This mod aims to bring the duke nukem 3d universe to the doom engine, with enhancements taking inspiration/resources from mods like Dukeplus and others.
New release! Includes better compatibility with most mappacks, new alt fires, monsters, an automatic optimization system, tons of new features, optimizations, fixes and many more. Credits and full changelog inside the mod. Update 2024.03.30: added option to use vanilla commander keen, to fix compatibility with maps like Auger Zenith. Update 2024.04.06: fixed jetpack for maps which alter the flight powerup duration, other fixes. Read more...
v.1.08c:
Fixed jetpack for maps which alter the flight powerup duration
Removed blinking from night vision goggles
Fixed blood loop on moving platforms
v.1.08b:
Added option to use vanilla commander keen, for compatibility with wads that may use it as an additional decoration (like Auger Zenith)
v.1.08:
added automatic optimization system (huge performance boost for slaughter maps and regular maps too)
added new rpg alt attack: cluster missiles
added shrinker's alt attack to de-zombify doom humans (lost souls can turn them back)
added option to use vanilla doom enemies, also renamed some sprites to avoid conflicts (allows for custom monster packs too)
added ability for archviles to resurrect gibbed enemies
added option for archvile's chance to resurrect enemies
added option to resurrect former humans as undead humans
added option to resurrect pigcops as zombie pigcops
added new kick hit detection logic and a small lunge when you kick (can be toggled)
added option to replace shotguns with ssgs in doom 1 maps
added message to shrinker's alt fire when there are no rescuable enemies nearby
added option to "reset to defaults" in the menu settings
added option to save babes
added option to replace duke corpses with edf trooper corpses
added doomguy corpses when using doom enemies
added more attacks (different weapons) to possessed duke nukem corpses
added option to make your missiles teleportable
added a sound cue when fireflies are about to explode (can be toggled)
added spinning death animation to RPVs
added option to replace nazis with psx pig variants (zombiepigcop, piginadress, magnumpig)
added option to replace demons with dogs in nazi levels 31 & 32
added ability to switch weapons during reload animation
added ability to throw pipebombs and tripbombs when reloading the shotgun (cuts the animation)
added ability for summoned friendly monsters to kill slimers when face-hugging
added slight recoil to the expander's alt fire
added option to disable visual bullet tracers from your own weapons
added body parts to gibbed corpses
added pigcop body parts to dead RPVs and Pigcop Tanks
added lameduke's body parts to: lameduke's troopers, amc tc nazis, cops
added body parts to: duke nukem, edf trooper, doomguy
added plasma damage type to: alien queen, dukinator
added blueish screen tint when hit by plasma
added option to disable blood spawned from gibs and body parts
added velocity to spawned corpses
added behead animation to: overlord (& sentry), green octabrain pigbrute, zombie pigcop, lameduke's troopers, aracnorb
added new death animation to: cyber enforcer
added new enemy: aracnorb (spawned by the spidermastermind, and dead arachnotrons sometimes leave its body to be resurrected)
added new enemy: undead human (to be resurrected by archviles)
added new body parts for: megabrain, arachnotron, pigbrute, octabrain, green octabrain, psychobrain, lameduke's octabrain, netherworld queen, assault commander, king cobra, gorilla captain, baron of hell
removed dependance from the playpal palette on all sprites (fixes sprites' colors on wads that have their own playpal)
removed playpal file from the mod, which fixes compatibility with wads that have their own playpal (ancient aliens, back to saturn 2, etc)
removed gibs, debris and other fx on automap with the map scanner powerup
improved regular pipebomb throw (works better when aiming up)
improved archvile's graphics/sounds when resurrecting enemies
improved alien sniper: increased melee damage, reduced missile size, increased missile damage, accuracy, speed and range
improved sentry drone: fixed explosion detection, increased speed a bit, and added an alarm sound which gets triggered on some conditions before exploding
improved expander's alt fire: increased damage, range, fx, and consumes more ammo
improved chaingun's tracers position
lowered sound volume to: bullet casings, rats
lowered chaingun's sound pitch
increased ammo consumption to shotgun's alt attack
increased damage for: enemy bullets, sentry drones
increased aggresiveness for: pigbrute, pigassault, enforcer
increased health for: pigbrutes, possessed dukes
increased ammo capacity to: devastator, expander
increased archvile's shield strength when resurrecting enemies
increased lameduke's robot melee damage
