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Скачать игру Duke Nukem 3D Savior of Babes v0.99 - торрент, игра на стадии разработки | Рейтинга пока нет |
• Разработчик / Developer: Инди-игра (14535) от VGames (2)
• Жанр / Genre: Тир, FPS, 3D-бродилки (3904); Ретро-игры (DOS, Win 9x) (661)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 658.10 Мб.
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Duke Nukem 3D Savior of Babes - ещё один свежий взгляд на классическую игру про Дюка Нюкема, которая стремится перестроить всё в более кровавую фантазию. В Savior of Babes Дюк Нюкем круче и сильнее, чем когда-либо, вооруженный всевозможными улучшениями, сверхмощным оружием, невероятными бонусами и многими другими удивительными возможностями, которые помогут ему победить массивный натиск инопланетных отбросов, заполонивших все карты в игре. Сражайтесь с полчищами врагов, одолевая их с особой жестокостью, и сражайтесь с новыми типами врагов, готовых уничтожить этот мир, каким мы его знаем.
Игра обновлена до v0.99. Список изменений внутри новости.
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Bugs
Fixed a bug that caused the Grayman to create texture and sprite glitches throughout maps while taking damage from non bullet based attacks.
Fixed a bug that caused the Grayman to create 2 Liztroop Captains when reviving 1 Liztroop Captain.
Fixed a bug on E5L5 that caused invisible FX actors to increase the overall enemy count on map start.
Fixed a bug that would cause blood pools to sometimes not lay flat on the floor when spawned by enemy corpses that fall from great heights.
Fixed a bug that allowed you to take actual damage while driving a vehicle.
Fixed a bug that shrunk the weapon view sprites for the Four Horsemen and Zsalinski Culverin.
Fixed a bug that caused gibs and debris to get spawned in the floor instead of on the floor when they stop moving.
Fixed a bug that caused the Attack Chopper on E4L9 to start in its destroyed state if you had previously crashed it before reloading the map.
Fixed a bug that caused the Grayman's shield effects to spawn unusual sprites of varying palettes.
Fixed a bug that caused some Liztroop corpses to be invulnerable to damage at random.
Fixed a bug that caused some Liztroop corpses to block the player at random.
Fixed a bug that caused Dirty Harry's Magnum view sprites to appear small.
Fixed a bug that caused the HD Sound Effects for Duke's VO lines to not work properly for Linux users.
Fixed a bug that caused lots of strange occurences on E6L9.
Fixed a bug that caused the female cutscene VO lines to sometimes play while in game if a cutscene was skipped.
Fixed a bug that caused the Dirty Harry Magnum bullet projectile to display the wrong sprite.
Fixed a bug that would rarely cause the old pistol weapon sprites to appear along with the M60 weapon sprites.
Fixed a bug that caused the Dual M60's to lose their "guniqhudid" for the left gun at random.
Fixed a bug that would cause some sprites to glitch out when Liztroop Captains would die and try to lob a Mortar at you.
Fixed a bug on E4L1 that counted the weather girl on the TV as a Babe you could save and also removed her from being seen on the screen.
Fixed a bug on E3L11 that allowed the tank to fit through the exploded hole in the wall that leads back into the sewers.
Fixed a bug that caused Boss Battle music to stop when a Savior Drone was used.
Fixed a bug that did not disable Cannon Turrets properly when the Cannon was destroyed.
Fixed a bug that sometimes made double jumping impossible while moving forward.
Fixed a bug that allowed you to pick up multiple Special/Super Weapons if they were very close to each other.
Frame Rate Optimizations
Added a Draw Distance system that hides most FX actors at a certain distance to reduce frame rate issues.
Added current frame rate checks to determine how many gibs are allowed to be spawned by gibbed enemies to reduce frame rate issues.
Added current frame rate checks to determine how many particle effects are allowed to be spawned by explosions to reduce frame rate issues.
Reduced the chance that the Grayman will create shield effects when damaged to reduce frame rate issues.
Further optimized particle effects' chances of being spawned for gibbing, explosions, bullet impacts, and other instances to reduce frame rate issues.
Further optimized the gibs and debris clean up scripts to make it a smoother process to reduce frame rate issues.
Further optimized the debris created by Inhuman Devastator missiles and artilley to reduce frame rate issues.
Further optimized the actor removal scripts that are used when frame rates drop below 30 to reduce frame rate issues.
Reconfigured the precache system to include mainly important and more frequent SOB sprites and textures to reduce load times and frame rate issues.
Set default sprite flags in the EVENT_GAME body of code for all actors that are not affected by this event to SFLAG_NOEVENTS to reduce frame rate issues.
Gibs and body parts no longer create streams of blood as they fly to reduce frame rate issues.
Gibs now only have detail maps added to them once they've stopped moving and not as they fly through the air to reduce frame rate issues.
