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 Duke Nukem mod 
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Joined: Thu Dec 27, 2007 4:08 am
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Location: USA
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Post Re: Duke Nukem mod
Just 'Ronin' legs?

: (


Wed Aug 04, 2010 5:55 am
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Post Re: Duke Nukem mod
Oobagoo wrote:
Just 'Ronin' legs?

: (


In the future there are no jeans :lol:
& I think Ronin fit him ^-^


Wed Aug 04, 2010 6:01 am
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Post Re: Duke Nukem mod
I guess, but maybe make them fit with his other body parts a bit more? They have oooouuuuutliiiiines...

?


Wed Aug 04, 2010 6:09 am
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Post Re: Duke Nukem mod
Duke isn't tough enough, his health should be 500.


Wed Aug 04, 2010 6:29 am
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Post Re: Duke Nukem mod
Give him custom wounds that have no sprite. I hate to see him get covered in red blobs when he's supposed to be pretty much invincible.


Wed Aug 04, 2010 6:33 am
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Post Re: Duke Nukem mod
Or he could just have 100 health and have wounds and such that make him into a hulk instead.


Wed Aug 04, 2010 6:40 am
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Post Re: Duke Nukem mod
Increased health has other repercussions that are not befitting of the duke. Leave his health at standard 100.


Wed Aug 04, 2010 6:51 am
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Post Re: Duke Nukem mod
411570N3 wrote:
Increased health has other repercussions that are not befitting of the duke. Leave his health at standard 100.


Or 1000


Wed Aug 04, 2010 6:55 am
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Post Re: Duke Nukem mod
Oobagoo wrote:
I guess, but maybe make them fit with his other body parts a bit more? They have oooouuuuutliiiiines...

?

you may change it, if you wish :grin:


toasty wrote:
Duke isn't tough enough, his health should be 500.

stays at 100


Commodore111 wrote:
Give him custom wounds that have no sprite. I hate to see him get covered in red blobs when he's supposed to be pretty much invincible.

He is a clone, he is supposed to die.
clean him up with medical supplies


Lizard wrote:
Or he could just have 100 health and have wounds and such that make him into a hulk instead.

yes health, no hulk


Wed Aug 04, 2010 7:01 am
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Re: Duke Nukem mod
HOLY BUTTCRACKERS BATMAN!


Wed Aug 04, 2010 11:42 am
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Post Re: Duke Nukem mod
I really like it so far. However:
- The Duke should wear jeans in my opinion.
- The sounds could be converted to .ogg for less space usage.
- There are a lot of sound files in the mod folder. Even double ones. That could use some cleaning up. :)
- Maybe add some more (explosive) weapons?

(Feel free to use anything from that zip file that gtaiiic posted.)


Wed Aug 04, 2010 4:36 pm
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Post Re: Duke Nukem mod
Gotcha! wrote:
I really like it so far. However:
- The sounds could be converted to .ogg for less space usage.
- Maybe add some more (explosive) weapons?


Do you have a converter handy?

(explosive) weapons
future projects


Wed Aug 04, 2010 8:01 pm
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Post Re: Duke Nukem mod
Yes, I would like to see more weapons. Such as the assault rifle and rocket launcher from Manhattan project.
The pulse rifle would be pretty awesome if you know how to use lua.

Anyway, the thing is that he can't soak up bullets like a sponge if you have something like brutality mod on on. So if you give him custom wounds you can customize the damage he takes, and give him custom gore as well.


Wed Aug 04, 2010 8:21 pm
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Post Re: Duke Nukem mod
Commodore111 wrote:
Yes, I would like to see more weapons. Such as the assault rifle and rocket launcher from Manhattan project.
The pulse rifle would be pretty awesome if you know how to use lua.


I'm clueless with lua

Commodore111 wrote:
So if you give him custom wounds you can customize the damage he takes

.. groovy 8)


Commodore111 wrote:
and give him custom gore as well.

customize the damage first, If I figure it out :lol:


Wed Aug 04, 2010 8:35 pm
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Post Re: Duke Nukem mod
Paste this at the top of the .ini.

Code:
AddEffect = AEmitter
   PresetName = Dukewound
   Mass = 0
   LifeTime = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -3
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Blood
      Spread = .01
      MaxVelocity = 2
      MinVelocity = 1
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
   EmissionEnabled = 1
   EmissionCountLimit = 500
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 2000
   BurstSize = 20
   BurstScale = 3
   BurstDamage = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


Then replace all of the "wound flesh entry" and "wound flesh exit" with "Dukewound" and it should work. He doesn't bleed though, at least shouldn't, because the wound has a lifetime of 1.


Wed Aug 04, 2010 8:39 pm
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