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2022-12-23 - Season's Greetings!

Another year has passed, and hopefully we can now say for sure we are done with
that horrible pandemic. Since it's that time of year, I felt like giving, so I
have issued a big update for the Addon Compilation 4.0 prototype (WIP for a
while now), bringing smaller or bigger changes to 22 addons.
Mostly it's about adding Rednukem compatibility (no worries, EDuke32 will also
still work), but in some cases I have made some additional effort to get even
closer to perfection.

My personal highlights:

 * Chimera: Added Mikko Sandt's "Hidden Zone" as last map, some art fixes (+
   widescreen)
 * Duke Hard: Optional Rednukem support (requires switching con/def definitions
   in GRPINFO file), some widescreen support
 * Last Reaction & Water Bases: Fixed overbearing outdoor sound in "Launch
   Base", widescreen tile for WB finale panel
 * The Gate: Boss map and Predator resizing are fixed for good (with vanilla
   methods!), widescreen CD Thrower

Details about how to get this update plus a full changelog can be found here.
Special mention: Thanks a lot to Reaper_Man and ck3D for their valuable input
regarding those code fixes for "The Gate"!

Before it's forgotten: Widescreen Fixes for Duke3D v1.5 is available since a
while as well, getting rid of image stretching and taking care of some Nuclear
Winter screens (recently added in prior v1.4x updates).

There's also some other great news not directly related to the Duke! The Force
Engine v1.0 has been released which brilliantly supports Dark Forces and all the
community addons which have been created in the last 2+ decades. Have you ever
been wondering what DF could be like with proper highres and widescreen support
plus a fully functional save feature? This is your chance to find out!
For this occasion, be sure to also check out the Dark Forces Community Patch
which makes the original game more user-friendly by addressing various
annoyances and fixing some old bugs along the way. Just drop that zipfile into
your TFE "Mods" folder and select it via ingame menu before you start playing.

Merry Christmas to everyone and a Happy New Year!



NightFright  

2022-11-14 - Manual scans

It's been a while! Not much going on these days, but at least some good news for
those of you who always wanted to get their hands on digital copies of the
Duke3D addon manuals. PDF versions are available, at long last!

Following addon manuals are available in our Bonus Files downloads:


 * Duke Caribbean: Life's A Beach
 * Duke It Out In D.C.
 * Duke: Nuclear Winter
 * Duke: The Apocalpyse
 * Duke Xtreme
 * Duke!Zone

Thanks a lot to Hendricks266 and Marphy Black for providing the scans!



NightFright  

2021-07-19 - Enhanced Resource Pack

The Enhanced Resource Pack (or ERP) has been released on July 1. It's a
collection of several community projects that have accumulated throughout the
years (those upscales are rather new, though), meant to significantly boost your
Duke3D gameplay experience on a visual and acustic level. You might see it as a
spiritual successor of the HRP, if you want.

What the ERP has in store for you isn't little! You get:


 * Neural upscales for textures + sprites (by Phredreeke and others)
 * EDuke32 indexed hightiles build (by Nuke.YKT, needed to run the whole thing)
 * Skyboxes (by Fox)
 * Voxel Pack (by the Duke3D Voxel Pack team)
 * SC-55 Music Pack (by Brandon Blume)
 * PSX Sound Pack (by Marphy Black)

Get it now on Mod DB if you haven't done so already!



NightFright  

2021-05-19 - Eyes Widescreen Shut

The Fixes for Duke3D mod has received a lot of love with all relevant menu tiles
(e.g. 3DR intro logo, title screen, ingame help menu, ep.1/2 ending screens
etc.) having received an 8-bit widescreen treatment, making it look a LOT better
on modern systems without losing that retro vibe one can only get when sticking
to the original artwork instead of using highres replacements.
There's also a few more tweaks under the hood, like you can now switch the
menufont color to blue, green or grey if you want (you would have to edit
duke3d-fixes.def for that, though). Picking up access cards now also mentions
their color (e.g. "Red Access Card") and Raze support has been added (however,
please note that if you are using any port other than EDuke32, you will have to
remove game.con from the zipfile first since it will prevent the mod from
loading otherwise).

Grab it now from Github while it's hot!

Updated downloads:



 * [UPDATE] Fixes for Duke3D v1.4: Huge widescreen update for menu tiles,
   optional menufont color switch, detailed access card pickup messages, Raze
   support
   
   



NightFright  

2021-04-09 - Time to get e-RAZE-d!

