DUKE PLUS
A GAME ENHANCER AND CUSTOMIZER FOR THE EDUKE32 PORT OF DUKE NUKEM 3D
by Dan Gaskill (a.k.a. “DeeperThought”)
TO INSTALL AND PLAY:
TO CUSTOMIZE DUKE PLUS: There is an in-game menu accessed by the DUKEPLUS MENU key. Options set in the menu will remain set the next time you start a game (they are saved in duke3d.cfg). There are some some additional options that can only be accessed in the file “USERPLUS.CON” inside the DukePlus folder.
TO AVOID PROBLEMS: If you have an autoload folder, make sure that it only contains the HRP files (duke3d_hrp.zip and hrp_update.zip). Any other files in autoload will likely cause problems. Also, none of the files for Duke Plus (except for dukeplus.bat) should be located outside of the DukePlus folder. This includes USERPLUS.CON, DUKEPLUS.CON, LIGHTS.CON, dukeplus.def, and the DUKEPLUS_RESOURCES folder.
DUKE PLUS VERSION 1.90 FEATURES
Game Fixes
HRP Fixes
Visual Effects
| WEAPON | DUKE PLUS OPTIONS* |
| MIGHTY BOOT | NOT YET IMPLEMENTED |
| PISTOL | RELOADING The HUD shows how many bullets remain in your pistol clip(s). You can reload at any time by pressing the RELOAD/ALT-FIRE key (replaces CENTER VIEW). AKIMBO PISTOLS When this feature is on, Duke will wield two pistols at once after picking up a second pistol. Once you have a second pistol, you can toggle between using one or two by pressing the WEAPON 2 (pistol) key. Akimbo pistols are less accurate than a single pistol, but the firing rate is doubled. |
| SHOTGUN | CRUIZER SHOTGUN Replaces Duke’s standard shotgun with the Duke Nukem Mossberg Cruizer, which uses a new model and sounds (see credits below). It has a clip that holds eight shells, which can be reloaded at any time using the reload key, or reloads automatically when the clip is depleted. Press fire during the reloading sequence to cancel and start shooting. DOUBLE-BARRELED SHOTGUN A sub-weapon of the shotgun (press 3 to switch to it from the regular shotgun, if you have picked it up). It will not normally appear in the game (it is tile 3508 and can be placed in maps manually) but there is an option in the monster sub-menu to make some pigcops use it (and drop it when they die). |
| CHAINGUN | MP5 SMG Replaces Duke’s standard chaingun with an MP5 that has a 30 round clip. It is powerful than the chaingun, but this is balanced by there being less available ammo and the need to reload. Like the Cruizer shotgun, it can be reloaded using the reload key if you don’t want to wait until the clip is empty. OVERHEAT (for standard chaingun only) When this feature is on, the chaingun has double its maximum ammo capacity, does slightly more damage than normal, and can overheat. When you fire the chaingun, an overheat bar will appear in the HUD and begin to fill. As the chaingun gets hotter, the word “OVERHEAT” will be displayed – when the word starts flashing, the gun is near overheating. If it overheats, you cannot fire again until it cools down. |
| ROCKET LAUNCHER | HEAVY ROCKET LAUNCHER Does more damage, with a larger blast radius and faster rockets. This is balanced by the need to reload it (two rockets per clip), and the fact that rocket packs contain fewer rockets if the big rocket launcher is used. The alt-fire on the heavy rocket launcher fires a volley of cluster rockets. |
| PIPEBOMBS | Press the reload/alt-fire key to switch between trigger mode (the standard mode in which pipebombs are detonated by a trigger) and timer mode (in which pipebombs detonate after about four seconds). |
| SHRINKER | Press the reload/alt-fire key to switch between shrinker mode and mind blast mode. In mind blast mode, the weapon will cause enemies fight on your side for a period of time (stronger enemies are affected for a shorter durtation). |
| DEVASTATOR | Press the reload/alt-fire key to switch between rocket mode and shotgun mode. Shotgun blasts coming from the Devestator are less accurate and less damaging than the regular shotgun. However, the increased rate of fire more than makes up for this. A useful mode for close quarters (to avoid suicide) or cause instant damage at long range (great for multiplayer). |
| LASER TRIPBOMBS | MONSTER CAPSULES (a.k.a. Dukemon) The player starts with three capsules, which take the place of the tripbombs and look like pipebombs (but are larger and colored when thrown). An empty capsule will attempt to capture any nearby monster once it is deployed. The power of the capsules increases as you capture monsters, allowing you to capture stronger monsters. After a capture, retrieve the capsule. If you throw that capsule again, the monster will be released and will fight on your side. You can re-capture the monster to store it for future use and restore its health, but capturing monsters that are already allies does not increase your capsule power To switch between the different capsules you are holding, press the RELOAD/ALT-FIRE key. The contents of the currently selected capsule are displayed in the HUD. |
