First of all, the proDuke team wish to all Duke fans a happy Duke3D 30th anniversary - on January 26, 1996, Duke3D was having its first release as a shareware version.The focus of this update was to make DMOs functional again. It packs a lot of bug fixes and new features for demo playback.A very hard work was made to also fix playback of original demos from DOS (Duke Nukem 3D 1.5 Atomic Edition). This is broken in xDuke and all ports that derive from it.Another very important feature in this version is the IPv6 native support (full dual-stack).
New Features
Native IPv6 support.
Automatic screenshots.
Demo autorecord.
New console command
RECORD <0/1/2>
or
RECORD <OFF/ON/AUTO>
to quickly toggle demo recording.
New behavior for F8 key: toggle demo recording. Toggling the in game messages/quotes (F8's old behavior) is now moved to the HUD/MENU SETUP.
Chat saved inside DMO file.
Map CRC saved inside demo file to prevent usermap name conflicts.
Date and time of match saved inside of DMO file.
Open DMO files with proDuke using double click or via drag and drop.
Option to display outlines and overhead info while watching DMOs (players, projectiles, markers, holodukes and dropped weapons).
Damage numbers (new netflag).
Various other new netflags.
Support for custom crosshair tiles via crosshair.art.
New crosshair option to indicate current autoaim mode (A.A. Tied).
New Weapon Auto Switch option based on the weapon preference list.
New scorebar modes.
Shows a spinning nuke icon above the player's head when he's typing or on the menus.
Message hotkeys and chat behavior options.
Offline multiplayer menu.
Air display on HUD.
Indicator for the current team on HUD (can be toggled off via the menus).
New obituaries mode (hybrid).
Show player who pressed the nuke button.
Secrets and monsters kill count while displaying the map.
New console command
MAP <map_name>
to quickly open a given user map.
More palette filters so itens/weapons/buttons/cracks are exclusive to certain game modes (similar to how pal 1 makes them exclusive for multiplayer). Check the Mapping Guide for more information.
The holoduke from the rebalanced mode now has a new effect: instead of triggering the enemies autoaim, it will now always be spawned at the same state that the player is currently in (e.g. standing, crouching, swimming, flying or shrunk) and will have a fixed angle (properly works as a decoy).
Improvements
Improved security measures against potential cheaters.
Various menu improvements.
Static SDL.DLL and SDL_MIXER.DLL embeded inside the produke.exe. No need to have these files in the game directory anymore. This also improves game performance.
Now the game reads it's mandatory files from produke.grp. No need to have LOOKUP.DAT and TILES023.ART in the game directory anymore.
Screenshots are now saved as 8bit PNG files (smaller disk size).
Now demos keep recording even after a player quits.
Now the game records a new demo when changing maps (as long RECORD is set to AUTO).
Demos now record current items and weapons of each player when advancing levels in COOP modes.
Now it's possible to play with up to 15 BOTs. (16 players in total).
Yellow latency indicador changed from 5 game tics (~166ms) to 3 games tics (~100ms).
Obituaries now detect more death types, like monsters and environment damage.
COOP/Survival games now have a scorebar (kill count/damage inflicted to monsters).
Offscreen indicators for CTF and Terminator game modes (Outlines must be toggled ON).
Game mode specific HUD elements can now be toggled off on the menus.
Refactored the score limit display message.
Now the game shows who paused the game.
New netflag presets.
Improved weapon preference menu selection.
Smaller font in submenus (Duke 1.3 font art).
Purple palette in outlines now show as propper purple instead of orangeish.
The game menu won't open up anymore when exiting the console by pressing ESC.
Now you can only close the console by pressing ESC. This is done so you can type the configured console key in the terminal if you want. Also, the configured key will not be typed automaticaly into the terminal if you're just opening the console.
Enlarging/shrinking the screen is now disabled while typing.
Console now supports shifted keys (!, @, #, etc).
Bug Fixes
Fixed DMO files not being recorded correctly.
Fixed playback of xDuke DMOs.
Fixed a bug where the DM spawn points would be used if the map had TEAM spawn points but they were not enough (now the TEAM spawn points can be used more than once per player).
Fixed a bug where an empty message is sent if you press any key but Enter.
Fixed a bug where an incorrect sprite was shown in overhead info if user nickname contained spaces.
Fixed a bug where infinite player jibs would spawn when the game tried to Force Respawn a player on TLMS that had no lives left.
Fixed a bug where the game would desync while playing Terminator mode with duke talk disabled.
Fixed a bug where weapon preferences was not being saved to CFG.
Fixed a bug where allied weapons would show through walls even with team outlines disabled.
Fixed a bug where default match netflags were not being set during game initialization.
