kipo Posted March 16, 2020 (edited) 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 March 30 by kipo 8 Share this post Link to post
kipo Posted March 16, 2020 (edited) Silly me forgot about the screenshots. Here's some. Edited July 3, 2020 by kipo 7 Share this post Link to post
DriveAngrier Posted March 17, 2020 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. 0 Share this post Link to post
kipo Posted March 17, 2020 Thanks for the feedback, gonna see if something can be done about the duke talk getting cut off. 0 Share this post Link to post
DoomedFox Posted March 18, 2020 Could you try putting this in a mediafire/dropbox link? Download site keeps chucking scam redirects every which way. 0 Share this post Link to post
kipo Posted March 18, 2020 Sure thing, added a mediafire link (but it says it'll only last 14 days) 0 Share this post Link to post
JudgeDeath Posted March 18, 2020 (edited) 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 March 18, 2020 by JudgeDeath 0 Share this post Link to post
Hcoop111 Posted March 19, 2020 played it and loved it :3.... you wanna dance,,,, shake it baby.. heh 0 Share this post Link to post
kipo Posted March 19, 2020 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. 0 Share this post Link to post
kipo Posted March 21, 2020 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 0 Share this post Link to post
Onox Posted March 23, 2020 (edited) 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! 0 Share this post Link to post
kipo Posted March 28, 2020 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 0 Share this post Link to post
skaarjman Posted March 29, 2020 This is really nice I had an idea to make this myself a long while ago 0 Share this post Link to post
DriveAngrier Posted April 5, 2020 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. 0 Share this post Link to post
kipo Posted April 6, 2020 Thanks man, I'll check the samsara mod. There's also this topic in the zdoom forums where I'm posting some test releases from the feedback I'm getting. You can follow it here: https://forum.zdoom.org/viewtopic.php?f=43&t=67864 0 Share this post Link to post
JudgeDeath Posted April 18, 2020 (edited) 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 April 26, 2020 by JudgeDeath 0 Share this post Link to post
kipo Posted April 19, 2020 (edited) 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 April 20, 2020 by kipo 0 Share this post Link to post
JudgeDeath Posted April 26, 2020 (edited) 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 April 26, 2020 by JudgeDeath 0 Share this post Link to post
DoctorBleed Posted April 27, 2020 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. 0 Share this post Link to post
kipo Posted April 30, 2020 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. 0 Share this post Link to post
Frosted_Moontips Posted May 4, 2020 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 0 Share this post Link to post
kipo Posted May 4, 2020 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). 0 Share this post Link to post
kipo Posted May 25, 2020 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 0 Share this post Link to post
Z-Nexus Posted June 8, 2020 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. 1 Share this post Link to post
kipo Posted June 26, 2020 Sorry no, relies heavily on zscript, so no Zandronum support. 1 Share this post Link to post
Biodegradable Posted June 26, 2020 (edited) 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. 0 Share this post Link to post
A Nobody Posted June 26, 2020 (edited) 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. 0 Share this post Link to post