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Assassins
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Duke Nukem 3D Forever 2013+DLC
![]() Год выпуска: 1997 г. Жанр: FPS Разработчик: Gambini & Mikko Sandt http://msdn.duke4.net/dnf2013.php Издательство:Gambini & Mikko Sandthttp://msdn.duke4.net/dnf2013.php Лицензия?: нет Язык: только английский Платформа: Windows Системные требования: Операционная система: - Windows XP / Windows Vista / 7 / 8 Процессор: - 1.8 GHz Processor Оперативная память: - 256 MB RAM Видеокарта: - DirectX 7 (compatible with DirectX 9 recommended) Звуковое устройство: - Совместимое с DirectX Место на жестком диске: - ~125 Мб Описание: Он выкурил сигару,отправил цыпочек домой и начал то что умеет лучше всего-спасать мир.Приготовьтесь перевоплотиться в самого крутого, безбашенного и отчаянного героя в истории компьютерных и видеоигр. С момента его последнего приключения прошло уже почти десять лет, но игроки всего мира ни на минуту не теряли надежды на новую встречу с ним. И вот их мечты стали реальностью — мир наводнили орды инопланетных захватчиков, а значит — Дюк Нюкем возвращается! Ни подлые копы, ни злобные космические пришельцы, ни гигантские монстры — никто и ничто не собьет отважного мускулистого блондина с пути и не отвлечет от любимого занятия — невозмутимо спасать мир и защищать красоток! Для расправы с супостатами у легендарного крепыша припасен внушительный арсенал огнестрельных игрушек. Зашкаливающий адреналин и беспрецедентная интерактивность — таковы ваши перспективы в компании неподражаемого Дюка! Вперед! Судьба этого мира (уже в который раз!) зависит только от вас! INSTALL INFORMATION: Unzip the contents of dnf.zip into an EMPTY DIRECTORY (call it whatever you want), place a copy of Duke3d.grp (the Atomic Edition version) in that directory and run DNF.bat. Make sure the directory is empty before you install this mod as outside files will conflict with the mod. Do NOT replace the supplied _eduke32.exe with your own as this mod has been optimized for the included version of EDuke32 and other versions may cause undesired results. Note to Steam users: Your Duke3d.grp is located in the following directory: steam\steamapps\common\Duke Nukem 3D\gameroot\classic Steam users automatically have the required Atomic Edition version of the grp. ====================================================================== THIS MOD IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS (fortunately). First version released on the 29th of April, 2013 Title : Duke Nukem Forever 1.0 Authors : Gambini & Mikko Sandt E-mail : [email protected], [email protected] Web Page : http://www.moddb.com/mods/duke-nukem-forever, http://msdn.duke4.net/ Misc. Author Info : There's only one reason we can stand each other and it's that we love Duke Nukem 3D. Other projects : Plenty, see the website (MSDN) above Description : This is, more or less, our idea of what Duke Nukem Forever would have been like had it been built on the Build engine. Our reference material consists mostly of the 1998 and 2001 Duke Nukem Forever trailers. While the mod is heavily oldskool in style, it draws some inspiration from more recent games as well and would not exist without the modern capabilities of the EDuke32 engine. Additional Credits : -Daniel "DeeperThought" Gaskill for coding the Wild Pig, the boulder, the assault rifle, the tentacles, the new cycler & earthquake effects, and several minor actors and for help with the bike's code. -Maxim "Lezing" Chinyakin for providing the astonishing motorcycle code and The Extended Color Look-up Table Pack. -Reaperman for his Duke3D Voxel Pack. Thanks to: : - Methy for betatesting; - Richard "TX" Gobeille, Plagman and Helixhorned for their commitment to EDuke32 and some special work made for us; - Pablo "Gambini Jr 1st" Gallo and Lucas "Gambini Jr 2nd" by lot of alpha testing and ideas. - The Duke4.net Community Stockpile for a few cool tiles; - Geoffrey "Fakir" van Dijk for the Minitank art; - Mike Norvak for the Wild Pig sounds and General Graves's voice cleaning; - Michael "Micky C" Crisp for TROR technical support and testing; - The Duke3D Informational Suite by Ryan Lennox for a list of sounds; And finally to all those who offered their help and provided positive feedback. We didn't forget your names, but you were a lot, guys and lads! - The EDuke32 wiki and duke4.net forums were of immense benefit in aiding this mod's coder, who had no previous experience with coding. Several mods such as the AMC TC, Imagination World 2 TC, WGRealms 2 and The Wall were also helpful treasure troves of code. Lots of sounds and music were obtained from the ill-fated 2011 realisation of Duke Nukem Forever. Other tracks are from Vectorman, Borderlands, Call of Duty: Black Ops 2 and Battlefield 3. Some sounds (the donkey's gallop, the terminator's laser, etc.) were obtained from online audio libraries and some enemies sounds are based on Monolith's games. Also thanks to the many people who visited the Hoover Dam, took pictures of it and shared those pictures with the world. Dozens of these were used when recreating the dam in Mapster32. ====================================================================== * Play Information * This mod is intended to be played in the 8-bit classic (Software) mode. The Open-GL Polymost mode is also supported but not recommended (except by 1/2 of the team). Polymer and