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kipo

[RELEASE] DN3DooM - update v.1.08b

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This mod aims to bring the duke nukem 3d universe to the doom engine, with enhancements taking inspiration/resources from mods like Dukeplus and others.

Based on the mod "Duke Nukem 3D Weapons & Aliens v6" from Don Ramon.

 

Main features:

  • Main DN3D enemies (including firefly, boss sentrys, king cobra, etc).
  • Optional new enemies: robot alien, dukeinator, megabrain, assault pig, pig brute, alien sniper, lameduke's captain, lamduke's drone, lameduke's octabrain, n64 Trooper, cyber enforcer, etc.
  • All DN3D weapons, plus manual reloading, double pistols, double barrel shotgun, secondary fires for the freezethrower, incinerator, shrinker, expander, shotgun, chaingun, tripbomb and other tweaks & special effects to the weapons in general.
  • New weapon: Lameduke's Plasma Cannon (including secondary fire)
  • DN3D inventory items (including automatic boots and working scuba gear if the map has water).
  • Dukeplus-like gore, knockback, portable medkit, effects, etc.
  • Headshots (can be disabled).
  • Extra gore effects (can be disabled).
  • Dukebots instead of Holoduke (can be toggled), and the holoduke actually distracts monsters.
  • DN3D-like monster movement (they can move faster if further away and can also move backwards at close range).
  • Options to also fight DooM enemies (they are improved to fit this mod, and their chance of appearance can be selected on a per monster, sector or level basis).
  • Compatible with PixelWAD's DN3D texture replacement mod (link below in recommended mods).

 

 

Version 1.08 released (credits and full changelog inside the mod).

Includes better compatibility with most mappacks, new alt fires, monsters, an automatic optimization system, tons of new features, optimizations, fixes and many more.

Download: https://www.moddb.com/mods/dn3doom

Community Discord: https://discord.gg/tVsvPYj92u

 

Best used with the following mods:

PixelWAD's DN3D texture replacement mod

Duke Nukem 3D Full Musics

 

 

Awesome video by G-F.  You can get his "Nuke Gloves" addon here.

 

 

 

If you like my work and want to throw me some support, head over to Patreon.  You'll get access to early access downloads.
https://www.patreon.com/kipo50

 

You can also buy me a coffee!
https://ko-fi.com/kipo50

 

 

FAQ:

Spoiler

Why not use Don Ramon's v10 mod as a base?

Because while v10 is awesome, it felt like a different fork to the duke nukem universe.  V6 is very vanilla (to duke nukem 3d) which was perfect for me.  I did "borrow" some stuff too from v10 like the double barrel shotgun, some effects/sprites and coding inspiration.

 

Why not just play regular Duke Nukem 3d?

Yes of course, I've already played through the game and it's addons/mods, this just gives me other advantages:

- Better engine for coop.

- Tons of maps/megawads already made for doom, and even more maps with level generators (like Obaddon).

- Plus it was a cool project to learn decorate/zscript (I'm probably breaking many coding rules, though).

 

Latest Update:

Spoiler

v.1.08b:
Added option to use vanilla commander keen, for compatibility with wads that may use it as an additional decoration (like Auger Zenith)
 