reduced damage for: alien queen
reduced painchace for big bosses (and their sentrys)
reduced the number of spawned body parts on some enemies
renamed sprites for better compatibility with other wads: shotgun, battlelord, cycloid emperor, explosive barrel
archviles can now resurrect vanilla enemies (if they can be resurrected)
nightmare mode (damn I'm good) now respawns all monsters (including gibbed bodies and metal enemies, except when frozen/shrunk)
included original obituary messages for doom enemies (for the most part)
fixed huge lag in maps with voodoo dolls
fixed bug with impassable invisible objects in maps with dehacked decorations (Auger Zenith, DBP10, etc)
fixed bugs in maps that use tids in enemies to trigger events (this made some maps unfinishable)
fixed lameduke's octabrain missing hitbox when headshots are disabled and it possesses someone
fixed jitter in ntmai's movement (in coop)
fixed damage taken when telefragging an enemy that explodes
fixed not being to be able to throw pipebombs and tripbombs when you are out of ammo in some weapons
fixed incorrect rotation sprites in assault commander and lameduke's octabrain
fixed pigcop tank attack pitch calculation
fixed bug with slimers failing to attach to target and disappearing
fixed water/slime jet staying when the floor is no longer water/slime
fixed microwaveblast damage to possessed duke nukem corpses
fixed bug with incorrect health after resurrecting when shrunk
fixed bug with pipebombs going through hatched eggs
tons of bugfixes/improvements
Hi!
1.06d works fine with Doom2 by Delta Touch (Android version),
But 1.07 doesn't work (using GzDoom or another),
I've this onscreen error:
"Script error, "DN3DOOM1.pk3: actors/particles.txt" Line 23:'@property@thrubits'is an unknown actor property
What Can we do?
Thx for help
Update to the latest gzdoom/lzdoom.
Thrubits is a property introduced in the latest versions.
Ok,
You're certainly right.
I will wait Delta Touch update.
Thx for you're answer.
Have a good day! ;)
Sorry about that, I didn't know delta touch was so far behind, Thrubits has been around for some months now. I was mainly holding the release for lzdoom to keep up, and they just did a few days ago.
How to start a mod in Doom2, when I start Doom2 it starts the original Doom2 without the mod, can someone write or make a tutorial, I've tried everything but the mod doesn't work, none of the mods I put in, I start Doom2 via GZDoom
Don't worry.
You did à great great work.
So thx for it.
So happy to use your mod with personnal levels.
Hope they will update Delta Touch soon..
(I play with Shield TV)
Finally i found how to play it with Delta Touch.
Use GZ Doom, 4.6 dev version.
It's all right!!
Thx
That's good to know
i play your mod via playstation mini
That's cool. Didn't know those options exist, I'm old school mouse & keyboard.
Yes it's out !!!
Yeahhhh Time to kick *** and chew bubblegum again
Hola el mod es una experiencia muy fenomenal bro jajaja tengo algunas sugerencias nose si te gusten
Gracias! Las sugerencias son bienvenidas.
Best DN3D mod so far! Those alien bastards make some levels even more challenging!
I tried this new version 1.07 after I was already amazed by some old version long ago. Just outstanding. Amazing work. If this wasn't a doom mod it would be the best duke game. Maybe even better than Duke3D because we can use any of the endless custom maps with it and actual duke 3d maps are limited. Just pair this with duke_music_&_textures.pk3 and you have a winner. Needs more attention but 2,5k downloads ain't bad.
OKAY how to detonate the pipe bomb
With the "secondary fire". You have to bind it to something in the control options, like the right mouse button. It's extremely recommended to do that since most weapons have an alt attack.
it's crashing every time I kill Pain Elemental. Yes, I can disable Doom monsters so I will not meet Pain Elementals, but I like this monsters mix from both games
I updated the mod with a fix, please download again.
I love this mod but would you be able to fix the issue with the death camera? I usually keep it turned off and it’s annoying seeing the screen go black every time I die. I just don’t want to have to go back and forth turning it on and off when I play different mods. Hope you take this into consideration! Thank you.
Noted, but the current message is the best I could come up with at the time.
This mod is amazing, in all aspects: weapons, enemies, sounds, gore.... The possibility to mix the monsters of Doom make it perfect. This mod could have a universal version: weapons, monsters and gore, each part separate to play with other mods. It's just my opinion. I found this mod really fun, and I think it deserves a universal version.
Maybe when I can make some weapons more universal (like shrinker, expander, etc) this task would be easier.
Hi! Does the Shrinker use 2 ammo on purpose?