the HRP are definitely NOT supported and are thus disabled. ======================================================================= Single Player : Yes DukeMatch 2-8 Player : See below Cooperative 2-8 Player : Once the netcode of EDuke32 is working again, we promise to implement it. Difficulty Settings : Yes Atomic Edition Required: Yes New Art : Yes, Gambini's brilliant hands to make your eyes cum! New Music : Yes New Sound Effects : Yes New .CON Files : Yes, Mikko "I'll give it a thought" making your puppets dance! ===================================================================== * Construction * Base : Duke Nukem 3D, levels made from scratch, art made either from scratch or adapted from 3d Realm's art. The nude guys taking a showers in the EDF HQ were based on a Mikkoґs dream. Softaware used : Mapster32, Adobe Photoshop CS4, Adobe Audition 3, BastARt, DukeRes, Strip2Voxel, Slab 6, Crimson Editor, GRP Viewer, GoldWave, Paint, Irfanview. Construction Time : About six months. Known Bugs/Problems : Small issues related to TROR in the 2nd level, only for those who use Open-GL. Some oddities when trying to drive the motorcycle using the mouse (try to not move it while on the bike, and use the strafe keys instead). ====================================================================== * Author Notes * Mikko: I was lured into this madness very late last August (2012) by Gambini. Then the mod team consisted of Gambini (mapping, art), DeeperThought (code) and Mike Norvak (mapping). However, as soon as I joined, both DT and Norvak went AWOL so Gambini replaced Norvak as a mapper (Norvak was working on a map based on the Ladykiller casino, which Gambini later built from scratch) and I replaced DeeperThought as a coder, which was a pure accident. I originally had no other plans with respect to coding than to bring in Fakir's "minitank" art as a new actor that'd be based on the Riot Tank's code. This was the very first actor I coded for Duke3D despite having mapped for the game since late 1997. Gambini then started requesting code, a lot of which was way above my non-existent skill level. I didn't wander off into the EDuke32 territory until after January 2013. We held a three-month long hiatus between October 2012 and January 2013, during which Gambini worked on his Half-Life 2 project. As for the maps, Gambini originally wanted something along the lines of Metropolitan Mayhem, a mini-mod that'd consist of mostly quickly-built maps based on early plans for Duke Nukem Forever. Our ambitions grew, however. My dam map was originally supposed to take place almost exclusively on the top of the dam but the map started to grow in size and scope, aided by the fact that I had realized I could code new effects for the map. Tons of locations from the actual dam are featured in the map: the Lake Mead reservoir, the water intake towers, the road that runs through the top of the dam (there's a Nevada-Arizona state line in the middle), the visitor center, the car park (unreachable), transmission towers, the power station, the lower-level turbine room, the valve houses, the penstock, both Nevada & Arizona spillways, the memorial and, finally, the bypass bridge. Tons of photographs were used as references and Gambini provided tons of art that helped bring the map closer to its real-life counterpart. Gambini: I was who started with this mod and also built four maps for it (although Mikko contributed a lot with the EDF HQ map). I also did all the art except by some stuff we took from the community stockpile or other 3DR games. What Iґm mostly proud is the enemies I did. Being my first incursion on 8bits art, I must admit I loved my own work. I made some voxels and even dared to touch someoneґs else code to fuck things up. Itґs been a lot of fun to work on this mod. And Mikko has been a great team mate, even having to deal with my "charming character" all the time, for all these months. Dan and Lezing also were both very helpful and Iґm really glad of counting with their contribution. They gave us a big push. ====================================================================== Copyright/Permisions: The files provided with this text are protected under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported http://creativecommons.org/licenses/by-nc-nd/3.0/ unless otherwise specified: Other authors may base their work on this project or part of it, upon asking for permission. This mod features content made by different authors. And each contributor may have their own conditions about how their content can be used. The content here is not free to use. You should contact us and wait for an answer before making any modification or derivative work. Other authors may make add-ons such as high resolution packs as long as they are provided as a separate package. A large amount of voxel files included in this game were provided by Reaperman and users should refer to his conditions prior to using them (see folder Licenses). To know which files fall into this category you should get his Voxel pack directly from his source, located at: http://forums.duke4.net/topic/3322-duke-3d-voxel-pack/page__p__71078#entry71078 The file EBIKE.CON has been provided by Maxim "Lezing" Chinyaki speficically for this mod. Other authors should contact him prior using it or making derivative work from it. Contact: http://lzg.duke4.net/ As far as Mikko's code (see