v.1.08:
added automatic optimization system (huge performance boost for slaughter maps and regular maps too)
added new rpg alt attack: cluster missiles
added shrinker's alt attack to de-zombify doom humans (lost souls can turn them back)
added option to use vanilla doom enemies, also renamed some sprites to avoid conflicts (allows for custom monster packs too)
added ability for archviles to resurrect gibbed enemies
added option for archvile's chance to resurrect enemies
added option to resurrect former humans as undead humans
added option to resurrect pigcops as zombie pigcops
added new kick hit detection logic and a small lunge when you kick (can be toggled)
added option to replace shotguns with ssgs in doom 1 maps
added message to shrinker's alt fire when there are no rescuable enemies nearby
added option to "reset to defaults" in the menu settings
added option to save babes
added option to replace duke corpses with edf trooper corpses
added doomguy corpses when using doom enemies
added more attacks (different weapons) to possessed duke nukem corpses
added option to make your missiles teleportable
added a sound cue when fireflies are about to explode (can be toggled)
added spinning death animation to RPVs
added option to replace nazis with psx pig variants (zombiepigcop, piginadress, magnumpig)
added option to replace demons with dogs in nazi levels 31 & 32
added ability to switch weapons during reload animation
added ability to throw pipebombs and tripbombs when reloading the shotgun (cuts the animation)
added ability for summoned friendly monsters to kill slimers when face-hugging
added slight recoil to the expander's alt fire
added option to disable visual bullet tracers from your own weapons
added body parts to gibbed corpses
added pigcop body parts to dead RPVs and Pigcop Tanks
added lameduke's body parts to: lameduke's troopers, amc tc nazis, cops
added body parts to: duke nukem, edf trooper, doomguy
added plasma damage type to: alien queen, dukinator
added blueish screen tint when hit by plasma
added option to disable blood spawned from gibs and body parts
added velocity to spawned corpses
added behead animation to: overlord (& sentry), green octabrain pigbrute, zombie pigcop, lameduke's troopers, aracnorb
added new death animation to: cyber enforcer
added new enemy: aracnorb (spawned by the spidermastermind, and dead arachnotrons sometimes leave its body to be resurrected)
added new enemy: undead human (to be resurrected by archviles)
added new body parts for: megabrain, arachnotron, pigbrute, octabrain, green octabrain, psychobrain, lameduke's octabrain, netherworld queen, assault commander, king cobra, gorilla captain, baron of hell
removed dependance from the playpal palette on all sprites (fixes sprites' colors on wads that have their own playpal)
removed playpal file from the mod, which fixes compatibility with wads that have their own playpal (ancient aliens, back to saturn 2, etc)
removed gibs, debris and other fx on automap with the map scanner powerup
improved regular pipebomb throw (works better when aiming up)
improved archvile's graphics/sounds when resurrecting enemies
improved alien sniper: increased melee damage, reduced missile size, increased missile damage, accuracy, speed and range
improved sentry drone: fixed explosion detection, increased speed a bit, and added an alarm sound which gets triggered on some conditions before exploding
improved expander's alt fire: increased damage, range, fx, and consumes more ammo
improved chaingun's tracers position
lowered sound volume to: bullet casings, rats
lowered chaingun's sound pitch
increased ammo consumption to shotgun's alt attack
increased damage for: enemy bullets, sentry drones
increased aggresiveness for: pigbrute, pigassault, enforcer
increased health for: pigbrutes, possessed dukes
increased ammo capacity to: devastator, expander
increased archvile's shield strength when resurrecting enemies
increased lameduke's robot melee damage
reduced damage for: alien queen
reduced painchace for big bosses (and their sentrys)
reduced the number of spawned body parts on some enemies
renamed sprites for better compatibility with other wads: shotgun, battlelord, cycloid emperor, explosive barrel
archviles can now resurrect vanilla enemies (if they can be resurrected)
nightmare mode (damn I'm good) now respawns all monsters (including gibbed bodies and metal enemies, except when frozen/shrunk)
included original obituary messages for doom enemies (for the most part)
fixed huge lag in maps with voodoo dolls
fixed bug with impassable invisible objects in maps with dehacked decorations (Auger Zenith, DBP10, etc)
fixed bugs in maps that use tids in enemies to trigger events (this made some maps unfinishable)
fixed lameduke's octabrain missing hitbox when headshots are disabled and it possesses someone
fixed jitter in ntmai's movement (in coop)
fixed damage taken when telefragging an enemy that explodes
fixed not being to be able to throw pipebombs and tripbombs when you are out of ammo in some weapons
fixed incorrect rotation sprites in assault commander and lameduke's octabrain
fixed pigcop tank attack pitch calculation
fixed bug with slimers failing to attach to target and disappearing
fixed water/slime jet staying when the floor is no longer water/slime
fixed microwaveblast damage to possessed duke nukem corpses
fixed bug with incorrect health after resurrecting when shrunk
fixed bug with pipebombs going through hatched eggs
tons of bugfixes/improvements

 

Edited by kipo

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Silly me forgot about the screenshots.

Here's some.

Screenshot_Doom_20200316_151327.png

Screenshot_Doom_20200316_151336.png

Screenshot_Doom_20200316_151342.png

Screenshot_Doom_20200316_151408.png

Screenshot_Doom_20200316_152004.png

Screenshot_Doom_20200316_151827.png

Screenshot_Doom_20200316_151627.png

Edited by kipo

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Really glad to see this idea re-worked with the newer duke mod content. Weapons are very fun with the extra frames and effects and duke talk backing up the action. Defiantly gonna keep playing this. Just hope the duke talk can be kept from getting cut off when a new line is triggered and that more lines can find there way in.

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Thanks for the feedback, gonna see if something can be done about the duke talk getting cut off.

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Could you try putting this in a mediafire/dropbox link? Download site keeps chucking scam redirects every which way. 

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Sure thing, added a mediafire link (but it says it'll only last 14 days)

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Today is my lucky day! At last! Everything is done very cool! But I am confused by some points. Instead of the barons of hell, the final bosses appear, this is too much for me. And as for the balance, the damage is mainly caused by duke weapons and the health of monsters. They did not vanilla. The missile trawl was superfluous. In the v10 version of the ramon, instead of the berserker was the First aid kit, it was convenient. I mean, I’m fond of going through different megawads with weaponpack and if there was a version with only weapons it would be cool. In some places it’s just not passable in megawads. The Slade I changed some things for yourself actually damage weapons and monsters health. Little bit

https://dukenukem.fandom.com/wiki/Shotgun#Duke_Nukem_3D (for example). And so this version of the mod is just my dream.