| FREEZER | NOT YET IMPLEMENTED |
| EXPANDER | GRAVITY GUN Use the Alt-Fire key (same key as reload) to pull distant objects toward the player and hold them. Once an object is held, press fire to shoot it at high velocity. Firing when an object is not held will shoot a beam that pushes objects away. |
| KNOCKBACK* | The shotgun and other high damage weapons have the ability to knock monsters backwards. The amount of knockback is adjustable. |
*Optional features can be toggled on or off using the in-game menu
Player Abilities
| MANTLING ABILITY WITH LOWERED JUMP HEIGHT* | When this feature is on, Duke will automatically grab onto ledges. He can hang, there, move sideways (if the ledge allows), or press JUMP to climb up. Press TURN AROUND to glance behind you while mantling. |
| DODGE MOVES* | Double tap on a direction key to quickly dodge in that direction. Jump while in mid-dodge to perform a long jump. While touching a wall, jump up and dodge away from it (i.e. if the wall is directly behind you, double-tap forward) to perform a wall jump. |
| RUNNING* | More realistic acceleration. |
| FOOTSTEPS | Sounds depend on the surface being stepped on. |
| GRABBING/THROWING* | If this ability is turned on, press OPEN on an object to pick it up. Press FIRE to throw a held object or OPEN again to drop it. You can also use quick kick on a held object and it will fly away (or be destroyed). |
| SPECIAL KICKS | Move forward while pressing QUICK KICK and Duke will perform a stepping side-kick. Press backward and QUICK KICK and Duke will perform a spinning hook kick (more damaging than the side-kick, but leaves the player more vulnerable). You have a finite amount of kick energy that will replenish over time. |
| WORKING COLA MACHINES | Press the open key while facing a cola machine to insert coins. On the third coin, it dispenses a can, which will roll across the floor if unobstructed. You can pick up the can by pressing the OPEN key on it. Pressing FIRE will drop the can, while pressing OPEN again will make Duke open the can and drink the cola (5 health). After drinking the cola, Duke will drop it and stomp on the can if close. You cannot drink from a can that has been damaged or has already been opened. Breaking the cola machine will cause it to dispense a random number of cans. |
| FLARES* | When USE_FLARES is set to ON, Duke can take out a flare with the USE FLARE key (replaces the AIM DOWN key). The flare will light up nearby areas, making it easier to see. Place the flare by pressing the USE FLARE key again, or throw it by pressing FIRE. By default, you can have up to three flares spawned at one time (this number can be changed). If you want so spawn a new flare but have reached the maximum number, you must either destroy one of the existing flares or wait for it to expire. If the USE_FLARES feature is on, the Duke Plus dynamic lighting system is loaded up when the game starts. Depending on your computer and on how many flares or other dynamic lights have been spawned, you may experience low frame rate. There are various options in USERPLUS.CON for tweaking the settings of the lighting system which can effect performance and quality. |
| ENHANCED INVENTORY ITEMS* |
If STOREHEALTH is set to YES, unused health items are stored in the first aid kit. If STEROID EFFECTS is set to YES, kicks do 4X damage when the player is using steroids, and everything in the game world will seem to slow down, except for the player's movement. If HOLODUKELIGHTNING is set to YES, the HoloDuke hologram will electrocute monsters who wander close to it. IF GOGGLESWITCHES is set to YES, the nightvision goggles will reveal which dip switches need to be set. |
| BULLET SPREAD* | Change the degree to the player's bullets spread (pistol, shotgun and chaingun may be set separately) |
* Ability is optional. Most optional abilities can be toggled using the in-game menu, and some can be turned on by editing USERPLUS.CON
Duke Plus Map Effects
In
Duke Plus, it is possible to make working ladders, tranparent water,
multistop elevators, and many other new map effects. See the
guide for complete descriptions of the effects and how to include them
in your map:
The Duke Plus In-Game Menu
When you start a game using Duke Plus for the first time, you will see a message at the top of the screen telling you to bring up the menu, using the menu key (which you may assign in the Eduke32 main menu under OPTIONS -> KEYBOARD SETUP). The menu is divided into five sub-menus: WEAPONS, ABILITIES, MONSTERS, and EFFECTS, and WEATHER.. The weapons and abilities options have already been described above in the WEAPON OPTIONS and PLAYER ABILITIES sections. The monster options are as follows:
SHOW MONSTER LIFE BARS -- The length of a bar over a monster's head indicates the amount of remaining life it has left. Damaging a monster causes the bar to flash. Note that this feature applies to Duke bots as well.
