TeamDuke: Update.


Latest Reports

Current progress
Upgrades from previous versions
Future plans

All documents written by J. Gareth "Praetor PredAtor" Moreton.


Latest Reports.

A new forum has been installed on Garjen. Go to the TeamDUKE forum now and leave your comments for the world to see.


Current progress on TeamDUKE.

Currently, I'm focusing on the EDuke 2.1 version of TeamDUKE (version 0.7ß). Until EDuke 2.1 is released, there may not be any more new versions of TeamDUKE being released for a while.

I am also working on a help page for TeamDUKE so people know what all the different actors and effectors are for, and also giving some tips on how a TeamDUKE level should be structured. This will be available soon.


Upgrades from previous versions.

0.61ß to 0.62ß

Fixed bug in FLAG-TAG where more than one person could carry the flag at the same time in some situations.

Fixed minor bugs regarding the respawning of some ammunition.

Rain generator improved yet again, and it may still continue to be improved. Unless you have a fast computer and a fast connection, frame-rate ratings will drop to a crawl, especially in large areas where numerous generators are required to give a good effect. Sending fewer packets (the /f parameter) sometimes helps.

Added better support for user ART and MIDI music. User ART should be stored in TILES014.ART and user music with a filename of USERMID.MID. Store your files in a GRP and tell TeamDUKE to use it.

TEAMDUKE.BAT now enters you into fake multiplayer rather than solo-play.

Added some new 'stone arrow' art (up, down, left, and right pointers).

Fixed bug that resulted in the LED 'units' digit of the blue team score banners disappearing if the host switched game types to FLAG-TAG, and then back to one of the team-games.


0.6ß to 0.61ß

Fixed bug where a flag was dropped a little too low. This was noticeable especially on sprite bridges, because the flag would drop and then fall below the bridge.

The TeamDUKE Setup program now removes old uninstall information relating to earlier versions of TeamDUKE that were installed in the same directory as 0.61ß.

Fixed bug where the Captured and Scored sounds may not always be played properly to all of the players in a game.

Fixed bug that may cause a problem if, in CTF, the two teams score at exactly the same time (though it is impossible for both teams to score simultaneously from 0.6ß upwards).

Fixed bug in CTF where a team couldn't score if the enemy flag carrier was killed within their base, not until he/she respawned.

Duke now says "Let's Rock!" when you pick up a Stimpack MedKit.

Separate spawn points for TeamDUKEMatch are now in place (they are TDMATCHREDDEST and TDMATCHBLUEDEST)

FLAG-TAG is now ready for use.

Fixed bugs where flags got jammed in the "dropped" state during certain events, one being if the carrier was viewing through a VIEWSCREEN, and another being if a team-mate of the carrier switched teams and then back again.

Added CONDITIONFLOOR effector (similar to CONDITIONCEILING, except it changes the sector's floor instead of the ceiling)

Added CONDITIONAUDIO effector which sounds a global alarm if the door it is under is opened. Useful for Enhanced DUKE-TAG when a team is ready to make the lava run.

Added DEFAULTCONDITION effector which sets the default values for 'ingamesettings' just before a level is entered. ('ingamesettings' is the variable which CONDITIONCEILING and CONDITIONFLOOR compare their values with)

Improved Rain and Snow generators to spawn raindrops and snowflakes over a wider radius (possibility of desyncing a multiplayer game cannot be ruled out. Current version can drop frame rate to a point where the game is unplayable)

Fixed bugs regarding respawning issues with explosive ammunition.

The Stimpack MedKit now leaves behind a slow spinning black respawn marker (assuming the item respawns and that the 'markers' option is switched on) where before, there used to be empty space for 1024 counts (about 32 seconds) before the red respawn marker appeared.

Updated the option switches (GAMESWITCH) to include FLAG-TAG. Give a GAMESWITCH a sprite lookup palette of 46 to activate FLAG-TAG.


Updated the 'ingamesettings' structure to include FLAG-TAG. This is the updated table for 0.61ß:

1 Game Type is CTF (mutually exclusive with 4, 8 and 32)
2 Ammunition boxes are explosive
4 Game Type is TeamDUKEMatch (mutually exclusive with 1, 8 and 32)
8 Game Type is Enhanced DUKE-TAG (mutually exclusive with 1, 4 and 32)
16 Players can NOT change teams in mid-game
32 Game Type is FLAG-TAG (mutually exclusive with 1, 4 and 8)


0.5ß to 0.6ß

Added new game type: TeamDUKEMatch. (Known bug: Separate TeamDUKEMatch start points still need to be programmed - they weren't done in time for the release date)

Added better support for DUKE-TAG (called Enhanced DUKE-TAG). DUKE-TAG Levels do however, require some modification so they work properly.

Some extra art.

Startup screens and main menu now display "TeamDUKE" rather than "Atomic".

Changed "3D Realms" screen so it now clearly states that it is a pack not supported by them.

