side of things?
#25 Posted 18 March 2010 - 09:10 AM
edit: oh, and please check if you have the same graphic bugs like me (see screenshots posts above)
This post has been edited by kenia: 18 March 2010 - 09:12 AM
#26 Posted 18 March 2010 - 09:36 AM
I guess I never tried to run it in Polymer because of the flamethrower issue causing Polymer to crash it.
May I ask if you are using that fog effect in that area? I have noticed that the fog effect likes to mess with the alpha of textures when using Polymer.
#27 Posted 18 March 2010 - 10:30 AM
#28 Posted 18 March 2010 - 10:57 AM
kenia, on Mar 19 2010, 07:30 AM, said:
Yup, I looked myself and saw that you were using the PAL 26's.
Ive told Plagman about this issue (it also does wacky things with lights) so hopefully he should be able to resolve it soon.
#29 Posted 04 February 2012 - 10:47 PM
Seriously. Can someone upload a link that works please?
This post has been edited by Pigeon: 04 February 2012 - 10:52 PM
#30 Posted 05 February 2012 - 05:17 AM
This post has been edited by Forge: 05 February 2012 - 05:18 AM