I started modding in 2006 after discovering EDuke32, a source port of Duke Nukem 3D. I specialize in coding, and have used EDuke32 scripting to make several mods and TCs, with the help of some talented level designers from the Duke 3D community. My most notable projects include Duke Nukem: Weapon of Mass Destruction (my first mod), Duke Plus (a big enhancement mod), and a project formerly known as "Mario Nukem" -- an unreleased TC which provides a first person take on Nintendo's popular franchise.

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DeeperThought
DeeperThought @ Duke Nukem: Attrition

Use the holoduke inventory item.

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DeeperThought
DeeperThought @ Duke Forces

Thanks for your kind words! Don't forget to give it a rating. If enough people are interested, I will begin work on the third chapter.

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DeeperThought
DeeperThought @ Duke Forces

I can answer all that! First, the update is already released and the random spawns are indeed gone. As for Duke 3d enemies, your point cuts both ways: because they are rare, their presence shouldn't bother anyone very much, either. Moreover, according to my backstory, they are _not_ from another dimension. The lizard troopers and enforcers are related to trandoshans, and the fat commanders are related to hutts. Finally, while primary AC is a flak cannon similar to shotty, it is not hitscan and it much less common to have. There's just no substitute for hitscan shotty in Duke 3D.

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DeeperThought
DeeperThought @ Duke Forces

Hi Wesp, thank you for your kind words and comments -- I appreciate them and take them seriously. After some thought, I agree with you about the random trooper spawns, and will most likely get rid of that feature in the next update (which will be soon). Trigger based spawns are a different story, since the levels were not designed by me.

I am going to disagree about the remaining Duke 3D content, though. The whole premise of Duke Forces is that it's a mash-up. If you read the backstory, you will see there is a justification for including some Duke 3D enemies. If I was going to make a pure SW game, then it wouldn't have Duke Nukem in it at all (and I would probably get in trouble with Disney, too). The shotgun was not in the original release of Duke Forces, but I added it as a perk for gameplay reasons.

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DeeperThought
DeeperThought @ Duke Forces

My only theory is that you may have selected a custom game content directory in the startup window, which would have moved your saves to that folder. Leave that box set to "none" when you start.

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DeeperThought
DeeperThought @ Duke Forces

That's bizarre! I have never heard of this. Would you mind running the game, saving, and then sending me your eduke32.log file? You are running the game on Windows, right?

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DeeperThought
DeeperThought @ Duke Forces 2.01 Release

Hey thanks! Don't forget to post a rating -- this mod doesn't have very many!

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DeeperThought
DeeperThought @ Duke Forces 2.03b

Thank you, and it wasn't a stupid question. It's quite conceivable that the world tour edition could have been incompatible. Thankfully they decided to use the same file format and not encrypt the data or anything nasty like that.

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DeeperThought
DeeperThought @ Duke Forces 2.03b

I believe it will work, but you will need to find the file DUKE3D.GRP and copy it from the world tour install to the DukeForces folder. Let me know how that turns out!

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DeeperThought
DeeperThought @ Duke Forces

You need to make sure that eduke32.exe is inside of the DukeForces folder, where all of the content is. Nothing about the setup changes when you use 32bit versus 64bit. The only way it would start the regular game is if you had the DukeForces folder somewhere else so that it wasn't finding GAME.CON, duke3d.def, etc.

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DeeperThought
DeeperThought @ Duke Forces 2.01 Release

Give it a try and post a comment or review! It's definitely a classic shooter, though -- not really much like Force Unleashed.

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DeeperThought
DeeperThought @ Duke Forces 2.03b

And one more thing about that. If you want to fix the issue in a saved game, you can do so by opening the console (with the ~ key) and typing "setvar perks 768"

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DeeperThought
DeeperThought @ Duke Forces 2.03b

The patch to fix this and another issue has been uploaded.

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DeeperThought
DeeperThought @ Duke Forces

OK, I have fixed it and uploaded a patch (now available).

