DUKE PLUS
A GAME ENHANCER AND CUSTOMIZER FOR THE EDUKE32
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.
UPGRADING FROM AN EARLIER VERSION: If
you drag and drop the contents of DUKEPLUS.RAR into your main Duke 3D
directory, files with the same names will be replaced with the newer ones. This should work fine, unless you are
upgrading from a much older version of Duke Plus that had a different directory
structure. In that case, you will need
to delete your DukePlus folder before installing the new one.
DUKE PLUS VERSION 2.00 FEATURES
Game Fixes
HRP Fixes
Visual Effects
Sound Effects
Weapon Options*
|
WEAPON |
DUKE PLUS OPTIONS* |
|
MIGHTY BOOT |
KARATE KICKS |
|
PISTOL |
RELOADING |
|
SHOTGUN |
CRUIZER SHOTGUN |
|
CHAINGUN |
MP5 SMG |
|
ROCKET LAUNCHER |
HEAVY ROCKET LAUNCHER |
|
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 2 seconds). If “BETTER PIPEBOMB THROWS” is enabled, holding down fire will show the pipebomb’s trajectory and maximum throwing distance is increased. |
|
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) |
|
FREEZER |
Select Freezer Plus in the DP menu for the enhanced Freezer. FREEZE BEAM The primary fire is a beam that freezes enemies. Hits instantly with perfect accuracy. ICE COMETS The Alt-Fire key shoots three little ice comets which move very fast. They can bounce once. Good for finishing off frozen enemies, or just killing them outright. |
|
EXPANDER |
GRAVITY GUN |
|
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). |
|
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:
Miscellaneous Features
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, WEATHER, and DUKEBOTS. 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).
TROOP CAPTAINS DROP
LASERGUN -- Lizard troopers with red backpacks (pal 21 LIZTROOPS) will drop
laser pistols when they die, which the player can use..
DOUBLE MONSTERS
& EXTRA AMMO -- Does what it says.
ENHANCED AI -- Set
to YES to change the enemy behavior for greater challenge. Changes
include:
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
F7 VIEW MODE –
Toggle between the classic over-shoulder view, and the new dynamic view.
In dynamic view, the player is followed by a camera which attempts to get the
best view of the action. A line of sprites from the player shows where
Duke is looking/aiming. If you crouch while facing an enemy, the line
will turn read, indicating a target lock. Once locked, you can uncrouch
and you will continue to aim at the enemy until it dies or you press the use
key to unlock.
DUKE TAUNTS PLUS –
In addition to the regular taunts Duke uses when enemies are blown to bits,
Duke has a different set of taunts for killing enemies with bullets and other
weapons. He also has a few one liners
he’ll use sometimes when he has cleared an area of enemies.
SHOW CHARACTER
MODELS – Set this to NO and models for characters (monsters, strippers, etc)
will not be displayed even if you are using the HRP. Instead, characters will be shown with the
original 8-bit art.
The weather menu options
are as follows:
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
Duke Bots
Customizable Monsters
See the Duke
Plus Map Effects Guide for information.
![]()
“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 and for his work on EDuke32
“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
“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
“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
Also a big THANKS to everyone who has used DP to make
levels…
Changelog
2.03 7-02-09
2.02 6-13-09
2.00 5-03-09
1.99 2-08-09
-New optional
Freezer Plus (activate in the weapons menu). Primary fire is a freeze
beam, secondary fire shoots little ice comets. The freeze beam is much
more useful than those stupid bouncy crystals ever were (especially with autoaim
on)
-New version of Spiker's Project Zero level (see the movies page at the DP web
site for a complete and EPIC playthrough)
-Fixed a recently introduced bug which had prevented rain or snow from starting
in levels where it had been added (for example, WCTime and the intro hub level)
-Small improvements to the dynamic F7 mode (if you didn't like it before, you
still won't like it)
-Fixed a bug which allowed sharks to come out of transparent water (they might
still do it, but not because of THAT bug at least)
-Two things I forgot to mention in the last update: The player's footstep
sounds work consistently now, and the timer mode of the pipebombs is actually
useful now because I shortened the fuse
1.98 2-01-09
-New
Dynamic F7 view mode option in the Effects menu:
Toggle between
the classic over-shoulder view, and the new dynamic view. In dynamic
view, the player is followed by a camera which attempts to get the best view of
the action. A line of sprites from the player shows where Duke is
looking/aiming. If you crouch while facing an enemy, the line will turn
read, indicating a target lock. Once locked, you can uncrouch and you
will continue to aim at the enemy until it dies or you press the use key to
unlock.
