KickAss Duke or KADuke is a gameplay modification, enriching Duke Nukem 3d with a large amount of features.
The major cores are weapons, inventory and gore, featuring +30 weapons and +10 items, new and old ones but all recoded, while violence got very improved with physics and more particles and effects.
Also, KADuke gives D3D a bit of modern-rethinking, due to many modern games, mods and TCs in last 10-15 years which served as inspiration; at the same time it proposes to bring back some Lameduke/beta scrapped materials and ideas.
All the new items replace randomly original pickups , so no map is touched. It is designed for playing original episodes and usermaps.
This mod will be gradually enriched of many features planned (and mostly done, but put away ATM), like new enemies, other gore features, items, weapons, maybe some maps and episodes with special objects; so, many updates are expected. There will be some fixes and suggestions to follow, for sure.

A more complete list of KADuke features:

- more than 30 weapons in total, where the original 9 have been improved... various features: legit alien drops, reloading, alternate fire, shared/multiple ammo, recoil, diminishing accuracy, better bobbing, status-inflicting
- Improved melee fighting , replacing slot 1 Knee with fists, kicks and WASD combos
- 11 items for the inventory, recoded from zero
- The "Brutal Engine" : MORE blood, stayput jibs and pools, physics on corpses and jibs with explosions, hit detection with injuries (only headshots for the moment)
- New sounds and visual effects, expecially for weapons
- New KADuke-brand HUD
- Various improvements to enemies
- Various gameplay enhancements: step sounds, stamina, double tap evasion, lookleft/right
- Some aestethic improvements
- KickAss options menu : violence settings, hud and crosshair settings, item drop mode and so on
- The "Djuke Box" for selecting music from other levels while playing
- Various fixes

Also check KADuke thread on Duke4.net.

Do not forget the readme file for important infos, expecially for installation and controls.

Now go and enjoy new badass methods for ass-kicking !!

- This mod is powered by Eduke32. -

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Duke Nukem 3D, one of Duke's most famous and iconic outings, has now turned 27. As 2022 yielded gold aplenty for Duke Nukem fans in the form of many once-lost builds of remakes, spinoffs, and sequels, 2023 is looking like a great year for fans to make Duke their own - so here's five examples where they already have!

Duke Nukem 3D - Legacy Edition

By marcolino123

Redesigned Shotgun


Duke Nukem is no stranger to cut content, and for the most part, that's true of every game - but where you might be expecting us to talk about DNF here (the new or the old), today, we're digging into Duke Nukem 3D: Legacy Edition, which remixes alpha and beta content back into the game. It's tougher, it's newer, it's rebalanced - and it kicks ass.

KickAss Duke

By RichardStorm

Image 10


KickAss Duke is a general enhancement mod featuring 30+ new weapons and items, a new gore system (which fans of the many Brutal DOOM-adjacent submods out there will be right at home with), as well as more particles and effects for a visual spectacle in every gunfight. Designed to be as modular as possible and for maximum compatibility with the original maps and custom maps, it's a great addition to many of the custom level packs available for DN3D.

WG MEGA PACK

By WilliamGee

duke0000


If you're a long-time Duke Nukem fan or someone who recently played DN3D, and just wanted more Duke, then the WG Mega Pack has you covered in spades - thirty seven new levels across four episodes, including a deathmatch map for the competitively inclined, play within the vanilla DN3D sandbox and find creative ways to teach an old Duke new tricks.

Hollywood Holocaust Rethinked

By Team Misfit

duke0009


Laughing into the face of indifference, Team Misfit, forged in adversity, embarked on a vision of what Hollywood Holocaust could have looked like if computers had more RAM and per-pixel lighting back in the mid 90's...A bold revision of what could have been. This is the result. Remastered with next-generation assets, new areas and featuring a cast of millions of polygons, HHR will thrill you, chill you and possibly even fulfil you. It’s Hollywood Holocaust, but not as we know it.