Edited by JudgeDeath

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19 hours ago, JudgeDeath said:

Instead of the barons of hell, the final bosses appear, this is too much for me.

Yeah duke seems to have fewer enemies and I had to inlcude the boss sentrys somewhere, so the "mini bosses" from doom seem fitting.  Btw they are not the final bosses, they are the boss sentrys, which is a smaller weaker version, the final duke bosses are much bigger and tougher.

 

19 hours ago, JudgeDeath said:

And as for the balance, the damage is mainly caused by duke weapons and the health of monsters. They did not vanilla.

You are right, but I had to make some sacrifices so that doom's current maps can be enjoyed and feel balanced.  It could be improved, though.

 

19 hours ago, JudgeDeath said:

The missile trawl was superfluous.

Not sure what you meant here, are you talking about the tripbombs?

 

19 hours ago, JudgeDeath said:

In the v10 version of the ramon, instead of the berserker was the First aid kit, it was convenient.

Yeah, but as stated, I had to consider balance to the current doom maps, which is why the steroids seem fitting for the berserk (similar powerup), and the fist aid kit for the soulsphere which fills 100hp, allowing it to go up to 200hp, and every medkit adding to that first aid kit so you can have reserves (similar to dukeplus but up to 200hp)

 

20 hours ago, JudgeDeath said:

I mean, I’m fond of going through different megawads with weaponpack and if there was a version with only weapons it would be cool.

I don't think I'll be doing a weapons only version, since there are already mods which cover that aspect, such as NukeTown.

 

20 hours ago, JudgeDeath said:

In some places it’s just not passable in megawads.

Can be tough but that's why I tried to keep balance, sufficient ammo drops, health reserves, headshots for extra damage, dukebots that help you, and lastly, new alt fires like the freezethrower's which allow to freeze multiple enemies at once, which is perfect for crowed areas.  Be use to use everything at your disposal.

 

20 hours ago, JudgeDeath said:

The Slade I changed some things for yourself actually damage weapons and monsters health. Little bit

That's cool, let me know of the changes you consider worthy, improvements are always welcome.

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Just a small update from the feedback I've been getting (updated links in the first post):

 

v1.01:

Fixed overlapping duke talk
Added a toggle in options to enable/disable 3d gore
Added jumping and jetpack sprites for duke
Added screen tint effect when hit by octabrain's attack
Added new intermission screen (from Nuke Town)
Fixed LEST ROCK text in skill setting
Improved placement for floating enemies to prevent weird idle animation
Blue armor less blue (had it on bright for some reason)
Other minor bugs/improvements

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You forgot to credit me since I added the Cycloid Incinerator when I made it as an addon for "Duke Nukem 3D Weapons & Aliens v6" some months ago (unless someone more did it before).

 

Right now I only find annoying how the screen shakes a lot when you use the pistol or the shotgun, the rest of weapons feel pretty good, I really love the addition of the SSG and the special secondary attacks of the other weps!

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Just to post another update (updated links in the first post).

 

v.1.02:

Changed psychobrain sprite for the "octabrain purple gem", and made him more agressive
Adjusted duke size
Fixed low quality duke voice files
Adjusted enemy rocket speeds
Removed PixelWAD's DN3D texture replacement mod, but made it compatible to load it as another mod (which it is)
Removed duke's midis / music files (so you can load other mods with duke music or any music mod you want)
Added green screen damage effect from acid blood and nukage
Added red screen damage effect
Fix floating enemies flying constantly higher to the sky on idle
Added a toggle to enable/disable the new Robot Alien enemy
Replaced the Intro screen (16:9)
Made all enemies motionless on idle (like in duke nukem 3d)
Added duke nukem's monster movement (enemies can move faster if further away and can also move backwards at close range)
Added better font letters and color for main menu
Lowered the headshot damage

Improved the dukebots

Added darker green gore sprites

Lowered the enforcer's ammo drops

Added duke talk when killing Bosses

Other bugfixes/improvements

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Really glad this is a GZDoom project so that I can load it on top of doom maps. I like that the options toggles are there. Hopefully there can more variety through these. Maybe a classic duke weapon load out on one end and a beefed up arsenal on the other. Duke talk options would rule. There were a lot of one liners collected in the Samsara duke character mod.

