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ReDuke: Duke Nukem 1 for Windows

Posted: Wed May 22, 2013 12:04
by K1n9_Duk3
Here's something I started in April 2011: ReDuke

It's a re-engineered port of the original Duke Nukem game.

- runs natively in Windows
- supports all three Episodes
- High Scores and saved games are compatible with DOS versions
- supports high-quality graphics (four times higher resolution) and sounds

You'll need the data files from the original DOS games to play ReDuke.

Here's a video of ReDuke playing the preview demo: http://www.youtube.com/watch?v=fLzTEn7EtZE
(the footage was recorded more than a year ago, so some of the minor issues have already been fixed)

Edit: Link updated.

Posted: Wed May 22, 2013 17:03
by Nickssoft
this is cool, always love the original duke 1 & 2

Posted: Tue May 28, 2013 4:37
by A Kick in the Pants
Very nice, I've been enjoying the original and custom Duke levels with this. I would like to see new versions of this in the future. :)

Posted: Tue May 28, 2013 5:11
by Levellass
Indeed, this is a very advanced project. And it extracts the graphics properly!

Posted: Tue May 28, 2013 16:24
by tulip
eheh, "Beats Nintendo" :D

Posted: Tue May 28, 2013 21:05
by _mr_m_
What comes next? The 720/1080p remix of this?

This looks very nice, gonna test it out now.

EDIT: This runs super-smooth. I haven't run in to any problems, and I got about halfway through episode 1. I'll test this on an older computer to see how it runs.

Any possibility of a level editor/swapper in the executable?

Posted: Wed May 29, 2013 5:44
by DoomJedi
Great work!

Posted: Thu May 30, 2013 13:00
by K1n9_Duk3
_mr_m_ wrote:What comes next? The 720/1080p remix of this?
All the basic functions are in there, you'll just need to create hi-res images for ReDuke and name them properly (see the readme.txt). I don't consider myself a pixel artist, so I'd only be stealing artwork if I were to create them.

While stealing artwork would be true to the spirit of Duke Nukem 1 and 2, I really don't feel like violating any more copyrights. Re-engineering the game itself could already be seen as a violation of the terms in the original VENDOR.DOC that comes with the shareware version of Duke Nukem.
_mr_m_ wrote:Any possibility of a level editor/swapper in the executable?

You can already change the names and the total number of level files by editing the STRINGS.DN1.TXT file.
I don't think I'll ever include a "real" level editor that actually saves out level files, but being able to place some tiles or objects while playing the level... that's something I might include.
A Kick in the Pants wrote:I would like to see new versions of this in the future.
Sure, but it would help me if you told me what you'd like to see in those new versions.

Posted: Thu May 30, 2013 15:09
by tulip
K1n9_Duk3 wrote:Sure, but it would help me if you told me what you'd like to see in those new versions.
Atm a version that runs natively in linux would greatly increase my interest.

Posted: Thu May 30, 2013 20:39
by Levellass
While stealing artwork would be true to the spirit of Duke Nukem 1 and 2, I really don't feel like violating any more copyrights. Re-engineering the game itself could already be seen as a violation of the terms in the original VENDOR.DOC that comes with the shareware version of Duke Nukem.
King Duke is lawful good it seems.

Posted: Mon Jun 10, 2013 12:25
by K1n9_Duk3
tulip wrote:Atm a version that runs natively in linux would greatly increase my interest.
ReDuke was written in BlitzMax, so a linux version of ReDuke would be possible. Unfortunately, there is no free demo of the linux compiler.

Posted: Tue Jun 11, 2013 14:48
by K1n9_Duk3
The second beta of ReDuke was relesed yesterday (see download link in first post).

Changes:
- added QuickSave & QuickLoad
- added customizable controls
- added demo recording
- added auto-scaling for backdrops and full-screen images and custom tile sizes
- added music support
- added "/fixratio", "/nomipmap", "/nofilter" and "/waitkey" parameters
- added support for JPEG images
- improved mirror code (less glitches when screen height is no multiple of 200 pixels)
- main demo now uses last level in the list defined in the string files instead of the hard-coded value 20 (allows variable number of levels)
- external string files now override idividual string sections instead of replacing the internal files completely

Here's a test video showing ReDuke with (some) HD graphics: http://www.youtube.com/watch?v=uzhR3gMDEqo

I'd like to hear what you think about the new QuickSave feature. If you think it ruins the gameplay, I'll turn it into a cheat/debug feature in future releases.

Whatever your opinion might be, please use the QuickSave and QuickLoad keys excessively! I hope I didn't miss anything while I implemented it, but you can never be too sure.

Posted: Tue Jun 11, 2013 23:13
by Levellass
Seriously?

SERIOUSLY?


I mean damn. Wow. This is like someone took all the Dukes and put them into a blender. I don't know what to say, I really don't.

Posted: Wed Jul 03, 2013 9:31
by K1n9_Duk3
Here's ReDuke Beta 3.

Changes:
- Duke can now do somersaults
- HoverBots can now ascend "stairs" properly
- EnemyShots are less likely to fly through walls

- added DOS end screens (a.k.a. B800 screens)
- added DOS keycode mapper (ReDuke now uses the original KEYS.DN? file to load and store key codes. Keyboard controls should now be exactly like in the DOS version.)
- fixed a bug where files included in the executable could not be read due to case-sensitive extensions

Posted: Tue Jul 09, 2013 18:04
by Roobar
I've made a few graphic changes in _tiles.png and renamed it to hq_tiles.png, but that didn't work. Neither are sounds. :confused