Submachine

By Ledsbourne

Images from week 6 update


Duke is visiting a brand new Earth Defence Forces facility that is still partly under construction. The main focus of this massive structure is harvesting, processing and research of green crystals used in shrinker (which are called Terratin crystals) and their unique capabilities. Being the world's most reknowned expert on shrinker usage, Duke is to inspect the laboratories and mines... However, as he is about to descent, a strange explosion happens - indicating that he will have some more serious job to do here!


Betting On Duke

Duke Nukem 3D first hit the world stage on January 29th 1996, and took on an unenviable task - trying to be a notable, stand-out FPS in the era of DOOM, Blood, other 2.5D shooters and, later that same year, Quake. All these years later, it remains one of Duke's best outings and whilst new games since have not had the same impact, we've gotten a better glimpse in that time at what Duke Nukem is, what it could be, and particularly last year, what it could have been.

In-game shot

Duke Nukem's irreverent humour helped him make a huge splash in the FPS personality field


Forever Chewing Bubbles

Fans have already been doing remarkable work with the released build of Duke Nukem Forever dating back to 2001, and other Duke Nukem titles like Endangered Species or DN3D: Reloaded have also been in the minds of modders and may yield similarly impressive restoration efforts as time goes on. One thing remains certain - even after all these years, we can still bet on Duke.

RSS Files
KickAssDuke 1.14

KickAssDuke 1.14

Patch 35 comments

Small patch with some improvements to the controls section and a few fixes like missing (custom) Skyboxes and some crosshair stuff.

KickAssDuke 1.13

KickAssDuke 1.13

Patch 22 comments

Mid-patch with some critical fixes that needed to be done - issues on Anarxitical City, Android support, controller support, compile failures

KickAssDuke 1.12

KickAssDuke 1.12

Patch 17 comments

Important patch for item replacement in alien levels

KickAssDuke 1.11

KickAssDuke 1.11

Patch 1 comment

First patch after 1.1 version, solving various bugs and adding a few improvements.

KickAssDuke 1.1

KickAssDuke 1.1

Patch 15 comments

A big update with many improvements, six new weapons and a bonus episode !

KickAssDuke 1.02

KickAssDuke 1.02

Patch 3 comments

Small and fast update with 32bit Eduke version and few changes

Post comment Comments  (20 - 30 of 318)
WilliamGee
WilliamGee - - 201 comments

Hey this mod is really cool thanks!
I cant get TROR to work with it though, any idea why?
Trying to play WG MEGA PACK with kick *** but my maps have TROR and it doesn't work on this.

I have got WG MEGA to work though nicely, just the TROR portals don't work and they are in most of my new levels.

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RichardStorm Creator
RichardStorm - - 179 comments

Hey there, William in person ? Nice to meet you here, and thanks :)

I just did some tests and observed some visual glitches in TRORs, for example a blue NUKEBUTTON in D1N1FX, so i did some debug/troubleshooting.
It seems they are caused by my custom TILES000, where i put some arts in empty spaces, and there were no clues i should have kept those spaces empty; reasonably this breaks every existent TROR.

Well, one more reason for cleaning KADuke ART files from my stuff, since ages :D

Reply Good karma+2 votes
Yanmato
Yanmato - - 7 comments

Any updates on this? Would really love to combine this mod with WGMEGA and other maps.

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RichardStorm Creator
RichardStorm - - 179 comments

So, from the last comments i got an idea on how to make the mod more ready for user content like maps and custom art, music etc.

I'll move the code around a bit and keep some files outside KADuke_data: the DEF for custom assets (music, art, HRP etc) and a dedicated CON for setting episodes.
There will be a readme with few instructions on how to write/include your stuff ;)

Reply Good karma+2 votes
Guest
Guest - - 696,725 comments

This answer might be as simple as tweaking a single line of DEF file code, but does anyone know how to run KAD with the WG Mega Pack episodes? When I select the WGMEGA option in the eDuke "Custom game content directory" dropdown box after running the KAD batch file, it still loads up the normal DN3D episode list (LA Meltdown, Lunar Apocalypse, Shrapnel City, etc).

