Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The Redux version is the official v2 of Nuclear Showdown, fixed to work on newer versions of Eduke32 without the bugs.
Version 2.1 of Nuclear Showdown; includes new widescreen art for weapons, new improved artwork for the Desert Eagle, and tons of new Duke quotes (including many context sensitive quotes)
First of all, thanks to Nightfright for patching what he could of my old code and trying to keep the mod alive. This version was based off his version. also thanks to M210 for hosting NS on his site and also trying to fix a few bugs.
Finally thanks to Oporix for releasing 'Block ignite' a usermap for Nuclear Showdown which inspired me to patch it so it's functional and relatively bug-free.
*Pig Cop tank will now always spawn a pig cop if destroyed with the self destruct, and never if
destroyed with weapons. It will also have a chance of spawning a shotgun if destroyed; this was done
because with the addition of proper mouselook, hitting the buttons on the back of Tanks has been trivial for sometime. Taking that out wouldn't be an option as many modern maps are designed with using that in mind; this way there's now a tangible benefit to taking it out with weapons as it guarantees the Pigcop will die and also gives a chance of spawning a shotgun with full ammo. As it stood before
there was almost never a reason to waste ammo on the tank.
Suicide drones have less health but do x2 more damage; again with the advent of mouselook the
drones became less of an interesting threat and more of a choir to fight. This way they die in a single shotgun blast but are more of a risk if they are allowed to get close.
#This change was done to mitigate save+loading to avoid repeated drops when saving a babe; whilst the odds are the same, the game will cycle through all drops so assuming there's enough babes you're guaranteed to get all of
the new weapons. It's still random however, but you'll get one of each item eventually before it resets and cycles through them randomly again.
-fixed custom switches, locks and toolboxes from not opening doors
-fixed pipebomb being thrown along with prox dynamite
-fixed plasma cannon not working
-fixed jibs not spawning
-added additional shotgun animation tile by Minigunner
-added ammolots tile by Reaperman (originally posted by Hendricks266)
There's a lot of quality of life stuff I'd like to do (a more organic way of activating the new inventory items) but AMC TC is always beckoning in the background; however if people like the mod enough and make more usermaps than I would definitely do more stuff with the TC.
Note that I highly recommend grabbing the Duke Nukem PSX version soundtrack from here:
The included ns.def with NS will use this music so just place the highres folder in the same directory as Nuclear Showdown and rename ns.def to duke3d.def
Thanks alot for checking out the mod and your continued support,
=======================Old readme file==============================
NUCLEAR SHOWDOWN by James Stanfield
You need Eduke32 and the Atomic edition of Duke for this mod - I've included the latest snapshot (30th April) - for the Source
code and updates check out www.eduke32.com; it's fucking rad!
Don't try to play this with the High res pack or with a V1.3D grp file.
===========BUG FIXES AND STUFF SINCE V1.0================
-Ammo pickups work properly with backpack now
-Vacation and Special Forces Pigs' dropped shotguns now spawn
the correct amount of ammo rather than 10 all the time
-Kick animation now shows when stomping shrunken enemies
and shattering frozen enemies
-Fixed crash bug on newer snapshots due to transporter star spawning
-Added map beacons to keycard slots
-Added armour counter to DN64 HUD
-Inventory icons now use their more detailed pickup sprites for the default
and Duke64 HUDS
-M60 now fires projectiles rather than hitscan bullets; slower but more powerful
than the ripper
-When using next/previous weapon key, it cycles through the different weapon types
-shell and gibs remain on the floor
-Improved special forces pig graphics (Feel free to use!)
-Added briefing map to the start of 'Fallout Tour' episode, and relocated 'A Lost City' to
a secret level to shorten the city part of the episode.
-Improved footstep system (instead of cycling through the 4 different step sounds for
each surface, it randomly picks one of the 4 instead)
-Plasma gun now shakes when charging, and it's lowest power setting no longer spawns
a full size explosion but a smaller one as intended. Also the freezer sound no longer
plays when first firing.