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On 3/19/2020 at 9:00 PM, kipo said:

That's cool, let me know of the changes you consider worthy, improvements are always welcome

Here my rebalance this is what i changed for myself based on 1.02

health and weapon damage. Painchange is incorrect

I did it after I played duke nukem 3d on ms-dos

 

https://drive.google.com/open?id=1KPnP-uRVgniVurQwWvws53HXQP3jcZZo

Edited by JudgeDeath

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Thanks, I'll check it out after the new release I'm posting.

 

Edit: new update:

v.1.03:

Spoiler

Added intro
Added blood gore in doors/crushers
Added headshot death animations for: battlelord, cycloid emperor, cycloid incinerator, king cobra, gorilla captain
Added new death animation for the troopers when killed with the SSG (and an Option toggle for this kind of stuff)
Added: enemies may spawn gibs when shot (and an Option toggle for this)
Improved dukebots code, and they can now defend against slimers
Replaced health and armor bonus sprites
Replaced duke casings for pistol and shotgun
Replaced the SSG
Added boots dropitem to the slimer eggs
Adjusted devastator firing rate
Improved rocket smoke
Fixed duke unshrink to keep health and armor.
Improved duke talk so it won't cut off
Lowered floatbob strengh to prevent floor clipping on floating enemies
Adjusted commander health, rocket and devastator damages
Adjusted alien drone explosion factor
Adjusted octabrains animations and speed
Fixed trooper's drop ammo amount (and reduced the drop % a bit)
Reduced shrinker/expander enemy animation time
Improved acid/flame damage (now if you pass quickly you may not get hurt)
Improved pipebomb's deselect animation
Fixed pipebomb's pickup bug
Added duke swimming animation
Fixed main menu pic
Fixed menu sounds
Fixed main menu logo
Added duke 3d menu cursor
Added intermission end sounds
Improved fonts
Added "where is it" sound in use-fail
Replaced duke landing sound
Muted "secret found" sound
Changed some item pickup sounds
Other bugfixes/improvements

 

Edit2:

Ok I checked your file, and you opened my eyes to improvements. I didn't really know about the flag FBF_NORANDOM and why no matter what I did, it still didn't work as expected, so I had to alter health values and such so that it feels right.  I'll have to test with the new parameters some more to find a sweet spot.  Thanks again.

Edited by kipo

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On 4/19/2020 at 4:40 AM, kipo said:

Thanks, I'll check it out after the new release I'm posting.

 

Edit: new update:

v.1.03:

  Reveal hidden contents

Added intro
Added blood gore in doors/crushers
Added headshot death animations for: battlelord, cycloid emperor, cycloid incinerator, king cobra, gorilla captain
Added new death animation for the troopers when killed with the SSG (and an Option toggle for this kind of stuff)
Added: enemies may spawn gibs when shot (and an Option toggle for this)
Improved dukebots code, and they can now defend against slimers
Replaced health and armor bonus sprites
Replaced duke casings for pistol and shotgun
Replaced the SSG
Added boots dropitem to the slimer eggs
Adjusted devastator firing rate
Improved rocket smoke
Fixed duke unshrink to keep health and armor.
Improved duke talk so it won't cut off
Lowered floatbob strengh to prevent floor clipping on floating enemies
Adjusted commander health, rocket and devastator damages
Adjusted alien drone explosion factor
Adjusted octabrains animations and speed
Fixed trooper's drop ammo amount (and reduced the drop % a bit)
Reduced shrinker/expander enemy animation time
Improved acid/flame damage (now if you pass quickly you may not get hurt)
Improved pipebomb's deselect animation
Fixed pipebomb's pickup bug
Added duke swimming animation
Fixed main menu pic
Fixed menu sounds
Fixed main menu logo
Added duke 3d menu cursor
Added intermission end sounds
Improved fonts
Added "where is it" sound in use-fail
Replaced duke landing sound
Muted "secret found" sound
Changed some item pickup sounds
Other bugfixes/improvements

 

Edit2:

Ok I checked your file, and you opened my eyes to improvements. I didn't really know about the flag FBF_NORANDOM and why no matter what I did, it still didn't work as expected, so I had to alter health values and such so that it feels right.  I'll have to test with the new parameters some more to find a sweet spot.  Thanks again.

just use the information from this site https://dukenukem.fandom.com/wiki/Shotgun#Duke_Nukem_3D

Shotgun info:

When the Shotgun is fired, seven hitscan trails are projected from the player, with each trail inflicting 10 damage.

