Post news Report RSS Duke Nukem 3D: Blast Radius new 14-map add-on is released!

Duke Nukem 3D: Blast Radius is now available for download. Thank you for waiting. Enjoy!

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Duke Nukem 3D: Blast Radius is now available for download!

Direct ModDB link here.

Installation instructions and release notes can be found here.

Duke Nukem 3D: Blast Radius

See the included printable manual (.pdf) for more details.

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Thank you for waiting. Enjoy!

Duke Nukem 3D: Blast Radius


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Muleke_Trairao
Muleke_Trairao - - 248 comments

Aww, unfortunately, the included EDuke32 build doesn't have good mouse handling on my end (it feels floaty and not responsive enough). I know this may cause issues, but I'm leaning toward running BR on the latest version of EDuke32 I got here. It plays so much better that way.

Also, about the manual, it's honestly hard to read sometimes because of the white text with no outline.

Regardless, congratulations on the release!

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ck3D Author
ck3D - - 101 comments

You'll be fine playing with the latest EDuke32 (that's also what the testers did); as long as you stick to the classic renderer/software mode, the only issue you might experience is big batches of sprites occasionally clipping in and out of existence from certain angles in a few of the most open maps (exceptionally it can get pretty extreme but shouldn't be a game breaker unless it starts affecting monsters, but that's very rare and instinctually solved). Software renderer/classic video mode is a bit of a more serious recommendation on the other hand; Polymost completely breaks some skies in levels 8, 10 and 14. And thanks, have fun!

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ck3D Author
ck3D - - 101 comments

Replying again to bring good news: apparently, the sprite limit issue the old EDuke build is provided for to get around of can be fixed in code, which means I'm promptly going to be able to provide an update which should make Blast Radius 100% compatible with the latest Edukes. (only Polymost issues will still persist)

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Muleke_Trairao
Muleke_Trairao - - 248 comments

That's good to hear! Thanks for letting everyone know!

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ck3D Author
ck3D - - 101 comments

Of course, I value every speck of interest in this project and so keeping the players updated I think makes sense.

So apparently there currently is an issue on the engine side (that is in the latest Eduke builds) where while my fix technically is possible, as in the command for it exists, once in place it won't be recognized (Eduke will persist with considering an internal value over the one set by the user). Unfortunately that means, an old-Eduke-build-recommendation free update will have to wait until Eduke devs consider addressing that issue internally, provided that this command being broken is an oversight on their end and not intentional. For reference and keeping updated on that turn of the events, I started a technical thread here: Forums.duke4.net

I'm looking forward to eliminating that whole compatibility pseudo-issue too, blocking the players from further Eduke advancements if they don't want some glitchy visuals in a few exceptional places I think sucks, but at least the problem with newer builds remains cosmetic and rare and so relatively superficial, players can choose to use them if they don't mind a tiny bit of occasional sprite noise in favor of different kinds of convenience for now.

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Guest
Guest - - 690,535 comments

Build gdx jre seems to work nicely

Edit: Ah you were right, new enemies from lvl4 are not working correctly, my bad. I wasnt that far yet, I was mostly admiring the first level :)

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ck3D Author
ck3D - - 101 comments

Thanks for reporting, I'm only just getting familiar with the existence of that port here honestly. Minor issues should start showing around level 4 with the Organtic enemy, then major ones around level 7 if BuildGDX doesn't support the EDuke32 scripting (which I have no idea if, but am skeptical it does).

For now this is strictly an EDuke mod technically speaking and so I really wouldn't expect it to run fine in anything else. I'm pretty certain alternative ports will merely tolerate it before breaking at one point or another. But that's basically going against the correct installation process and so would be on the user.

(Hopefully) all questions compatibility/proper installation are addressed here: Moddb.com

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