First: Duke model is not from Duke Nukem Forever.
Second: If you think these models are bad, then I never see them as they are, they are perfect and better than anything that has been introduced to the GZDoom.
First: Duke model is not from Duke Nukem Forever.
Second: If you think these models are bad, then I never see them as they are, they are perfect and better than anything that has been introduced to the GZDoom.
To make things clear, I'm not trying to get Duke Nukem Forever or Doom 3 to the GZDoom, although I use some good models. I'm picking what is logical away from overing show off.
It seems that there is incompatibility with either Deltatouch version or Eday map mod, because there is a lack of monsters movement such as Battlelord and Octabrain, and the explosions should not appear in this unconvincing way, and also the exaggeration of the zombieman death, this is what I have noticed so far. I'm playing GZDoom 2.4 and 4.1 on my computer and all of these bugs don't appear.
Well, this is all because of the recent versions of the GZDoom (4th Edition), (Crough and BFG + Machinegun + SSG Models) this mod was made on the 2.4 version and it is free of those bugs mentioned above. I still looking for the reason, maybe I figure out the error in the future, I will add screenshots of weapons by 2.4 version, currently 2.4 is the most recommend, thanks for your feedback and I hope you enjoy. :)
Can you explain more about BFG bug?
To be honest, this doesn't seem likely because Dom 4's weapons are more complicated than Duke's forever so there will appear to be a gap between players.
1. loading weaponry is based on games from the third millennium and is not old-school, the games are "Doom 3" and "Duke Nukem Forever"
2. It is normal for the weapons to be weak and sometimes not effective against some of the Duke 3D aliens, this is exactly the Duke game story.
3. These barrels are nuclear waste due to the games story, so how will the effect of its explosion be weaker than that!
There is nothing in common between the two modes.
This mod includes multi deathmatch and multi co-operative not only singleplayer. You can play the original game separately.
I don't intend to add machine gun, I intend to to keep all semblance of classic Doom 2 and Duke Nukem 3D.
its need to add normal skins but I'm working on a gzdoom version that is not modern in order to be as light as possible with regard to CPU temperature. In all cases, I want to know what you have that can be applied soon maybe. Thanks
Well I'm using ZDL for these tasks, if as long ashakros launcher works on GZDoom it works on this mod.
I am really don't know what hakros is, I am dealing with GZdoom only, sorry.
As promised earlier I added a manual reloading button in new version 1.2
Moddb.com
Ok, Maybe in some coming versions
Of course, I watched both Vidoes, I like the way you are playing. Thanks for publishing
Good to know that you liked the mod
- As I mentioned the best source port to use with is GZDoom 1.9.1 as a recommended version, and probably 2.x but not sure.
- At the bottom there is a game play link. watch at 3:13 that part is usage of shrinker, there is not bugs. Shrinker works on all enemies except: the mega bosses, Arachnotron (because of mostly robot) and mini bottlelord (has 50% immunity aginst the shrinker due to Duke Nukem story).
- The expander hurts enemies by giving charge, but some enemies can hurt them without giving a charge like: mega bosses, Arachnotron (because of mostly robot) and mini bottlelord (due to Duke Nukem story).
There is two types of missiles: first one is a narrow area damaging (RPG), and when you press 5 button again the missile will be switched to a tactical nuclear missile as like the original Duke Nukem Forever, which is exterminating, and that must happen logically, it given once and its not available alot in all levels, you can use it in a broad area (you should have far and save place to hide before launching)
Reload works automatically, there is no reloading button
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