Graf Zahl's Raze port has been released in its first official (non-beta) version
1.0, allowing you to play almost all Build games (Duke3D Atomic+WT, Shadow
Warrior, Blood, Redneck Rampage and others, pretty much everything except for
Ion Fury) with the same executable. In order to celebrate the occasion, I have
created a small tutorial in the ZDoom forum with info about how to get
everything working.

Even though there is not much else going on right now (besides the upcoming 25th
anniversary of the Duke Nukem 3D release on April 19), I took the opportunity to
apply a small patch to Duke!Zone II to make it work flawlessly with Raze, which
is only fair after I already included Rednukem optimizations last time.

Updated downloads:



 * [UPDATE] Duke!Zone II Fixed Release v2.0.4: GRPINFO definitions adjusted for
   Raze compatibility
   
   



NightFright  

2020-10-20 - Addon Compilation v4.0 testing phase has begun!

The next version of the Addon Compilation is finally making real progress! You
can now participate in testing any addon from the upcoming version 4.0 you want,
regardless whether it's one of the new entries or an "old" one (many addons
received considerable updates, anyway). In total there are now 135 addons with
almost 1.500 levels.

Just be aware of the fact this is still a WIP release. Especially user map
collections (e.g. Space Map Pack or Urban Map Pack) still cannot work properly
due to a missing EDuke32 feature. It is quite possible that some of the other
addons cause issues with recent EDuke32 snapshots as well, but that's why we
need your help! The more, the merrier.

The intention is to be done around the end of March next year, so a stable and
fixed release can happen for the 25th anniversary of Duke Nukem 3D on April 19,
2021.

NightFright  

2020-10-06 - New Addon Compilation? Yes... but hold your horses.

A new Addon Compilation release after almost four years? Wow! However, before
you freak out: This is NOT what you might think or expect. I realized that most
of the compilation entries would not appear in the EDuke32 launcher when using
this with the World Tour groupfile, so I supplied a separate batch file
(addons_wt.bat) for that purpose. This new version won't gain you anything if
you are using the Atomic Edition - there are no new or updated addons in this
version whatsoever. There is also no need to download the entire pack again for
just a few kilobytes, so I have made a small patch over at the Duke4.net forums
which saves you a lot of time and bandwidth if you have version 3.13 installed
already.
And no worries: The REAL (huge!) update has not been forgotten and I am still
working on it!

Our nice little Voxel Pack is doing fine in the meantime. mxrtxn is currently
working on Caribbean voxels which we will hopefully soon be able to use in
EDuke32 without having to edit internal Voxel Pack definitions.

Furthermore, we are currently thinking about retiring the old HRP and compile a
new version (which would bear a different name which has not been decided yet)
with upscaled original textures, sprites, voxels and SC-55 music. It would be
much closer to the original artwork and might have a realistic chance of being
completed within a reasonable amount of time. Also, most of the work for it is
actually done already.

That's all for now. Get back to work, you slacker!

Updated downloads:



 * [UPDATE] EDuke32 Addon Compilation v3.14: Added proper World Tour support
   
   
 * [UPDATE] Duke!Zone II Fixed Release v2.0.2: Sound definition fix (reverted to
   v2.0 state)
   
   



NightFright  

2020-07-10 - Hanging in there

In this difficult time of disaster, disease and suffering, it is important for
you to remember two things: 1) We are still alive and 2) We are still working on
something (even if it does not look like it all the time).

The Voxel Pack has made some progress in the last few months, mostly thanks to
Borion and his amazing additions. Be sure to check out the latest version which
is from now on also linked in the Downloads section.

Unfortunately, no substantial news regarding HRP (no surprise considering nobody
is really working on it any more) and Addon Compilation. I intend to make some
progress with the compilation, but it's hard to catch up with recent substantial
EDuke32 code changes and the remaining issue with custom maps loading from
internal groupfile folders is also still unsolved. There will possibly be a test
version in the hopefully-not-too-distant future, though.

Until then: Stay healthy, stay safe! Wear those masks in crowded places - help
protect others!

Updated downloads:



 * [UPDATE] Duke3D Voxel Pack v1.3 pre4: 69 new and 11 updated voxels (since
   pre2), updated maphacks
   
   
 * [UPDATE] Duke!Zone II Fixed Release v2.0.1: Fixed predefined sound #207 not
   being overwritten by custom definition
   
   
 * [UPDATE] Duke3D Fixes v1.35: Game.con update and various DukeGDX
   optimizations
   
   



NightFright  

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