You can no longer score in CTF if your flag isn't in your base.

You can now return your flag when you are holding the enemy flag.

You now have to be at the same height as the enemy flag to take it (in the past, especially noticeable on "Twin Forts", you could jetpack high, and then fly over the flag base, taking the flag, when it's supposed to be 100 feet beneath you!)

Removed the irritating "CANNOT BE PLAYED SINGLE" quote.

Fixed bug in TDSETUP.BAT where it looked for "GJCTF.CON" (the old DUKE-CTF CON file) rather than "TEAMDUKE.CON" and returned an error message reporting that "TEAMDUKE.CON" was missing, and therefore stopped running.

Fixed bug where the "BOTH FLAGS HAVE BEEN CAPTURED" message continuously flickered when the flag carriers moved between sectors.

Fixed bug that would jam a flag in the captured state if a player quit out while carrying it.

Added option switches. These can change global game settings. Currently, there are five: one to disable mid-game team swapping, one to enable explosive ammunition boxes, and three other values to indicate game type (CTF, DUKE-TAG and TeamDUKEMatch). Praetor PredAtor's maps are being converted (or already have) to include these.

Inserted Rain and Snow Generators (An effector from another TC under construction by Garjen Software Ltd.)

Inserted Fog Generator. (An effector from another TC under construction by Garjen Software Ltd.)

Inserted Height changer effector (CONDITIONCEILING) that changes the sector ceiling height to its Z co-ordinate depending on a certain game setting, such as CTF being played for example.

Fixed Shrinker where the shrink ray was fired too soon. This was due to a slightly incorrect value in EDuke's default weapon settings. All the weapon variables for each weapon are stored in WEAPONS.CON

Ammo boxes are now explosive. They explode if you shoot them (sometimes chaotically!), but have to be enabled by an option switch (see above). The boxes do respawn after they are destroyed (if items are allowed to respawn).

Startup music has been changed to "PIZZED.MID"

Yet more miscellaneous messaging bugs fixed.


0.4ß to 0.5ß

Renamed DUKE-CTF to TeamDUKE (to avoid conflict with a pack with the same name, and so the name doesn't restrict us when we plan to expand the pack to other multiplayer game types later on).

CTF.BAT and CTFSETUP.BAT have been replaced with TEAMDUKE.BAT and TDSETUP.BAT respectively.

Some extra art.

Changed the size of the LED effectors (textures #3874 through to #3879) so that they are easier to scale.

Added Stimpack MedKit (texture #3892). This medkit gives you the benefit of 250% Portable Medkit and 100% Steroids, with the price that the actual item takes a LONG time to respawn! (This item was taken from a different TC under development by Garjen Software Ltd.)

Now possible to change teams in mid-game. To do this, tap the Holster Weapon button (usually Scroll Lock). To avoid possible cheaters and biasing, your position, weaponry and inventory are reset when you change teams, and any flag you may be carrying is immediately dropped at the position you were previously at. Plus, the other players get to know!

Changed "level loading" screen to display "TeamDUKE" rather than "DUKE-CTF", and to display the Garjen logo.

Fixed major bug which might have caused gameplay to drop out of sync once teams were chosen. (This seemed to appear unexpectedly and suddenly in 0.4ß - most likely to be a bug with eDuke's "randvar" function)

Fixed multiplayer messaging (where the "Flag Returned" quotes weren't being displayed.)


0.3ß to 0.4ß

Some extra art.

Added breakable glass as SPRITE (in SPGLASS.CON).

Added common CTF maps to main distribution.

Modified CTFUSER.CON to accommodate common CTF levels.

Changed "level loading" screen to display level creators for common CTF maps plus the "DUKE-CTF" sign and current version number.

Fixed accidental bug where the RPG was 10 times more powerful than what it was supposed to be!!! (This also affected the Devastator - making it more... devastating!!!)

Changed the art of the LED digits to make them clearer.

Included installers, launcher and patching system to make the pack easier to install, use, and upgrade.

Re-organised pack so it is a smaller Internet download.


0.2ß to 0.3ß

Fixed major bug which caused gameplay to drop out of sync once teams were chosen.

Added messages to inform players if both flags were captured/dropped simultaneously.

Miscellaneous bugs where 'Flag Captured' and 'Scored' messages weren't being displayed properly (still requires looking at).

Inserted "Colour Switches" - E-mail "Plugwash" at peter_m_green@zyworld.com for more information on this addition, because Garjen did not create this.

Added effect which instantly kills you if you use the Expander underwater!


0.1ß to 0.2ß

Fixed bug where scores weren't reset when new game was begun.

Adjusted sprite palettes slightly to fix a small colour bug for players 5 and 6.

Prevented infinite loop of teleporting if no BLUEBEACONDEST or REDBEACONDEST exist in level.

Changed quote 13 to "PRESS SPACE TO RESPAWN" (previously, it was the default "PRESS SPACE TO RESTART LEVEL" message.)