RANDOM ATTRIBUTES -- Randomized monsters can spawn with various attributes that normal monsters don't have. They may have more health, use different attacks, drop different items, teleport, use different tactics, or be immune to certain weapons. The number you set here is the probability that the monster will have each of the possible random traits. Generally speaking, the higher the number, the more challenging the game will be. See the MONSTER FLAGS table below for a list of the different attributes.
DAMAGE INFLICTED -- This is the percent of normal damage that the monsters inflict on enemies. 100 by default.
DAMAGE RECEIVED -- This is the percent of normal damage that the monsters receive from the player. 100 by default.
MONSTER IN-FIGHTING -- Set to YES if you want monsters to fight each other after friendly fire incidents (like in Doom).
BOT ASSISTANCE -- Set to YES if you want the multiplayer start positions in the map (if any exist) to be taken by Dukebot helpers in a singleplayer game.
DOUBLE MONSTERS & EXTRA AMMO -- Does what it says.
The effects menu options are as follows:
DAMAGE EFFECTS -- Set to YES for special decals and other effects caused by weapons
MIRRORED MAPS -- Causes all levels to become flipped on the X plane. Good for adding replay value to familiar maps. Known bug: some swing doors will open in the wrong direction.
DOUBLE-SIZED MAPS -- Maps are scaled up 2X. The player is given extra jumping height (hold down the jump key for extra height) so that the larger maps are still passable. Use in conjunction with the double monsters option (in the monsters menu) for added challenge. Known bugs: Some sprites are already so large that they cannot be doubled in size; this could make some maps impossible (e.g. if the affected sprites were part of a sprite bridge). Some map effects which depend on timing and distances may be spoiled.
ITEM QUOTE STYLE -- Choose from 3 styles for item pick up messages. In addition to the classic style (large messages across the top), you can choose Duke Plus style (quotes flash, and item quotes can be displayed in combination with another quote, such as a secret area message), or Dukematch style (small messages on the side of the screen)
NEW SOUNDS -- Replaces some sounds from the original game with new ones.
HI RES BLOOD -- Replaces the 8-bit blood pools with hi-res 32-bit color ones
WATER SPLASHES -- Adds new water splashing effects
PIGCOP JIBS -- Adds modelled jibs for pigcop body parts.
SMOKE AND TRANSTAR -- Replaces smoke puffs and transporterstar effects with higher quality versions
WEATHER TYPE -- Can be set to rain or snow.
WEATHER COLOR -- 0 = standard, 1 = blue, 2 = red, 4 = black, 6 = green with inverted brightness, 7 = yellow, 8 = green, 13 = gray. Most of the other colors do nothing, but feel free to experiment...
WEATHER TRANSPARENCY -- 0%, 33%, or 66%
WEATHER SEVERITY -- The number of weather sprites that are spawned every tic.
RADIUS -- The maximum distance from the player that weather sprites will spawn.
HUD Display
Map Display
Bot Allies
ADVANCED USES OF WAYPOINTS:
If YVEL is set on a WAYPOINT sprite, then the first bot who reaches that WAYPOINT will activate any ACTIVATOR, ACTIVATORLOCKED, MASTERSWITCH, RESPAWN, SPAWNER, FUSE or SE that is triggered by that tag. This can be used to make a bot open a locked door, etc.
If ZVEL is set on a WAYPOINT, then a bot who reaches it will stop and wait there. He will not move from that spot (except to fight monsters) unless the WAYPOINT has been activated by a switch, SPAWNER or DPTOUCHPLATE that has a YVEL equal to the ZVEL of the WAYPOINT. This is useful, for example, if you want a bot to wait patiently at a door until the player unlocks it, and then continue on his path.
If 1024 is added to the EXTRA of a bot (and is used in combination with 256), then the bot will be in lead player mode. When in leading mode and on a path, the bot will automatically stop to wait for the player if the player is not close to him. To disable this feature only on certain WAYPOINTs, add 2 to the EXTRA of those WAYPOINTs. This is useful if, for example, you want the bot to start on his path when he is still far away from the player, but then you want him to lead the player when he reaches a certain area.