-New Better pipebomb throws option in the Weapons menu (hold fire for longer
range, shows trajectory)
-Additions to Enhanced monster AI option: Some lizard troopers are medics
(they wear blue and heal their allies), and pigcops will sometimes use teargas
grenades when they don't have a clear shot with their gun
-Shrunken monsters can be squished by any of their enemies, not just the player
(especially useful if you have a captured newbeast fighting on your side)
-Eggs captured by a moncapsule will spawn a small (allied) newbeast instead of
a slimer. Recapsule the newbeast and it becomes a full grown newbeast
when released again.
-many small bug fixes and changes
1.97 1-06-09
-Dukebots now respawn after an interval, instead of instantly
-The Skycar is now more pilot friendly. When you get in, it does not move
until you press the accelerator key. When landing (that is, if you are
near the ground) you can bring it to a complete stop before getting out.
You can still steer the Skycar when it is stopped. These improvements
will come in handy for an upcoming map that will be released with DP version
2.0.
-Made some optimizations which may improve performance in some situations.
-Changed "tiles024.art" to lowercase for linux users who were plagued
by an errant uppercase letter.
-Added a few more tiles to NAMES.H (so that names show up in Mapster)
-Added the -forcegl command line to the launcher, because I would rather have
Intel gpu users complain to me about a black screen then have them tell me that
they can't see my weapons since they are stuck in the software renderer.
Fixed the following from the original game (thanks to Hendricks266 for bringing
these to my attention):
1.96 12-23-08
-Dukebots have their own submenu now. They can be made to
respawn, you can choose how many bots you want, and they will spawn in any map
-Added laser pistol option to monster menu. When on, pal 21 liztroops
will drop them
-Improvements to laser pistol
-Improved monster pathfinding code for advanced AI
-Added some new sounds
-Removed game speed option (temporary)
1.95 12-21-08
When the enhanced AI
option is on, lizard troopers will drop laser pistols (the weapons they
actually use!) instead of pistol ammo. To use the laser gun, switch to
mighty boot (weapon 1). Hold alt-fire to charge it for a more powerful
shot.
1.94 12-15-08
All of the DP
tiles that were in tiles013.art have been moved to tiles024.art. The main
advantage of this is that Duke Nukem maps that use tiles013.art for custom art
are now compatible with DP. Unfortunately, it means that any DP maps that
contain DP sprites with the old tile numbers will need to be updated.
I have already updated the maps that come with DP. The following
tile numbers have changed:
CRATE1 6314 (was tile 3498)
CRATE2 6316 (was tile 3500)
FUSE 6319 (was tile 3503)
DBSPRITE 6324 (was tile 3508 ) -- this is the double-barreled shotgun pickup
1.93 12-14-08
-tweaked HUD defs
so that the DP weapons don't glitch with animation smoothing
-adds a melee attack to the
double-barrel shotgun (use alt-fire button)
-fixes bug with HUD shotgun shell display
-Octabrain mental pulling
only grabs player when player is facing the Octabrain, and doesn't pull him too
close
-fixes filename case error (was only a problem if you use linux)
-adjusted sparking sounds so they can't be heard from far away
-includes minor update to Blown Fuses map
1.92 12-09-08
-includes demo
map for Skycar (use the Duke Plus maps episode to access)
-includes updated version of Blown Fuses
-EGG and RECON now work with RESPAWN, and respawned sprites have the correct
palette (bugs fixed in original game)
-karate kicks can be turned on/off in menu
-karate kicks kill attached slimers
-laser sparks are turned on/off with damage effects menu option
-new transition effect which works like sleeper SE but can be used multiple
times
1.91 11-1-08
-Game speed can
now be controlled in the main DP menu
-Fixed a crash bug
-Moncapsules are easier to use (they break open on impact)
-Added option for enhanced AI in the monster sub-menu
-Added support for the Skycar vehicle (but maps for it will not be included
until later)
-Improved muzzleflash for Mp5 (thanks to Gambini)
-Full soda cans now spill cola when you shoot them
1.90 11-1-08
-Added several
effects derived from SD_Duke to the effects menu (thanks to Hellbound for the art)
-Moved weather control to its own menu
-Fixed some bugs
-Includes new EDuke32
1.87 10-15-08
-Gambini's Blown
Fuses level has some bug fixes and improvements
-The hub level has cool looking white portals
-Includes new EDuke32
1.86 9-29-08
-Includes a new
EDuke32 which fixes a crash bug when loading a saved game in a DP level
-Clocks can no longer be grabbed by the gravity gun
-Fixed a bad sizeat command
1.85 9-26-08
-Includes an
overhauled version of Mia Max's Desert Base level
-Duke now has side-kicks and spinning hook kicks. Press forward and the
quick kick key for the sidekick, press backwards and the quick kick key for the
spinning kick (or press fire if the mighty boot is your selected weapon).