Also another random one, does anyone know if there's a straightforward way to add a line of code to KAD that freezes ammo count for infinite ammo?

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RichardStorm Creator
RichardStorm - - 179 comments

Running WG pack with KAD would require a tool to extract all files from the WGMEGA grp, then episodes definition must be found in WG CON files (the code) and copypasting into KAD CONs; but there are also sound definitions to be copied that would get in conflict. So not really simple and not 100% working.

Copying from a very recent post:
"DN3D is basically not modular, so merging mods always requires some work and knowledge, resulting in a "frankenstein" operation by extracting stuff and editing text files."

For infinite ammo (duh?) the answer is not a single line - it's a line for each ammunition XD

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Guest
Guest - - 696,725 comments

Thanks for the reply! I did notice the "Frankenstein" comment below so wasn't sure. Duke definitely seems a lot less friendly when it comes to combining things. For some reason, I thought using a gameplay/weapons mod in a map pack may have been possible. It sounds like even just trying to run KAD in maps other than the ones in normal DN3D episodes doesn't work either.

Also, I suppose I'll have to figure out what file(s) have lines of code for each weapon and if it's even possible to freeze ammo amount for infinite ammo playthroughs. Thank you for the help!(:

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RichardStorm Creator
RichardStorm - - 179 comments

As for code in general, Duke has its own language unlike Doom or other games, that is another step against being user friendly.
For infinite ammo i meant that such lines are meant to be written (example: "set ammo_9mm 9999")
Usually adding maps in a custom episode is not difficult at all, but WG megapack relies on custom art and sounds and a bit more work is needed to get it done (mainly moving definitions around that would get in conflict with KAD).

Reply Good karma+1 vote
WilliamGee
WilliamGee - - 201 comments

I have got the WG MEGA PACK to work on kick *** but the problem is TROR doesn't seem to work on this mod and most of my new levels use TROR.
If that issue could be remedied then that will be cool.

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LuistheDoomMarine
LuistheDoomMarine - - 182 comments

i noticed that the shotgun no longer ejects shells which makes the pumping animation a bit weird

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RichardStorm Creator
RichardStorm - - 179 comments

i noticed the same, gonna fix it

Reply Good karma+2 votes
Guest
Guest - - 696,725 comments

I'm more familiar with the Doom modding process so there may not be a way with DN3D, but do you know if it's possible to use the upscaled wall textures from HiRes Pack in combination with KAD? This awesome mod is about the closest thing I've seen to a Duke version of Brutal Doom (enhanced gore/gibs +great new weapon variety) and I'd love to run through the game with the high-def environment textures!

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RichardStorm Creator
RichardStorm - - 179 comments

Hey sorry for late answer, i just tested it properly.
DN3D is basically not modular, so merging mods always requires some work and knowledge, resulting in a "frankenstein" operation by extracting stuff and editing text files.
Luckily, HRP and KAD can be easily combined as they cover different kind of assets, excluding some stuff that would overlap like enemies and weapons.
I'm going to write a guide in a comment below.

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RichardStorm Creator
RichardStorm - - 179 comments

- Install KADuke (regular installation)
- extract "duke3d_hrp_polymost.def" and the three assets folders from HRP zip into root folder
- extract "duke3d.def" from KADuke_data zip into root folder
- open duke3d.def and insert the line "include duke3d_hrp_polymost.def" at very top
- open highres/sprites_polymost.def and keep only the lines about decals, props, signs, and switches

Now run KADuke regularily from .bat and it should load the new defs!

Reply Good karma+1 vote
Guest
Guest - - 696,725 comments

My man! I know absolutely zero about Duke modding and your instructions got it working for me on the first try like a charm! Love your mod, I can't dig Duke without those satisfying enemy gib explosion vibes, plus the awesome weapon variety. Plays so good with the high-res environment textures!!(:

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RichardStorm Creator
RichardStorm - - 179 comments

:thumbsup: XD
Glad it worked fine !

Reply Good karma+1 vote
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