Future plans. (Currently, TeamDUKE is on long-term pause)

For now, no more TeamDUKE BETAs will be released until EDuke 2.1 arrives (The TeamDUKE team itself are beta testers of EDuke 2.1), with the exception of 'bug fix' patches (the current version of TeamDUKE 0.61ß was a bug fix and the finishing off of half-finished features, such as FLAG-TAG)

When the actual release of EDuke 2.1 arrives, TeamDUKE will be better than ever - better status icons, maybe more weapons (I've already cleaned up the current EDuke 2.1 weapon code a bit), and... if Matt Saettler (the EDuke creator) implements what he says... advanced Teamplay bots! Well, most of this is a dream, yet is possible.

Below are the future plans for the next version of EDuke (some have already been implemented in TeamDUKE 0.7ß - which only EDuke Beta Testers can use):

Feature - Multiple flag spawn points.

The flags (including the FLAG-TAG flag perhaps) will spawn at random but designated points on the map.

Feature - The ability to drop the flag you are carrying at will.

I still have to decide what's the best keystroke to do this (as you cannot add a new key command into EDuke yet, so I will have to sacrifice one - currently I am thinking about weapon 1 (the knee) or the mighty kick key), but sometime, perhaps in the next version of TeamDUKE, you will be able to drop the flag at your will. The only reason why you would do this is if you are passing the flag to a teammate, or... perhaps you want to hide the flag while you respawn or collect more ammunition and/or health, and then pick the flag up later.

Default Game Types - Solo, DukeMatch, and Co-operative play.

I thought it might be a good idea to insert the default Duke3D game types into TeamDUKE - I thought of this because I'm constructing a new level that would be excellent as a solo or co-operative MAP as well.

Game Type - Team FLAG-TAG.

FLAG-TAG with teams - now you can play rugby or American Football Duke Nukem 3D style! Except the ball is the gold flag, being tackled is being fragged, and a try or touchdown is getting your score to count down to zero!

Game Type - King of the Castle.

Similar to FLAG-TAG, except instead you have to capture and defend a certain point(s) from the other players, and you don't lose health.

Game Type - Team King of the Castle.

Similar to King of the Castle, except with teams

Game Type - Secret Agent.

Fancy being in the SAS? Want to be a ninja? Feel like being a double-0 agent? Or perhaps even a S.E.A.L? Well, say no more. In "Secret Agent", one Duke player decides to be the Secret Agent, and the others become defenders. The role of the Secret Agent is to infiltrate the enemy base and complete certain objectives within the time limit - whether it be destroying a computer, or shutting down a nuclear reactor. The roles of the defenders is to stop the Secret Agent by any means necessary.

Note: In this game type, players don't respawn when they are fragged; instead, they are 'out of the game'; therefore, if the Secret Agent is killed, the defenders win the match.

I also have plans to include guards to help the defenders out, and for the Secret Agent to have the ability to disguise him/herself as an enemy guard, or one of the other Dukes.


Weapon - Uzi.

A small mini-machine gun which packs a nice punch, but takes time to reload.

Weapon - Twin Chainguns.

Think of this: you pick up two chainguns for twice the fire power at twice the speed, with the cost that the bullets are dispersed a lot more and their combined weight slows you down when you are holding them out in front of you. All I'm missing is some good twin-chaingun art. If anyone has any that looks good for both single and twin, I'd be very grateful if you could e-mail it to me (but only if it is not copyrighted; I don't want to use some art and then discover that someone is complaining because I stole their artwork).


Weapon - Mine.

A device that you throw down behind you, which explodes as soon as someone steps on it or gets too close to it.


Game Type - Grand Prix

Free-for-all or team relay. Race your friends around a specially designed track. In this variant of Grand Prix, you play by Duke's rules... in other words, THERE ARE NO RULES!!


Weapon - Stun-gun.

Replacing the mighty foot, the high-voltage beam between the two electrodes will electrocute an enemy instantly. I might later upgrade this weapon so it can act as a taser.


Weapon - Railgun.

Yes, it's possible to produce! Well, in EDuke 2.1 anyway. This weapon fires a stream of photons in a straight line. The stream, not only is it infinitely damaging (virtually), travels at exceedingly high velocities and it continues its path of devastation through solid objects, including walls, closed doors and its intended target! The only drawbacks to this weapon is that it has a high cooldown time (3 seconds), a careful aim is a necessity and it can't be used underwater (same effect as Microwave Expander).

The current version doesn't have a pitch control (the stream can't be aimed up or down) and it seems to occasionally crash EDuke. The crashing appears to be caused by its over-use, especially if the stream passes through a wall and enters the void too often.


Weapon - Sniper Rifle.

For players with a sharp eye. Though the rifle needs reloading after each shot (like the shotgun), its bullets are deadly accurate and pack a whopping 105 damage! Better still, the rifle has a telescopic sight.