The new kicks are still experimental, and are not mentioned in the menus
or documentation.
-Trooper lasers now have an impact effect and sounds
-Added cluster rockets as the alt-fire mode for the heavy rocket launcher
-Monster in-fighting is now on a percentage system instead of either ON/OFF.
The higher the %, the more likely a monster is to retaliate if hit by
friendly fire. The default is 40%, but you may need to adjust it if you
are using the cfg from a previous version.
-New sound variations for explosions
-Fixed a bug which caused pal 1 monsters to have 1 strength.
-Fixed a bug which prevented the player from throwing an object with his hands
while holding the gravity gun.
-If the cruizer shotgun is disabled in the menu, then the player will not
acquire the cruizer shotgun when picking up a double-barreled shotgun (so you
can now switch between the original shotgun and the db shotgun, if desired)
1.83 9-01-08
-Fixed the killer
sharks, which were completely broken
-Made an improvement to mantling which helps when grabbing onto sloped surfaces
-Fixed major bug which prevented monsters from respawning on Damn I'm Good
-Includes new build of EDuke32 which fixes an ancient Duke 3D bug that made
monsters get stuck in water
1.82 8-29-08
-Fixed some bugs
with mantling that prevented the player from grabbing onto some ledges
-Includes replacement smoke (must use polymost to see the new sprites)
-The damage caused to the player by non-rocket explosions is no longer scaled
if the player is using the damage scaling option.
-You can now choose among three styles of item pickup messages in the Effects
sub-menu
-The weather color is now applied to the color number in the effects menu, so
you can see what it will look like
-Fixed bug which caused the max medkit amount to be set to 0 if classic default
settings were selected
-Includes the latest build of EDuke32 (as always)
1.81 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.
-Added the nocompress parameter to the texture defs AGAIN, this time in the
correct place
-Fixed some bugs with the turrets that are attached to Sentry Drones (like the
ones in Project Zero)
-Includes a version of Project Zero with minor improvements
-Reduced the max speed at which a monster can be knocked back, in an attempt to
prevent glitches
-Fixed a bug which caused the MP5 to show the reloading animation when it ran
out of bullets
-Made some tweaks to the monster doubling and randomized monster features in an
attempt to fix bugs (not sure if they are fixed)
-Fixed a bug where after picking up the double barreled shotgun it could become
impossible to switch to the other shotgun
-Includes the latest EDuke32 which compiles the CONs much faster, resulting in
a shorter startup time
1.80b 8-22-08
-Fixed a bug
which caused FIRELASER to display as a black box when software rendering was
used
-Eliminated some annoying log errors
-Turning off damage effects will now prevent extra debris from spawning from
pipebomb explosions.
-Fixed an error in this manual (wrong tile number for double barreled shotgun)
-Added the nocompress parameter to the texture defs, to prevent possible
problems caused by reduced texture quality settings
-Now using the scriptsize command to prevent potential problems caused by
auto-increasing the script buffer size
1.80 8-21-08
-No longer
requires the .bat file to start; just pick DukePlus from the game
directory drop down menu in EDuke32
-Includes Project Zero, a new map by Spiker
-Blown Fuses, by Gambini, has been given an improved beginning and a totally
new ending
-The levels made for Duke Plus are now accessible via a hub level which has its
own episode
-Made a few small gameplay tweaks to Wonderful Christmas Time and Blackened
-Added new options in the effects sub-menu for mirroring and enlarging maps
(thanks to Plagman for the guts of the code)
-New double barreled shotgun, and menu option for giving it to pigcops
-Big update to the dpeffects map, showcasing many of the new map effects
-New steroids effect in singleplayer: everything else in the world slows
down while your movement speed remains unchanged
-Akimbo pistols now fire one at a time (before, the shells and sounds did
alternate, but the bullets were simultaneous)
-Fixed positioning and display bugs of akimbo pistols
-Added menu option for new sounds (so far just a few replacement sounds)
-Replaced sound for MP5 firing
-Changed the ammo handling system of Cruizer shotgun so that it works like the
other weapons
-Greatly improved the bot ally following code
-Bots glow with nightvision and cast shadows
-Fixed several variable handling errors, one of which had caused crashes
-New map effect: quoters, which can display a quote and/or
picture when the player enters a certain sector
-New map effect: sleeper SE, which makes the player fade to black and
then wake up in a different area
-New map effect: helicopters that fly by and drop off supplies, friends,
foes, etc.