In addition to the BOT ASSISTANCE option, bots can be placed directly in a map. Place a BOTALLY (tile 1431) in the map and give it a lotag of 1. Then determine its attributes by setting its EXTRA ('M on the sprite in mapster to set EXTRA). As with monsters (see below), this acts as a bitfield:
|
BIT |
EFFECT |
|
1 |
AWAKE AT START, NEVER SLEEPS |
|
2 |
DOUBLE STRENGTH |
|
4 |
QUADRUPLE STRENGTH |
|
8 |
MEDIC |
|
16 |
HAS SHOTGUN |
|
32 |
HAS CHAINGUN |
|
64 |
HAS RPG |
|
128 |
HAS FREEZER |
|
256 |
FOLLOWS WAYPOINTS |
|
512 |
WILL PATROL STARTING POINT |
| 1024 | LEAD THE PLAYER MODE (use with 256) |
Add together the bits that you want to get the desired effects. For example, a BOTALLY with an EXTRA set to 26 (16 + 8 + 2 ) will be a medic with double strength and a shotgun.
Monsters
Keycards are a special case:
Set XVEL to 60 and the monster will drop a pal 0 ACCESSCARD.
For a pal 21 ACCESSCARD, use an XVEL of 62
For a pal 23 ACCESSCARD, use an XVEL of 63
MONSTER FLAGS
|
BIT |
EFFECT |
|
1 |
AWAKE AT START, NEVER SLEEPS |
|
2* |
DOUBLE STRENGTH |
|
4* |
TRIPLE STRENGTH |
|
8** |
INCREASED ATTACK POWER |
|
16 |
ATTACK VARIATION 1 |
|
32 |
ATTACK VARIATION 2 |
|
64 |
ATTACK VARIATION 3 |
|
128*** |
TELEPORTS |
|
256**** |
SPECIAL (DEPENDS ON MONSTER) |
|
512 |
EXPLOSIVES RESISTANCE |
|
1024 |
SHRINKER, EXPANDER, LASER IMMUNE |
|
2048 |
FREEZER IMMUNE |
|
4096***** |
BACKS AWAY FROM PLAYER |
|
8192****** |
DOES NOT WALK OFF LEDGES |
| 16384 | PLAYER ALLY |
*If bits 2 and 4 are both set, then the monster will have x6 normal hit points.
**Increasing attack power will have different effects depending on the monster. On a Sentry Drone, for example, this bit will cause its explosion to do double damage. On other monsters, it will cause the monster to fire two shots instead of one. In some monsters, the monster will fire one shot for double the normal damage. Sharks with increased attack power will become killer sharks and will behave differently from normal sharks.
***The monster will sometimes try to teleport behind its target if the target is facing it. This is more likely to happen in open spaces. If the monster cannot find a good spot to teleport to, it will not teleport.
****On NEWBEAST, this flag will cause it to use only is claws to attack. On LIZTROOP, this flag will make it a suicide bomber: it will rarely shoot, and will detonate itself when close to an enemy. On ROTATEGUN, this flags will make it shoot at double the normal rate. On PIGCOP, it will give the pig a double-barreled shotgun.
*****The monster will try to back away from the player if the player is in sight, but it will keep shooting.
******This can be used as a substitute for STAYPUT type monsters – the monster can still walk around but will not walk off ledges. DO NOT PLACE MONSTERS WITH THIS FLAG ON SPRITE BRIDGES. Also, it does not work on DRONE, OCTABRAIN or COMMANDER.
Examples: Press 'M on a PIGCOP sprite in mapster and set the EXTRA of a PIGCOP to 10 (2+8), and it will have double hit points and double attack power. A LIZTROOP with an EXTRA of 196 (4+64+128) will have x4 hit points, shoot railgun shots, and be able to teleport.
Table of monster attack variations
| MONSTER | ATTACK VARIATION 1 | ATTACK VARIATION 2 | ATTACK VARIATION 3 |
| LIZTROOP | STARPROJ | FIREBALL | RAILGUN |
| LIZMAN | STARPROJ | FIREBULLET | RAILGUN |
| PIGCOP | STARPROJ | FIREBULLET | RAILGUN/MORTAR |
| COMMANDER | FIREBALL | ELECTRONET | |
| SENTRY DRONE | FIRELASER TURRET | BULLET TURRET | ROCKET TURRET |
| NEWBEAST | FIREBALL | ELECTRONET | EXPANDER |
| TURRET | BULLETS | ROCKETS | RAILGUN |
| EGG | SPAWNS NEWBEAST | ||
| OCTABRAIN | ELECTRONET | SHRINKER | FIREBALL |
| TANK | STARPROJ/FIREBULLET | ||
| RECONDP* | STARPROJ/MORTARS | BULLETS/FIREBALL | |
| BOSS1 | STARPROJ/MORTAR | FIREBULLET/MORTAR | RAILGUN/MORTAR |
| BOSS2 | FIREBALL/FIRELASER | ||
| BOSS3 | FIREBALL | ELECTRONET | |
| BOSS4** | EXPANDER |
New
projectile descriptions:
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THANKS TO
“TerminX” and the rest of the EDuke32 team, for creating and supporting EDuke32
"Plagman" for writing the core of the map mirroring and scaling code
“Hellbound”, for creating the blood and bullet impact decals, as well as the models for the debris and the shotgun muzzle flash
“Kaiser”, for creating the flare model and skin.