Additional Credits for a list of things NOT coded by Mikko) is concerned, it's free to use. Attribution is expected but not necessary. _eduke32.exe is a modified executable based on EDuke32 2.0.0devel r3717. Source code located at: http://dukeworld.duke4.net/eduke32/synthesis/20130429-3717/ Itґs provided under the GNU and BUILDLIC licences (see folder Licenses). The startup menu has been edited using ResEdit, And the logo replacement is provided. No further changes were made. For Unix-based Os that want to compile their own build, it is extremely advisable to use the exact same snapshot, for which the link is provided four lines above. Copyrighted material is provided under the understanding that its use outside a non-commercial Duke Nukem 3D mod is illegal. ====================================================================== THIS MOD IS NEITHER MADE BY NOR SUPPORTED BY 3D REALMS. Release date: : 22nd of November 2013 Title : Duke Nukem Forever DLC Pack Authors : DLC Levels by Leonardo "DavoX" Pellegrini and Michael "Micky C" Crisp E-mail : [email protected], [email protected] Youtube Channels : Mike Norvak : Http://www.youtube.com/mikenorvak Cursed Lemon: http://www.youtube.com/CursedLemon Davox : http://www.youtube.com/RealDavox Web Page : http://www.moddb.com/mods/duke-nukem-forever, http://msdn.duke4.net/ Misc. Author Info : Davox is a Sculptor, Painter and a professional Level Designer. -Davox Resume: Http://davoxrealms.blogspot.com : Micky C is an Australian studying Civil and Structural Engineering. Has mapped for 3 years. Other projects : Plenty, see the website (MSDN) above Description : Our attempt at recreating a few more known locations from the DNF trailers and some from the actual released game. Additional Credits : -Gambini and Mikko Sandt for making the original DNF 2013 mod. -Cursed Lemon for the Motorcycle map's music; his great rendition of Grabbag was specifically reworked for this DLC. -Mike Norvak for creating the awesome music in the Stadium Level. -Bloodshot for the new shotgun (converted from Far Cry 3) Thanks to: Lunick, Loke and Blizzart (From Duke4.net forums) for beta testing. Davox thanks: Gambini for helping create the rotating door effect in the stadium and having lots of patience with me; after being absent for so long I forgot most of the effects. Cursed Lemon For re-creating his Grabbag Rendition specifically for the Motorcycle level, he was very friendly and was extremely fun to work with. Mike Norvak for taking time off his busy schedule to create the awesome exclusive music for the Stadium Level! And Mikko Sandt for packing all this together since we're noobs regarding CON coding. ====================================================================== * Install Information * The original DNF (2013) mod is required. Once you have it, toss the contents of the DLC zip into your DNF mod folder. Then simply run DLC.bat. * Renderer Information * This mod is intended to be played in the 8-bit classic (Software) mode. The Open-GL Polymost mode is also supported but not recommended (except by 1/2 of the team). If you play in Polymost, Gambini would probably recommend you to put this in the console: r_usetileshades 1 The stadium map works best in Classic mode mostly due to the heavy use of TROR in the final stage. Polymer and the HRP are definitely NOT supported and are thus disabled. ======================================================================= Single Player : Yes DukeMatch 2-8 Player : No Cooperative 2-8 Player : No (maybe we'll think about an update if EDuke32's multiplayer gets finished, maybe not) Difficulty Settings : Yes, except for the bike and stadium maps. Atomic Edition Required: Yes New Art : Yes New Music : Hell Yes New Sound Effects : No New .CON Files : Yes ===================================================================== * Construction * Base : Levels made from scratch with heavy influences from the 1998 DNF trailer and the 2011 DNF game. Softaware used : Mapster32, DukeRes, GRP Viewer, Irfanview. Construction Time : About six months. Known Bugs/Problems : Small issues related to TROR in the 3rd level, only for those who use Open-GL. Some oddities when trying to drive the motorcycle using the mouse (try not to move it while on the bike, and use the strafe keys instead). In the first level of the DLC episode, some of the level geometry in the large canyon area glitches at certain angles, possibly due to the large size of it. ====================================================================== * Author Notes * DLC Story (spoilers): --------------------- There's no more story to this than there is the original Duke 3D, but it goes something like: "Duke is enjoying his vacation in a strip club after thwarting the alien's plan to take over Hoover Dam and open a portal. When the aliens attack he escapes and ultimately makes his way to a rocket that will get him to the Duke Dome ASAP where he can fight and kill the Cycloid Emperor. However the rocket is shot down and he has to go the rest of the way on bike. He then gets to the Dome and kicks ass." DLC author notes: Micky C ------- About the 1998 map: ------------------- When I first played the mod I fell in love with the layout, architecture and feel (not to mention the countless trailer and screenshot references). But I somehow felt it needed more, especially from the 1998 trailer. At first I told myself "I'm NOT