 

A_FireBullets (4, 2.7, 7, 10, "Shotgunpuff",FBF_NORANDOM|FBF_USEAMMO)

 

RPG:

Damage per shot

140 (x2 for direct hit)

 

Damage (140)

A_Explode(140,178,0)

 

This info from ms-dos user.con file

/*

--------------------------------------------------------------------------------
Duke Nukem 3D USER.CON file.
By Todd Replogle
(c) 1996 3D Realms Entertainment
--------------------------------------------------------------------------------

IMPORTANT NOTICE IF YOU USE MODIFIED .CON FILES

If you are playing a MULTIPLAY game (Dukematch or Co-op) and you are
using *modified* .CON files (USER.CON, GAME.CON, DEFS.CON), then each
multiplayer must be using the EXACT SAME .CON files, or the game will
get out of sync and/or develop interesting problems.

3D Realms encourages you to experiment freely with the parameters
contained in this file, and to share your discoveries with the rest
of the world.  However, BE ADVISED that 3D Realms does NOT offer 
any technical support on how to use this file or other user-modifiable 
features of this game.  Do NOT call 3D Realms or Apogee Software 
for advice or help with this subject.  

You make modifications to this and other files at your own risk. 
It is recommended that you first make a backup copy of this, or
any .CON files before making any changes.

How many ways can you die?

--------------------------------------------------------------------------------
*/

// ******************
// MISC GAME SETTINGS
// ******************

define CAMERASDESTRUCTABLE      NO               // YES
define FREEZERHURTOWNER         YES

define MAXPLAYERHEALTH          100
define MAXWATERFOUNTAINHEALTH    50

define YELLHURTSOUNDSTRENGTH     40
define YELLHURTSOUNDSTRENGTHMP   50

define MAXPLAYERATOMICHEALTH    200     // doubles as maxarmor.
define DOUBLEMAXPLAYERHEALTH    MAXPLAYERATOMICHEALTH
define STARTARMORHEALTH         0
define RETRIEVEDISTANCE         844
define SQUISHABLEDISTANCE      1024 // For actors only!
define DEFAULTVISIBILITY        512
define FROZENQUICKKICKDIST      980

define GENERICIMPACTDAMAGE      10
define SWEARFREQUENCY           42

define MAXPISTOLAMMO           200
define MAXSHOTGUNAMMO           50
define MAXCHAINGUNAMMO         200
define MAXRPGAMMO               50
define MAXHANDBOMBAMMO          50
define MAXSHRINKERAMMO          50
define MAXDEVISTATORAMMO        99
define MAXFREEZEAMMO            99
define MAXTRIPBOMBAMMO          10

define RESPAWNACTORTIME         768
define RESPAWNITEMTIME          768

// The BLIMP has a high respawn time (any value smaller runs the risk
// of spawning too many sprites, resulting in "Bog City")
define BLIMPRESPAWNTIME 2048

define NUMFREEZEBOUNCES          3  // 0 - 255


define RUNNINGSPEED 53200

define PLAYDEADTIME 120

define SHRUNKCOUNT 270
define SHRUNKDONECOUNT 304

define FROZENDRIPTIME 90
define THAWTIME 138


// Various blast radius distances

define RPGBLASTRADIUS           1780
define PIPEBOMBRADIUS           2500
define SHRINKERBLASTRADIUS      650
define TRIPBOMBBLASTRADIUS      3880
define MORTERBLASTRADIUS        2500
define BOUNCEMINEBLASTRADIUS    2500
define SEENINEBLASTRADIUS       2048

gamestartup     DEFAULTVISIBILITY GENERICIMPACTDAMAGE MAXPLAYERHEALTH
                STARTARMORHEALTH  RESPAWNACTORTIME RESPAWNITEMTIME RUNNINGSPEED
                RPGBLASTRADIUS PIPEBOMBRADIUS SHRINKERBLASTRADIUS TRIPBOMBBLASTRADIUS
                MORTERBLASTRADIUS BOUNCEMINEBLASTRADIUS SEENINEBLASTRADIUS
                MAXPISTOLAMMO MAXSHOTGUNAMMO MAXCHAINGUNAMMO
                MAXRPGAMMO MAXHANDBOMBAMMO MAXSHRINKERAMMO
                MAXDEVISTATORAMMO MAXTRIPBOMBAMMO MAXFREEZEAMMO
                CAMERASDESTRUCTABLE NUMFREEZEBOUNCES FREEZERHURTOWNER


// Weapon Strengths
define KNEE_WEAPON_STRENGTH             10
define PISTOL_WEAPON_STRENGTH            6  // Adds rand()%5 (0 to 5)
define HANDBOMB_WEAPON_STRENGTH        140

// For direct hits with the rocket launcher,
// this amount is actually doubled.  Otherwise,
// damage values depend on distance. The
// further, the weaker.