-Added new HUD Type; the 'Duke Nukem: Land of the Babes' HUD
-Akimbo pistol art slightly modified; left pistol's chamber is no longer visible
-Custom bonus screen displays the level's name now (Thanks to Hunter_Rus for coding the command in)
-Added hit direction counter to player
==========CURRENT FEATURE LIST================
-Different Hud types - press the button assigned to 'minimize HUD' to change between different ones.
-The Pistol has a visible magazine count, and you can reload when you wish now. Also reloading your pistol will send a magazine flying, to make reloading more entertaining. To reload, bind a key to 'Reload' (Oh wow)
-You can now pick up a second pistol and duel wield two.
-5 new weapons (not replacing any, on top of the originals) - the MP5K, the Desert Eagle, the M60, Proximity Dynamite, and the Leadgun. The MP5K shares the slot with the pistol, and like the pistol you can pick up another and duel wield them. The Desert Eagle also shares the slot with the pistol, however it uses it's own ammo source. The Lead Cannon is a 4 barrelled shotgun that shares a slot with the shotgun (funny that) The Proximity Dynamite is just as the label says - throw it down and if any enemies come near it they'll be blown to smithereens (Unfortunately do to the way the pipebomb is coded, you need at least one pipebomb before you can access your dynamite. I'll try and find a way around this in the future) All of them can be found by rescuing babes in non-NS maps.
-3 new items (not replacing any, on top of the originals) - The Toolbox, the Spacesuit, and the Jump boots. These can be viewed and accessed by binding a key to 'New inventory'
-The Shotgun now requires reloading. It can hold 8 shells - at the moment the transition between reloading and not is a bit too fast - this will be amended in future versions
-Keycards you have are visible in the corner of the screen (more hud changes in the future)
-Ammo system has been changed - no more wasting a whole box of shells because you needed just 2 shells. If you pick up a ammo box and you need just less than half of what it contains, than half of what it has is added to your ammo whilst the rest will remain behind for you to pick up later. I'm making it sound more complicated than it is - you'll know what it ingame.
-Air left whilst swimming is shown by a icon in the upper right corner
-New enemies; the Lizman with flamer, the Camera drone, The Pig Cop on Vacation, Pig Special Forces, and the old octabrain.
-Pig cops can now defend themselves better if you get too close to them.
-New Enemy types for the liztroop!
-Usable arcade machines! Currently there's only a simple virtua cop style game that's quite hard, but I'm going to add more games in.
-Slimed Babes can now be rescued. There's a chance you may be rewarded with a new weapon.
-Pig Cop and Liz Man can have their heads blown off. Note that headshots only do a tiny amount of damage more - being able to one shot the 2 mainstay enemies with the shotgun would makes things far too easy
-Footstep sounds (Mod makers, please feel free to use the defines I made for Duke's textures. I'm sure the idea of going through Duke's tiles and writing down lines for each texture is a job you didn't look forward to, so hopefully my file will save you all that bullshit and let you worry about just getting the code to work)
-Duke it out in DC support; if you have Duke it out DC, than extract the maps and the Tiles014 art file from the GRP file (I WOULD include the maps with NS, but 3DR wouldn't like that despite the fact you can't even BUY the fucking add-on anymore)
-A new episode called Fallout Tour, which comprises of several usermaps, with a diverging path in the middle.
Please feel free to look at the code - so far this contains some of the most advanced stuff I've tackled, but of course some of it can be done better. In any case if you find anything that you'd find useful in your project, feel free to use it - just give me a mention.
The following authors for their levels in Episode 6 Fallout Tour:
Michael and Robert Caraballo
Alias Conrad Coldwood
3DRealms for Duke Nukem and all his games
TerminX for Eduke32 (And credits to Jonof and Plagman, as well as anybody who helped these guys)
Cory Whittle, for Immoral Conduct which was a huge inspiration
George W. Bernard, for Chimera, Last reaction and Water base (which I used some code and art from)
Geoffrey, for some art work and general help
DeeperThought, for Code help
The Survival team, for putting up with my lazy ass (seriously you guys are great)
Monolith, for the Dynamite Graphics and some sounds
Sunstorm, for the Pig Cop Vacation graphics
Sang, for being the first to test the first 2 alpha releases
and you for downloading this!
enjoy and have fun!