going to build a map, I've got too many projects both for Duke and real life stuff", but I decided to mess around and build a version of the 1998 trailer strip club. I liked it so I decided to build little bit more, then a bit more, then a bit more... and before you know it I had built most the map. Probably the fastest I've ever been able to make a map. Of course it took a lot longer to polish than to actually make, but I managed to work in several other trailer references like the UFOs, the tall canyon near the end of the map, a version of the "now that's what I call a close encounter" scene in a viewscreen, and something else for those who find the super secret I was actually going to build a second map, which greatly expanded on the facility at the end, and would have had some cool ideas like Duke actually fighting aliens from on top of flying UFOs (blended that area in as the super secret without the UFOs), as well as a "shrunken" section in a giant Dukeburger-like kitches like the 2011 DNF, which I half finished. But progress was too slow and I decided to focus my efforts on making the first map as good as possible instead, which I still believe was the best decision. Still, even without the 1998 trailer references I think the map still has enough unique ideas in it to justify itself as a fun stand alone map. I managed to pull off a few things using TROR (allowing some extra 3D level design), but Gambini wanted me to keep it glitch free in the least stable renderer for that, which forced me to keep it simple compared to what I might have done (otherwise UFOs could have been flying everywhere. The map was built from scratch, save for the use of Episode 1's EDF trucks near the EDF base, copied for the sake of consistency. Davox: ------ About the stadium map: ---------------------- Pheww... This finally saw the light of day. As some of you already know, the stadium level was suppossed to be a one map thing. To showcase Polymer, HRP and the new Cycloid From Tea Monster. It was also going to feature new Cycloid attacks by Dan Gaskill. We are talking about end of 2010 here. First I made a rough approach as to what the stadium should look like, starting with the famous bathroom and my speed building video making it. At that time it was only lit by Polymer lights. A shitload of years later the DNF 2013 MOD was released and I was pumped, I mean, I thought to myself "Damn , I have to finish That goddamned map..." and so I started building it again. Since the mod uses only classic mode I had to get rid of the HRP, Polymer and Unfortunately, the new cycloid model as well. A good portion of the map was already built at the time, but I had to lit everything from Scratch since it had no shading at all with polymer lights. With that map I made for the first time (and probably last) some awesome spritework that you're going to love. Specially if you lift ( ) By the time I completed the map we couldn't get new con for the cycloid so I had to try my best on bringing a good fight only with basic old school mapping (and TROR hehe). I like the result, yes It could've been better but that's true for all projects out there, right? About the motorcycle map: ------------------------- Finally!!, yes I say finally again because I've always wanted to create this kind of map, ever since I got my hands on a level editor for the first time. When I first started mapping for Duke3d I would always try to find a way to create a vehicle pursuit kind of level. The closest I've ever got to creating something like that can be seen on my Buenos Aires Explosive Remake level, when you enter a bus and stuff explodes everywhere until it crashes. But that wasn't What I always intented. What I really wanted was something like a 2 way train that went from one end of the map to the other. It would've been kinda boring and tedious I know... making like 10 buildings would mean 10 seconds of gameplay (something like this happened to me with the motorcycle map). As soon as I played the great motorcycle map by Gambini on the DNF mod, I was blown away! Yes! This is what I wanted to make for all this time! So when I finished the Stadium map I started working on the motorcycle map, working 8 or 9 hours everyday for a month straight. I like the result, and I hope you like it too. This is probably my last work for Duke3D, this is what I leave to the community that gave me company all these years of youth and joy. Stay tuned for one more thing Duke related, my Octabrain Sculpture . Thanks for reading all this and go have fun! ====================================================================== Copyright/Permisions: Other authors may base their work on this project or part of it, upon asking for permission. This mod features content made by different authors, and each contributor may have their own conditions about how their content can be used. The content here is not free to use. You should contact us and wait for an answer before making any modification or derivative work. Copyrighted material is provided under the understanding that its use outside a non-commercial Duke Nukem 3D mod is illegal. v1.0 Community DLC RePack by N.A.R.E.K.96 Помоги нашему сайту на расходы за сервер и качай торренты НЕОГРАНИЧЕННО!Пожертвовать 100 ₽ ![]() Или 2204 1201 2214 8816, с комментарием "Помощь трекеру" Связь с администрацией |
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