define RPG_WEAPON_STRENGTH              140


define SHRINKER_WEAPON_STRENGTH          0
define SHOTGUN_WEAPON_STRENGTH          10
define CHAINGUN_WEAPON_STRENGTH          9
define FREEZETHROWER_WEAPON_STRENGTH    16
define COOL_EXPLOSION_STRENGTH          38
define TRIPBOMB_STRENGTH               100
define FIRELASER_WEAPON_STRENGTH         7
define MORTER_WEAPON_STRENGTH           50
define BOUNCEMINE_WEAPON_STRENGTH      150
define SPIT_WEAPON_STRENGTH              8
define BULLET_WEAPON_STRENGTH           30

// Enemy strengths (hit points).

define TROOPSTRENGTH            30
define PIGCOPSTRENGTH          100
define PIG_SHIELD_AMOUNT1       75
define PIG_SHIELD_AMOUNT2       50
define LIZSTRENGTH             100
define LIZGETTINGDAZEDAT        15
define LIZEATINGPLAYER          -2
define OCTASTRENGTH           175
define OCTASCRATCHINGPLAYER   -11
define RECONSTRENGTH            50
define TURRETSTRENGTH           30
define ROTTURRETSTRENGTH        40
define DRONESTRENGTH           150
define CAPTAINSTRENGTH          50
define CAPTSPINNINGPLAYER      -11
define COMMANDERSTRENGTH        350
define SHARKSTRENGTH            35
define SHARKBITESTRENGTH        -9

define PISTOLAMMOAMOUNT         12
define SHOTGUNAMMOAMOUNT        10
define CHAINGUNAMMOAMOUNT       50
define RPGAMMOBOX               5
define CRYSTALAMMOAMOUNT        5
define DEVISTATORAMMOAMOUNT     15
define FREEZEAMMOAMOUNT         25
define HANDBOMBBOX              5


define BOSS1STRENGTH            4500
define BOSS1PALSTRENGTH         1000
define BOSS2STRENGTH            4500
define BOSS3STRENGTH            4500

Edited by JudgeDeath

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Why'd you replace the sprite for the SSG? I adored the Duke Nukem style one ):

 

The new one is fine, I guess. It definitely seems practical, but it's so much less stylish.

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I was sad to let it go too (I had invested some hours on it to remove the gloves and have independent barrel shooting/reloading).

But in the end, it was not a real distiinct weapon, just two regular shotguns glued together, it was just a hack.

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On 4/27/2020 at 10:56 AM, DoctorBleed said:

Why'd you replace the sprite for the SSG? I adored the Duke Nukem style one ):

 

The new one is fine, I guess. It definitely seems practical, but it's so much less stylish.

 

On 4/30/2020 at 2:06 PM, kipo said:

I was sad to let it go too (I had invested some hours on it to remove the gloves and have independent barrel shooting/reloading).

But in the end, it was not a real distiinct weapon, just two regular shotguns glued together, it was just a hack.

 

Hey kipo, you could always add it back in as an optional thing X3

I never forced you to add in those sprites btw, but as long as you're satisfied with the results that's all that matters :D

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Don't worry, the new shotgun is 10x better and I'm beyond grateful for your addon.  I was excited to receive the sprites from LossForWords and when you already implemented it I was even happier.

I was just sympathizing with DoctorBleed just all, kinda like when you can't throw something away because it brings you memories or something, but you know you should throw it away.  Ok maybe I went too far but you get my point ;).

The other one is just a hack and I don't think I'll be making it optional (not worth the effort).

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New update (updated links in the first post).

 

v1.04

Added new enemies (toggleable): dukinator, megabrain, assault pig, pig brute, alien sniper, lameduke's robot, lamduke's drone
Added new weapon: Lameduke's Plasma Cannon (includes alt fire), dropped by some of the new enemies

Added new sprite for armor bonus

Reworked burning death logic so now it doesn't depend on sprites anymore
Fixed expander's explosion area of effect

Added headshot death animations for: netherworldqueen, alien queen

Added water & other liquid splashes

Added new option for extra gore: "gibs & blood drops" or just "blood drops"

Added customizable recoil effect option for each weapon
Removed killcount from hatched eggs
Fixed automap door colors

Reworked duketalk to not be cut off on taunts, weapons pickup, etc

Improved sentry drones, added hover sound, lowered damage, speed and turning like in vanilla duke, and they can try to dodge missiles (dodging is toggeable)
improved slimers, lowered speed, and they can be killed instantly like in vanilla duke (when face-hugging)
Reworked reload system so now it's automatic if you keep firing, and now uses the default weapon reload key bind

Fixed SSG bug when using primary fire with one shell loaded

Lowered pistol damage (but it's still fun to use)

Improved intro and titlepic
Fixed pickup names

Added quick exit

Other bugfixes/improvements

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Sorry i hate to be that guy. but recently the latest gzdoom release has rendered the mod unplayable for now. as you can see at the bottom those are the messges i got upon loading it up after this gzdoom build.