Fixed a bug where player shadows were being rendered in SoS (sector over sector) situations.
Fixed a bug where outlines and overhead info sprites were being affected by the map's global visiblity.
Fixed a bug where the game would close if opened without a duke3d.cfg.
Fixed a bug where the player color would show incorrectly in the menu.
Fixed a bug where some sprites would clip through the walls when widescreen is enabled. This is a bug present in rDuke's code.
Original Bug Fixes (from xDuke)
Fixed playback of original DOS DMOs (demos 1, 2 and 3 from Duke Nukemm 3D 1.5 Atomic GRP).
Fixed a bug in which the game wouldn't properly release the ALT key (often when doing ALT+TAB), so it would consider it to be pressed while it wasn't, potentially resulting in FullScreen toggling when the user pressed ENTER.
Demo cams work again (it was disabled in xDuke) and can be toggled on and off.
Fixed the famous E4L11 (Area 51) crash that happens when a player goes through the air shaft in the outside area.
Fixed a crash that could happen in E1L2 (Red Light District) when viewing the automap near the dark corridor.
Fixed a bug where global palettes (nightvision/underwater) would reset when switching from fullscreen to windowed and vice-versa.
Original Bug Fixes (from DOS)
Fixed a bug that happenned on the first spawning if the spawn point's X/Y position is shared between 2 sectors (i.e. SOS), then the player may spawn on the wrong sector instead of spawning on the sector the APLAYER sprite is placed (e.g. E2L11 - Lunatic Fringe(P3, P4, P5, P6), E4L9 - Derelitic(P5, P6), h-32.map(P3)).
Fixed a bug that happenned on COOP in which every other player would always start with P1's health points.
Fixed a bug that happenned on COOP in which if a player were carrying a weapon with no ammo at the moment the level ended, he would then start the next map carrying that empty weapon and the game wouldn't try to perform a weapon switch.
Fixed a bug where the player would respawn shrunk in some situations.
Fixed a bug in which actors that are hit directly with a shrinker projectile may not actually be shrunk. On the original game, when the Shrinker projectile hits something it spawns a small radius/area of effect and actors inside that area will be shrunk (the hit by itself had no effect). Most of the time the radius is big enough to reach the actor that was hit, but that wasn't always the case . The most famous example was auto aimed Shrinker shots against mini blatlelords, but the bug could happen against most actors, including other players in a Dukematch.
Fixed a bug where the crane would pick the closest player when the grabbed player dies.
Fixed a bug that happened after a Player is eaten up by a Greenslime, the slime would instantly warp to the nearest player and would immediately start eating him up.
Fixed a bug related to weapon switching, in which the game wouldn't even consider the Expander when doing an automatic switch when out of ammo OR when cancelling the recoil animation for a fast-switch.
Fixed a bug related to weapon switching, in which the game would perform an invonluntary weapon switches due to having another weapon key being pressed during the end of the firing animation.(e.g fire with the Shotgun, wait for the middle of the firing animation (doing it sooner will result in a fire animation cancel for a fast weapon switch, and that won't trigger the bug), then press the RPG key and keep it held until the firing animation ends. Now, fire again with the Shotgun: after firing, the game will perform an involuntary fast switch into the RPG - what happens is that, due to a bug, thee game kept the RPG key stored, and will use it for the animation cancel, since that's not cleared).
Fixed a bug related to weapon switching, in which the game would perform a buggy empty auto switch when performing the previous bug (c) if the stored weapon is also the current weapon and that weapon has only 1 ammo left, like it was in DOS (e.g. first, get an RPG and spend its ammo until it has only 1 shot left. Now, fire with a Shotgun and "store" the RPG wepaon switch "stored" (like explained on the case (c)), but do not fire with the Shotgun again, instead, press the RPG key yourself to switch weapons and only press the fire key - the game will fire the last RPG rocket and will try to do the same invonluntary switch as the previous bug, but that will fail since the weapon it's trying to switch to has no ammo - leaving the game without knowing what to do, resulting in the player getting stuck with the RPG and unable to fire).
Fixed a bug related to weapon switching, in which the game would perform a buggy empty auto switch after stomping a shrunk player (e.g. if shooting twice from point-blank (without releasing fire) with a Shrinker with exactly 2 ammo, after the stomp the player would be stuck with a non-flashing Shrinker and would be unable to shoot).
Fixed a bug where the game would default to P1's global palette (e.g. underwater palette) when performing screen flashes (e.g. when picking up an item) while displaying other player's screen from watching demos OR from peeking and ally's screen.
Fixed various bugs with the display of steroids trail.
The
DNSKILL0
cheat now properly sets the game to the NO MONSTERS (by enabling the netflag) instead of getting rid of all actors (monsters, itens, weapons, etc).