-New map effect: customizable shooter sprite
-Improved the multifloor elevator. Now the up and down buttons can be
placed inside of it and objects inside the elevator move better
-Improved the pulsating sprite effect so that the pulsing is smoother and it
now works on floor alligned sprites
-Various small bugfixes and improvements related to transparent water
-Improved the moncapsule pulsing effect
-Lightning will flash when it is visible to the player, and will make a dynamic
light effect if that system is active
-Improved randomizer for random monsters option (thanks to Hunter_Rus)
-Gravity gun now drops grabbed items with alt-fire instead of the use key, so
you can open doors without dropping
-Rewrote the knockback code and it works much better now
-Rocket scorch decals should no longer spawn on forcefields, but rarely they do
anyway at a right angle to it :(
-Fixed bug which prevented medkits from increasing the medkit amount beyond 100
if the player had raised the max amount
-The DP menu can be navigated by mouse
-Improved HUD positioning of Cruizer shotgun
-Reduced the reload time of the MP5
-Reduced the reload time of heavy RPG
-Improved array handling for sector based dynamic lighting
-Explosions, rockets, FLOORFLAME and other fires now treated as dynamic lights
if the lighting system is activated
-Shell casings now move in the correct direction when hit by explosives
-Fixed bug which could cause monsters to jump when hit by the mind blast
-Randomized muzzle flashes on Cruizer shotgun and MP5
-Toilets and fire hydrants can be ripped from the floor using the
gravity gun, then picked up and thrown
-Fixed bug which prevented items dropped by monsters to move away from
the monster as intended
-Fixed bug which would cause the shrinker pickup to give full ammo and stay on
the ground if you had full expander ammo when touching it
-Fixed mantling bug which allowed the player to grab onto sloped ceilings
-Disabled mantling and the menu nag in multiplayer
-Menu nag has smoother scrolling
-All bodies of monsters can now be shot by any weapons (and they bleed),
frozen, squished, and non-bosses can picked up, used as weapons with the
gravity gun
-The player is slowed when carrying heavy objects
-Thrown items move a bit more realistically, with lighter items going farther,
and objects following a more realistic arc
-If you kick a held object, it will fly off and travel farther than if you
threw it (if the kick doesn't break it).
-Eliminated the long pause that occurs between the time that you shoot a
sitting liztroop and when it dies
-Miscellaneous other small bugfixes
1.75 7-12-08
-Added Monster
Capsules as an optional replacement for laser tripbombs. See the weapons
options documentation for details
-Includes Blown Fuses v 111, which has various small improvements
-Fixed the way that battlelords and queens aim at other monsters when they are
player allies
-Adjusted the mortars and guided fireballs so that they target correctly when
fired by player allies
-Fixed a bug which caused the DP transparent water to behave incorrectly when
the player travelled directly from one water sector to another
-Fixed a bug which prevented
DP water effectors from using the heightless water sector feature (where extra
is set to 1 on the SE)
-Reduced the frequency with which randomized monsters drop items
-Added an effect whereby objects thrown into pools of transparent water will
float near the surface (some exceptions for solid metal objects). If the
HRP is used, you can see the objects turning on their sides when landing in the
water
-Fixed a bug which could cause frozen monsters to be shattered by the items
they drop (they appeared to shatter immediately upon being frozen)
-Fixed a bug which caused shrunken randomized monsters to drop extra items when
stomped
-Moved the DP menu higher on the screen to prevent overlap with a full sized
status bar at the bottom
-Moved the bot allies option from the weapons sub-menu to the monsters sub-menu
-Added a new monster flag for LIZTROOP; adding 256 to their EXTRA will make
them into suicide bombers (if an enemy is close they touch a button on
themselves to detonate)
-Added a new monster flag for ROTATEGUN; adding 256 to their EXTRA will make
turrets fire at twice the normal rate
-Fixed a bug which caused dead sharks to bob and and down on top of the
transparent water, instead of just floating to the top and staying there
-Fixed a bug which allowed the player to trick the game into loading extra
shells into the shotgun by repeatedly switching from the MP5 to the Cruizer
shotgun while the MP5 is reloading
-Changed the clip system for the pistol and mp5 so that the ammo amount
displayed is your total ammo (including what is in the clip). This
new system fixes some bugs.