Also, in the options the portable medkit heal limit can be set to 200hp, but it ony reach 100hp during the game.
Thanks for your time, Your mod rocks!
1. Yeah the shrinker is OP if you know how to take advantage of it, so I left the ammo consumption like that on purpose.
2. That's because it's the medkit "heal" limit (takes effect when you use it), not your regular hp limit or the medkit capacity limit.
Thank you for the kind words.
I love this mod! I've been playing 1.07 for the past few months and have been having a blast.
However, I just updated to 1.07b, and I noticed that when the Assault Captain uses its teleporting device, they freeze and lose their hitbox and become unkillable. I rolled back to a copy I had of 1.07 because of this, so I just wanted to flag the bug! Thanks for the great work on this.
UPDATE: Actually, it might be the latest version of GZDoom, v4.8.2, that is causing the teleport freeze.
Thanks for the bug report. After some testing it seems to be a bug with gzdoom. I have reported it to the devs, let's hope they can fix it.
I had the same issue, updated to GZDoom v4.9.0 and now the problem is fixed.
Found a bug where alien troopers teleport and then after he teleport he just froze
That's a bug with the latest gzdoom. Please use a previous gzdoom version.
Hey Kipo50! The mod is pretty cool, I love how much customization there is for this mod, and you did a pretty good job. I wanted to mention something that bothered me and was wondering if there was a way to fix it. When firing any gun that uses normal bullets, the gun leaves shell casing. This isn't so bad but the sound of the shell casing hitting the ground is loud, so loud in fact that it drowns out the sound of actually shooting. As most of weapons spit out more lead then an M60, it can get really annoying to hear the loud *ping* *ping* *ping* for every shell casing. Is there any way to lower this sound? Thank you for your time, again, epic mod.
Thx, I'll see what can be done.
In the meantime, you can see the mod's content if you change the extension from .pk3 to .zip. The casing sounds are in Sound/Casing, you can delete the offending files or maybe lower the volume if you know how to use sound editing programs.
This mod is great. I Found a bug were one of the troopers teleport to a different spot and they won't move.
That's a bug with gzdoom. Please download the latest gzdoom version.
When the troopers teleport they stop moving after reappearing, minor bug but it's a tad bit annoying when playing a map with a lot of enemies
That's a bug with gzdoom. Please download the latest gzdoom version.
amazing mod dang! i love so much thanks for making this mod i was finding for it
Awesome mod! Ton of fun killin aliens on custom maps. However, I keep running into an issue with both shotgun sprites
1. Duke's pump-action shotgun sprite does now show up, it's the DOOM shotgun. Duke's pump action shotgun sprite only appears when it plays the reload animation. Does anyone know how to fix this issue?
2. The double-barrel shotgun sprite in the game looks way different than the one shown in the slides. Looks like a regular double-barreled shotgun (not the DOOM double barrel) instead of the custom sprite shown. But I guess the mod author decided to go with a different custom sprite for the double Barrel?
Thanks for the kind words.
The first issue is probably a combination with different mods, or a megawad which replaces weapon sprites.
The second one is not an issue, you can change the SSG look in the options.
Indeed I used a different sprite along the way, but I left the old one for nostalgia
1 old bug ? that is still happening in the latest version is that the Alien Troopers that can teleport, when they re-appear the get stuck like statues and you are unable to do anything to them, same for them. I don't know if this is a map thing or a specific gzdoom setting.
BTW THANKS for your update and fixes !!1
That's a gzdoom bug, please update to the latest version of gzdoom.
Hello,
thank you very much for update. Everything looks OK. Only 2 things
first : Please is possible turn off screen shake ?
second : gzdoom do not accept hud scalling, only statusbar. In other mods this works for me.
Thanks.
1. There's options to reduce/disable weapon's recoil effect.
2. Not sure I understand, got examples?
Absolutely love this mod, especially with the new Build-ified Doom enemies. Would it be possible to maybe have a standalone addon that included just those monsters?
Thanks! It's possible but hard to maintain, maybe down the road
I just noticed that the pump-shotgun reloads 2 shells at a time, is that normal ?
Also a silly request, do you think you can make the nuke icon on the Pump-Shotgun colored like the black double-barrel shotgun ?
1. that's normal, or else it'll be quite long.
2. I can look into it but no promises
Thank you for the answers and thanks for the effort too. Your mod is my number 1 Duke Nukem mod for the gzdoom and custom maps !!!
Thanks!
Ey new update