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DeeperThought
DeeperThought @ Duke Forces

That's weird because it used to work fine. If you load E1L2 as a user map straight from the menu, you will see that the TIE fighters have the correct path. But if you reach the level normally, playing through E1L1 first, then they do what you described. Very strange -- I'll fix it.

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DeeperThought
DeeperThought @ Duke Forces 2.03b

Hi, I just found the bug which causes that. If you get killed and then restart the level, but not from a saved game, then all of your powers get cleared. As long as you load from a saved game after death you should be fine. I will upload a fix in the future. In the old version of Duke Forces, you started the game with no force powers, and there is still some code in there to reset the player to no powers that I missed.

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DeeperThought
DeeperThought @ Darth Nukem Trailer

I totally agree!

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DeeperThought
DeeperThought @ Duke Forces 2.0 coming soon

Thanks! It's not really the "next one" so much as a big update. It's available now.

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DeeperThought
DeeperThought @ Duke Forces 2.0 coming soon

I will make a trailer soon.

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DeeperThought
DeeperThought @ Duke Forces 2.0 coming soon

It's Duke Forces 2.0

So it's still a mod of Duke 3D, and the new stuff comes from various sources.

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DeeperThought
DeeperThought @ Duke Forces

Thanks, I will be working on 1.2 update very soon. I will look at nerfing the blocking ability of the bots and many other changes and additions.

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DeeperThought
DeeperThought @ Duke Nukem: Attrition

That won't work because the new explosions have more frames, different timing and code. EDIT: oh lol I just noticed how old that question and reply was

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DeeperThought
DeeperThought @ Duke Nukem: Attrition 2.0

1. You do NOT need to use the .bat to start the game. Just make sure that when you run eduke32.exe, on the dropdown menu in the lower half of the window, you have attrition selected as the custom game content directory. The cachesize command is for increasing the memory allocated to the game, which at one time was good for performance. I'm not sure if that applies any more.

2. Polymost is by far the best renderer to use. Classic is not good at all -- there will be lots of glitches, missing sprites/textures/models. Polymer will look good with dynamic lights but probably run very poorly. It depends on the size of the level.

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DeeperThought
DeeperThought @ Duke Nukem: Attrition

Thanks for your comments! The high score mode allows you to keep playing forever. It's like random missions but there is no ending.

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DeeperThought
DeeperThought @ Duke Nukem: Attrition 2.0

The one included is the most recent build, which was created on September 17th, 2016. If you go to the official website and download the latest, you get the same revision...but I'm not sure if it's the 32-bit build or the 64-bit build (I included the 64bit build). Future builds should work fine, but sometimes they do break things.

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DeeperThought
DeeperThought @ Duke Nukem: Attrition

Sort of. It will run but a lot of the graphics will be missing or messed up.

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DeeperThought
DeeperThought @ Duke Forces

I have never encountered this problem before or heard about it. After attempting to save, would you mind posting a copy of eduke32.log in the bug reports forum? That file is generated each time you run the game. My only theory right now is that it thinks you are out of disk space. Please mention your hardware specs, including hard drive, when you post the report. I know it's a hassle but it could be very helpful.

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DeeperThought
DeeperThought @ Duke Forces

How is that? It lets everyone else save. You should be able to press Esc and access the menu to save at any time. You can also press F6 for a quick save.

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DeeperThought
DeeperThought @ Duke Forces

The main problem is that Duke Forces uses the same tile numbers as those expansions for some of its enemies; moving them to other tile numbers is enough work that I'm not motivated to do it. Duke in DC would mostly work ok, but you would see some glitches such as enemy sprites appearing as wall textures.

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DeeperThought
DeeperThought @ Duke Forces

It depends on what you mean by "expansion". It works ok with the original episode 4 levels and other user made maps, as long as they don't contain new art. It will not work with expansions that have new art or code.

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