“Usurper”, for the animated up and down switches and the snow flake graphic
James Stanfield, for much of the footstep sound code and the camera control code
“Hunter_Rus”, for some of the HRP fixes and for improving EDuke32
“Tea Monster”, for the cola can model and skins, and for the rocket impact scorch mark decal
“Edisleado”, “HellSpike”, and “Pete”, for creating the model and skins for the Duke Nukem Cruizer shotgun
“Short_Fuse” and “Creeping_Jesus” for creating the model and skins for the MP5A4 SMG
“DavoX” for importing both the Cruizer and MP5 into md3 format and recreating the animations for them
"Gambini" for his maps utilizing Duke Plus, and for all his ideas on how to improve Duke Plus
Changelog
1.90 11-1-08
-Added several effects derived from SD_Duke to the effects menu (thanks to Hellbound for the art)1.87 10-15-08
-Gambini's Blown Fuses level has some bug fixes and improvements1.86 9-29-08
-Includes a new EDuke32 which fixes a crash bug when loading a saved game in a DP level1.85 9-26-08
-Includes an overhauled version of Mia Max's Desert Base level1.83 9-01-08
-Fixed the killer sharks, which were completely broken1.82 8-29-08
-Fixed some bugs with mantling that prevented the player from grabbing onto some ledges1.81 8-25-08
-Reverted to the old method of having DP load the player's normal DEFS.CON and USER.CON, rather then DP's own versions of these. I realized that loading special DP copies of these was preventing people from using the HRP music and other custom content specified in their CONs. The downside to this is it means I will get false bug reports again from people trying to use non-Atomic CONs with Duke Plus.1.80b 8-22-08
-Fixed a bug which caused FIRELASER to display as a black box when software rendering was used1.80 8-21-08
-No longer requires the .bat file to start; just pick DukePlus from the game directory drop down menu in EDuke321.75 7-12-08
-Added Monster Capsules as an optional replacement for laser tripbombs. See the weapons options documentation for details1.73 6-29-08
-Includes Blown Fuses v 110, which has various small improvements and is now 100% HRP compatible1.71 6-24-08
-Improvements to bot path following code1.7 6-21-08
-New singleplayer map by Gambini, "Blown Fuses"1.6 4-17-08
-Everything in Duke Plus, except for the optional replacement weapons, is now compatible with the classic 8-bit graphics renderer -Added option to jump pads to make them show their destination -Fixed a bug which made it impossible to emerge from transparent water when the water was at a certain height. -Added a new SECTOREFFECTOR lotag for floor and ceiling texture panning.-Breakable glass sprites.
1.5 2-25-08
-Various bug fixes. The biggest bug fixed concerned the Dukebots not targeting enemies correctly in many situations. -Improved skin for Duke's arms holding the Cruizer Mossberg shotgun and MP5 (thanks mostly to Kaiser). - Improved mantling and added a "FREERUNNER" option for doing multiple wall jumps. - The TURN AROUND key will make a player glance behind if he is hanging on a ledge (mantling), instead of making him turn his body around. - Added boxes which can be picked up, thrown, placed and stood on in order to reach high places. The larger boxes cannot be picked up, but can be pushed (hold use while pushing). - Added killzone feature to SE of death. - Added a decorative effect for smoke gusts blowing past. - Added code for sprite platforms that can move back and forth along predefined routes or in circles (undocumented)1.4 1-22-08
-New dynamic lighting system. The player can use flares (optional) and dynamic lights can be placed in maps. -Cleaner installation (everything is now inside of the DukePlus folder) -New option for transparent water: set the EXTRA of the water sector effector to 1, and the sector will be considered entirely underwater (regardless of the height of the SE). This can prevent a problem where water height is not detected correctly. -Fixed a bug with the Dukebots which sometimes caused them to float into the air. -Various small optimizations