 

 

 

Script warning, "DN3DooM.pk3:zscript/baseactor.txt" line 477:
Accessing deprecated function A_CustomMissile - deprecated since 2.3.0, Use A_SpawnProjectile() instead
Script warning, "DN3DooM.pk3:zscript/dukeplayer.txt" line 328:
Accessing deprecated function Create - deprecated since 3.8.0, Use Level.CreateActorIterator() instead
Script warning, "DN3DooM.pk3:zscript/randomturrets.txt" line 48:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/decorations.txt" line 59:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/decorations.txt" line 65:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 72:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 138:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 139:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 140:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 141:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 142:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 145:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 146:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 147:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 148:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 149:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 152:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 153:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 154:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 155:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 156:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 159:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 160:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 161:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 162:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 163:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 167:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 168:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 169:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 170:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 171:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 174:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 175:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 176:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 177:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 178:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 181:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 182:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 183:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 184:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 185:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 189:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 190:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 191:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 192:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 193:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 196:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 197:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 198:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 199:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 200:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 203:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 204:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 205:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 206:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 207:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 210:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 211:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 212:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 213:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 214:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 218:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 219:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 220:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 221:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 222:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 225:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 226:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 227:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 228:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 229:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 232:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 233:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 234:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 235:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 236:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 239:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 240:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 241:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 242:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/randomobjectsliquids.txt" line 243:
Accessing deprecated function PointInSector - deprecated since 3.8.0, Use Level.PointInSector instead
Script warning, "DN3DooM.pk3:zscript/deadbody.txt" line 45:
Accessing deprecated member variable Z - deprecated since 2.3.0, Use Pos.Z instead
Script warning, "DN3DooM.pk3:zscript/deadbody.txt" line 60:
Accessing deprecated function A_CustomMissile - deprecated since 2.3.0, Use A_SpawnProjectile() instead
Script warning, "DN3DooM.pk3:zscript/deadbody.txt" line 63:
Accessing deprecated function A_CustomMissile - deprecated since 2.3.0, Use A_SpawnProjectile() instead
Script warning, "DN3DooM.pk3:zscript/deadbody.txt" line 66:
Accessing deprecated function A_CustomMissile - deprecated since 2.3.0, Use A_SpawnProjectile() instead
Script error, "DN3DooM.pk3:actors/p_dukenukem.txt" line 136:
Call to member function A_D3DPlayDukeSound with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/p_dukenukem.txt" line 150:
Call to member function A_D3DPlayDukeSound with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/i_pickup.txt" line 76:
Call to member function A_D3DPlayDukeSound with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/i_holoduke.txt" line 9:
Call to member function A_ReadCVar with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/i_holoduke.txt" line 138:
A_HoloDistract is declared private and not accessible
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 105:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 107:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 111:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 112:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 231:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 233:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 238:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 239:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 256:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 258:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 263:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_pistol.txt" line 264:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shotgun.txt" line 132:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shotgun.txt" line 136:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shotgun.txt" line 137:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shotgun.txt" line 138:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shotgun.txt" line 139:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shotgun.txt" line 140:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 67:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 70:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 71:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 72:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 73:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 74:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 91:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 94:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 95:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 96:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 107:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 110:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 111:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_ssg.txt" line 112:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 83:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 85:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 86:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 107:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 109:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 110:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 119:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 121:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 122:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 131:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 133:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 134:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 156:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 158:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 159:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 168:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 170:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_chaingun.txt" line 171:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_rpg.txt" line 78:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_rpg.txt" line 79:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_rpg.txt" line 81:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_rpg.txt" line 82:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_rpg.txt" line 83:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_rpg.txt" line 84:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_freezethrower.txt" line 75:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_freezethrower.txt" line 99:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_shrinker.txt" line 84:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_expander.txt" line 78:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 88:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 92:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 94:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 95:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 96:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 112:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 116:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 118:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 119:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_devastator.txt" line 120:
Call to member function A_SetPitchD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_incinerator.txt" line 75:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_incinerator.txt" line 79:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_incinerator.txt" line 93:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_plasmacannon.txt" line 76:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/w_plasmacannon.txt" line 96:
Call to member function A_ZoomFactorD3D with incompatible self pointer.
Script error, "DN3DooM.pk3:actors/e_lizard.txt" line 359:
Call to member function A_D3DPlayDukeSound with incompatible self pointer.
Function without prototype needs register info manually set: BabeTaunt.StateFunction.1
Function without prototype needs register info manually set: BabeDamn.StateFunction.0
Function without prototype needs register info manually set: Icon of Invulnerability.StateFunction.8
Function without prototype needs register info manually set: HolodukeSpawner.StateFunction.1
Function without prototype needs register info manually set: Pistol .StateFunction.54
Function without prototype needs register info manually set: Pistol .StateFunction.56
Function without prototype needs register info manually set: Pistol .StateFunction.60
Function without prototype needs register info manually set: Pistol .StateFunction.61
Function without prototype needs register info manually set: Dual Pistol.StateFunction.55
Function without prototype needs register info manually set: Dual Pistol.StateFunction.57
Function without prototype needs register info manually set: Dual Pistol.StateFunction.62
Function without prototype needs register info manually set: Dual Pistol.StateFunction.63
Function without prototype needs register info manually set: Dual Pistol.StateFunction.76
Function without prototype needs register info manually set: Dual Pistol.StateFunction.78
Function without prototype needs register info manually set: Dual Pistol.StateFunction.83
Function without prototype needs register info manually set: Dual Pistol.StateFunction.84
Function without prototype needs register info manually set: Shotgun .StateFunction.61
Function without prototype needs register info manually set: Shotgun .StateFunction.65
Function without prototype needs register info manually set: Shotgun .StateFunction.66
Function without prototype needs register info manually set: Shotgun .StateFunction.67
Function without prototype needs register info manually set: Shotgun .StateFunction.68
Function without prototype needs register info manually set: Shotgun .StateFunction.69
Function without prototype needs register info manually set: SSG.StateFunction.62
Function without prototype needs register info manually set: SSG.StateFunction.66
Function without prototype needs register info manually set: SSG.StateFunction.67
Function without prototype needs register info manually set: SSG.StateFunction.68
Function without prototype needs register info manually set: SSG.StateFunction.69
Function without prototype needs register info manually set: SSG.StateFunction.70
Function without prototype needs register info manually set: SSG.StateFunction.88
Function without prototype needs register info manually set: SSG.StateFunction.91
Function without prototype needs register info manually set: SSG.StateFunction.92
Function without prototype needs register info manually set: SSG.StateFunction.93
Function without prototype needs register info manually set: SSG.StateFunction.107
Function without prototype needs register info manually set: SSG.StateFunction.110
Function without prototype needs register info manually set: SSG.StateFunction.111
Function without prototype needs register info manually set: SSG.StateFunction.112
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.51
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.53
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.54
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.71
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.73
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.74
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.83
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.85
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.86
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.95
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.97
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.98
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.118
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.120
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.121
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.130
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.132
Function without prototype needs register info manually set: Chaingun Cannon.StateFunction.133
Function without prototype needs register info manually set: RPG.StateFunction.47
Function without prototype needs register info manually set: RPG.StateFunction.48
Function without prototype needs register info manually set: RPG.StateFunction.50
Function without prototype needs register info manually set: RPG.StateFunction.51
Function without prototype needs register info manually set: RPG.StateFunction.52
Function without prototype needs register info manually set: RPG.StateFunction.53
Function without prototype needs register info manually set: Freezethrower.StateFunction.45
Function without prototype needs register info manually set: Freezethrower.StateFunction.94
Function without prototype needs register info manually set: Shrinker.StateFunction.75
Function without prototype needs register info manually set: Expander.StateFunction.69
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.52
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.56
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.58
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.59
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.60
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.73
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.77
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.79
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.80
Function without prototype needs register info manually set: Devastator Weapon.StateFunction.81
Function without prototype needs register info manually set: Incinerator Flamethrower.StateFunction.74
Function without prototype needs register info manually set: Incinerator Flamethrower.StateFunction.78
Function without prototype needs register info manually set: Incinerator Flamethrower.StateFunction.89
Function without prototype needs register info manually set: Plasma Cannon.StateFunction.47
Function without prototype needs register info manually set: Plasma Cannon.StateFunction.64
Function without prototype needs register info manually set: LizardDump.StateFunction.1

Execution could not continue.

81 errors while parsing DECORATE scripts

 

 

 

 

 

Feel free to respond if you have the time.

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Sorry no, relies heavily on zscript, so no Zandronum support.

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On 6/8/2020 at 3:10 PM, Cynical Dreamer said:

Sorry i hate to be that guy. but recently the latest gzdoom release has rendered the mod unplayable for now. as you can see at the bottom those are the messges i got upon loading it up after this gzdoom build.

 

<A METRIC SHIT-TON OF ERRORS>

 

Oh man, I only just found the thread for this mod and it looks awesome, so that's disappointing. I hope the dev addresses it soon.

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On 3/16/2020 at 6:16 AM, kipo said:

This mod aims to bring the duke nukem 3d universe to the doom engine, with enhancements taking inspiration/resources from mods like Dukeplus and others.

The base is the mod "Duke Nukem 3D Weapons & Aliens v6" from Don Ramon (I started adding some stuff and then I couldn't stop!).

Don Ramon didn't create v6. By the way, the mod doesn't work on Zandromum.

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