Hope you'll have some time again soon, Hope you're away from trouble.Ivan Guber wrote: No updates. No time for hobby.
WIP: Duke Nukem 3D KOS port
- fafadou
- Leonard Nimoy
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Re: WIP: Duke Nukem 3D KOS port
- Ivan Guber
- dirty sailor
- Posts: 170
Re: WIP: Duke Nukem 3D KOS port
Added music. At the moment the game freezes randomly. I need to fixed it before releasing the game.
https://youtu.be/5-W3rd6QiLk
https://youtu.be/5-W3rd6QiLk
- Ivan Guber
- dirty sailor
- Posts: 170
Re: WIP: Duke Nukem 3D KOS port
Fixed freezes.
https://youtu.be/p244mYPDF6I
https://youtu.be/p244mYPDF6I
Last edited by Ivan Guber on Fri Nov 24, 2023 8:49 am, edited 1 time in total.
- Ivan Guber
- dirty sailor
- Posts: 170
Re: WIP: Duke Nukem 3D KOS port
You’re welcome.fafadou wrote:Thanks for building a dreamshell version.

By the way, the game work fine via SD adapter. So who use stock dreamcast, can play it on dreamshell too.
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- Graffiti Grind
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Re: WIP: Duke Nukem 3D KOS port
Here's my look at Ivan's work on Beta 3 
https://youtu.be/wpWLHGxDzZg

https://youtu.be/wpWLHGxDzZg
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- noob
- Posts: 3
- Dreamcast Games you play Online: None yet, but I want to get a DreamPi or BBA one of these days.
Re: WIP: Duke Nukem 3D KOS port
Runs quite well and looks good, so great job on that front. That said, the controls are atrocious and need work; no offence intended. Thankfully, Duke3D does have analog joystick support (and code for handling input through an external driver if needed) that could be leveraged here. Here's my suggested control scheme:
Y = Foward
A = Backward
X = Strafe Left
B = Strafe Right
Right Trigger = Fire
Left Trigger = Jump
Analog X: Analog Turn Left/Right
Analog Y: Analog Look Up/Down.
Start = Modifier Key
With Start Held:
D-PAD Left: Inventory Left
D-PAD Right: Inventory Right
D-PAD Up: Use Item
D-PAD Down: Menu
Without Start Held:
D-PAD Left: Previous Weapon
D-PAD Right: Next Weapon
D-PAD Down: Toggle Crouch (EDuke32 has code for this, which you'll probably want.)
D-PAD Up: Quick Kick
If you have Source Code available (which you should, otherwise you'd be violating the GPL license, which the Duke3D source is under.), I might even be able to help implement this as I have a lot of experience with Build Engine and Duke3D's codebase.
Y = Foward
A = Backward
X = Strafe Left
B = Strafe Right
Right Trigger = Fire
Left Trigger = Jump
Analog X: Analog Turn Left/Right
Analog Y: Analog Look Up/Down.
Start = Modifier Key
With Start Held:
D-PAD Left: Inventory Left
D-PAD Right: Inventory Right
D-PAD Up: Use Item
D-PAD Down: Menu
Without Start Held:
D-PAD Left: Previous Weapon
D-PAD Right: Next Weapon
D-PAD Down: Toggle Crouch (EDuke32 has code for this, which you'll probably want.)
D-PAD Up: Quick Kick
If you have Source Code available (which you should, otherwise you'd be violating the GPL license, which the Duke3D source is under.), I might even be able to help implement this as I have a lot of experience with Build Engine and Duke3D's codebase.
- OlivusPrime
- MegaDeath
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Daytona USA
F355 Challenge
Quake III Arena
Racing Simulation 2
Worms World Party - Location: United Kingdom
Re: WIP: Duke Nukem 3D KOS port
To be honest, I found the similar "Jevons" controls pretty unwieldly in the Saturn version. Early FPSs like Duke 3D don't really benefit from analog stick aiming because there's so much auto-aim anyway, and keeping move forward/backward and turning mapped to the analog stick keeps things fast and responsive. That's one of the things I thought the PlayStation version did right with its "Doomed" control scheme. If there's an option to have both schemes available (or better yet, full control mapping options), it would be the best of both worlds.StrikerTheHedgefox wrote:That said, the controls are atrocious and need work; no offence intended. Thankfully, Duke3D does have analog joystick support (and code for handling input through an external driver if needed) that could be leveraged here.
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