Version 2.02 of Alien Armageddon, an overhaul and huge expansion for Duke Nukem 3D.
Alien Armageddon is a mod for Duke Nukem 3D which adds many new high quality enemies, sexy NPCs, and a second playable character, all featured in an epic new adventure. Some of the community's best talent have come together to make this amazing free expansion. Installation and other info is included with the download, and also below (scroll down).
Version 2.0 is more than just an update -- in addition to the content you would expect (new weapons, enemies, bug fixes, etc.) we have added hours of new gameplay with an overhauled version of the classic Duke it Out in DC expansion. Check out the official trailer:
To install and run:
Unpack the folder alien_armageddon from the DNAA20.zip file.
Place a copy of the file 'DUKE3D.GRP' (the game data from Duke Nukem 3D) inside of the alien_armageddon folder at root level. An Atomic Edition or later version of the file is required (not shareware, not version 1.3, etc.)
Run eduke_64bit.exe OR eduke_32bit.exe to start the game, as appropriate for your system. Note: Eduke32 will look for your DUKE3D.GRP data file in several places, so if Duke 3D is installed elsewhere on your system, you may not need to copy it to the install folder.
On the video mode dropdown menu, it is recommended to use OpenGL for the full visual experience, but the game will work in the software renderer.
It is NOT recommended to check the box for "Polymer". The Polymer renderer is not fully commpatible with Alien Armageddon; you will experience low framerate, missing shadows and missing voxels. The only advantage to using Polymer is that it renders dynamic lights from projectiles, fires, and certain other sprites.
The included executables have been extensively tested with this version of Alien Armageddon. If you use an executable from an older OR newer version of Eduke32, then do so at your own risk. There are known bugs with all other versions of EDuke32 as of this writing. However, if you want to try other builds of EDuke32, you can find them here:
Dukeworld.duke4.net
Mac builds of Eduke32 can be found here: Dukeworld.duke4.net
As with any mouse and keyboard shooter, you should configure the mouse and keyboard to your liking. Alien Armageddon uses three functions different from regular Duke 3D:
SWAP CHARACTERS
SECONDARY FIRE
ALTERNATE WEAPON
You should assign each of those to suitable keys or buttons from the setup menu before starting a game. SWAP CHARACTERS will switch control of the playable character, if the other character is available. SECONDARY FIRE will activate the secondary function of the weapon currently selected, if the weapon has a secondary function (for example, reload weapon or use scope). ALTERNATIVE WEAPON will switch to a subweapon on the same weapon slot, if one is available (for example, it will switch between shrinker and expander). Additionally, on Bombshell's SMG, it will cause the weapon to reload. You can also access subweapons by using the next/previous weapon keys.
Troubleshooting: If you own Duke Nukem 3D but you get an error message that "DUKE3D.GRP" cannot be found, or something similar, then you need to find the file "DUKE3D.GRP" and place a copy of it within the alien_armageddon folder where the executable resides.
Changelog from version 2.0 to 2.02:
Map fixes:
-texture alignment and other minor issues fixed in VACA1, VACA2, DUKEDC4 through DUKEDC7
Code fixes:
-Alien snipers will no longer attempt to shoot the player when the player is not in sight
-If you change the color of your bot companion's costume, the change will persist between levels
-plasma rifle will remain centered on all resolutions
-text at start of DC episode that says "these events take place..." should now fit on screen at all resolutions
-player will take fire damage from minor sources of flame again
-Bombshell's railgun will use 1 ammo per shot instead of 2
-Classic levels should have correct enemy counts (listed number of enemies in stats were higher than actual)
-picking up the railgun for the first time will actually switch to it, instead of causing your weapon to lower and then raise up again
-pressing altfire while holding the laser pistol will no longer cause your regular pistol to reload in the background
-your bot partners health will reset to 100 when you die
-removed the bobbing crosshair feature, except on the pistol's laser dot
Art fixes:
-some color corrections on art tiles
Thank you so much for updating this so fast. :)
I noticed that the text on one of the ending screens for "New Invasion" is cut off a little on top (1920x1080 resolution).
Imgur.com
I know it's a design decision but I would still make the red dot of the pistol not move like on the other weapons.
The reason for this can be seen in this short clip I recorded (playing the Beach expansion): Streamable.com
The same thing was happening on "New Invasion" too (not that much though).
Also on one of the cameras in M1 of Caribbean: Life's a Beach you can permanently see the character interaction menu:
Imgur.com
Imgur.com
Maybe I should have mentioned this earlier, but turning off the laser dot on the pistol to make it a normal crosshair has been a feature since version 1.0 Just open the script tile AAUSER.CON in a text editor, scroll down a bit and where it says "PISTOLDOT YES" change it to "PISTOLDOT NO"
That's good to know. I'll use it until there will be a future fix for the red dot maybe.
About the misaligned image at the end of the New Invasion episode: is there a way to manually align it so the text is not cut off on top?
You would need to edit the image and then re-import it into the game. It got messed up somehow during an edit and we didn't notice. The display code I use is the same for every cutscene frame, so that's not the problem.
Where do I find the image and which tools would I need to edit it?
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