-The feature whereby monster bodies placed in maps can be blown up, is working
correctly again (it was broken in 1.7 due to an optimization that
incorrectly identified those body sprites as ones that should not be running
EVENT_GAME code)
1.73 6-29-08
-Includes Blown
Fuses v 110, which has various small improvements and is now 100% HRP
compatible
-Now includes Desert Base, a new map by Mia Max!
-Fixed bug which caused
monsters do drop too many items when stomped by the player in random monsters
mode
-LIZTROOP will sometimes drop a pistol instead of ammo, so akimbo pistols are
still available in non-DP maps (but dropped pistols only have 12 ammo,
not the regular 48)
-Added a few new entries to the effects guide, including one for the sparking
effect
The following had been fixed and uploaded a few days ago:
-Fixed bug which caused trees to always retain their cstat from mapster,
instead of just when they had a lotag
-Fixed a bug introduced in 1.7 which caused a couple of the letter sprites used
for DP effects to disappear even when the letters were not tagged.
-Fixed a bug introduced in 1.7 which prevented the lightbugs from showing up.
1.71 6-24-08
-Improvements to
bot path following code
-Includes Blown Fuses v 103, which fixes some minor map bugs
-Fixed priority on some of the sounds
-Changed the .bat and CONs in
order to avoid players accidentally using an outdated version of DP, in case they
have old versions of the CON files loose in their directory.
-Included the authoring document for Iggy's Spacejump map, which was
accidentally left out in 1.7
-Updated the DP Effects guide to include entries for the Weapon Options
controller, Tree cstats, and saw blades
1.7 6-21-08
-New singleplayer map by Gambini, "Blown Fuses"
-Added
new sample map by Gambini (DPeffects.map). This has examples of almost every
Duke Plus effect.
-Optimized
so that inert sprites do not run unnecessary code.
-In-game
menu for changing most of the optional Duke Plus settings
-Pipebombs can switch between trigger and timer modes (alt-fire to toggle)
-Shrinker
can switch between shrinking and mind blast modes (alt-fire to toggle)
-Shrinker
can switch between shrinking and mind blast modes (alt-fire to toggle)
-Gravity
gun is an optional replacement for the Expander
-Added
saw blades for the gravity gun
-Optional
ability to pick up and throw a large variety of objects
-New
option for monster in-fighting
-Transparent
water can be set to bob up and down, and underwater visibility can be adjusted
-Jibs
which have been placed in maps as decorations will not spin (their model
animation is disabled)
-Mappers
can set certain tile numbers to be rendered only as sprites (disables model
rendering)
-Support
for fuse puzzles added
-Blood
sprites now added to deletion que (optimization)
-Blood
sprites no longer hang over ledges
-Improved
dynamic lighting effect
-Added simple waypoint system for bots (similar to locators for RECON)
-Added
special blocking sprite that becomes invisible in game
-Added noise sprites (sound effect sprites that are easy to use)
-Speeded up reloading on the Cruizer shotgun
-New
graphic for FIRELASER
-More options for SPAWNER
-Changed monster RAILGUN to make it more balanced and not clip through walls
-Eliminated bullet resistance flag, replaced with special flag (currently used
to make NEWBEAST not shoot)
-Added waypoint system for bots
-Improved randomized monsters option (random minibosses, more sensible drops)
-Lightbugs can now be made into dynamic lights
-Various improvements and bug fixes, too many to list
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
1.31b-Fixed a bug which
prevented switching to weapons that have clips, when the clips contained rounds
but the player had no other ammo for the weapons -Updated the documentation to correct some obsolete information -Picking up the Cruizer shotgun not dropped
by a Pigcop now gives a full clip of ammo but no additional ammo
1.31-Reloading key now
works on pistols -Rocket scorch marks
will not spawn on water or on moving walls, such as swing doors -Fixed ammo display bugs for Cruizer shotgun
and Mp5 -Fixed bug that
could cause bots to float into the sky -Reduced size of bot life bars