The entire gibbing system has been restructured to keep as many gibs as possible from spawning at the exact same time to reduce frame rate issues.
The entire explosion debris system has been restructured to keep as many pieces of debris as possible from spawning at the exact same time to reduce frame rate issues.
Reduced the chances for some gibs to spawn from larger enemy types to reduce frame rate issues.
Reduced the chances that extra explosions are created from initial explosions to reduce frame rate issues.
Reduced the chances that smoke trails are created from projectiles to reduce frame rate issues.
Reduced the spawn counts for the original gibs to reduce frame rate issues.
Reinstated the default Duke3D actor removal system in some instances to reduce frame rate issues.
Reconfigured upscaled sprite and texture definitions to reduce frame rate issues.
Used a PngOptimizer utility to optimize and reduce the file size of every upscaled PNG model skin, sprite, and texture file to reduce overall mod file size and frame rate issues.
Player
Added a new text file called DN3D-SOB_CONSOLE.txt that contains console commands to spawn lots of new weapons/items/powerups found in SOB.
Added a heavy impact sound effect when the player performs a Mighty Death Boot on an enemy.
Volume for female voice over lines are now controlled by the speech volume setting in the options menu and do not interfere or interrupt Duke's voice over lines.
Added female voice over lines for cutscenes to read the subtitles.
Key icons on the HUD are bigger and have been repositoned.
The draw distance can be set by modifying the newly added DRAWDISTANCE variable that can be found near the top of the USER.CON file.
Added a variable to USER.con called BULLETTIMEAMOUNT that controls how long Bullet Time lasts when engaged.
You can now perform a Mighty Death Boot on suffering enemies while using Special/Super Weapons or Steroids.
You can now perform a normal kick on enemies and certain map objects when close to them by pressing the OPEN Button.
You can no longer stomp on shrunken enemies or corpses if you are in any way currently punching or kicking.
You no longer see your HUD, crosshair, or level stats when using cameras.
You no longer see your HUD, crosshair, or level stats when killed.
Scuba Gear view sprites no longer appear on your HUD when you are killed underwater.
Fall damage is completely negated when using the God Mode cheat.
Blood and Gore
NEW BLOOD SPLATS!!!
Added new blood splat sprites.
Severed enemy heads are now kickable.
Added more blood squirting sound effects for more sound variety.
Added new intestine gibs that spill out of enemies instead of flying out of them for certain death animations.
Added bloody detail maps to some of the gorier enemy death animation sprites.
Gave frozen and non frozen body exploding gore sounds more priority.
Intestines that lay flat on the floor take priority being drawn over blood splats and bloodpools.
Bloodpools take priority being drawn over blood splats.
Blood splats have a greater chance of becoming transparent instead of being removed when too close to other blood splats or bloodpools.
Added a plume of red or green mist that is emitted from gibbed enemies.
Increased the chance of blood spraying out of gibbed actors.
Wall and ceiling gib chunks are no longer removed at random when indoors to increase visual gore fidelity.
Ceiling gib chunks drip blood.
Intestine gibs can get stuck to ceilings for a brief period of time before falling to the floor.
Brain gibs can get stuck to ceilings for a brief period of time before falling to the floor.
Some gibbed enemies will produce brain gibs instead of their head gib.
Sometimes meat chunk gibs are 2 to 3 times bigger.
Blood splats on ceilings drip blood a lot more often.
Made new sprites for the original red and green meat chunks that stick to walls.
Increased the size of the green and red gibbed corpse sprites left over from exploded enemies.
Blood splats now properly use the same lighting as the sector they are in.
Blood splats on floors and ceilings should not appear in doorways anymore.
You should no longer see blood splats being created in midair causing gibs to act odd or strange sprite glitches to occur.
Blood sprite effects no longer glitch out when Nightvision is first turned on.
Blood on walls can now get a lot closer to the floor and doesn't spawn as high up on the walls all the time.
Enemies
Pressing the OPEN Button on the back of a Pigcop Tank will no longer self destruct the Tank but will instead trigger the ejector seat which will launch the Pigcop out of the vehicle high into the air where they will fall to their death.
After ejecting the Pigcop the empty Pigcop Tank can then be used by pressing the OPEN Button when near it and repaired by crouching near it and pressing the OPEN Button.
Sometimes exploding Pigcop Tanks will launch the Pigcop out of the vehicle high into the air where they will fall to their death.
Added an impact sound when a dead Drone is killed and hits the floor.
Slowed down the Grayman's teleportation velocity a little.
MORE DEATH ANIMATIONS!!!
Added lower severed torso explosion death animations for Liztroop, Liztroop Captain, Lizman, and New Beast variants.
Added a new gibbed death animation for Pigcop variants.
CUT THEM UP
Added death animations for Liztroops, Pigcops, Lizmen, New Beasts, Fat Commanders, and Octabrains when killed by the Light Saber.
MUTILIATE PIGCOPS!!!
Added a new suffering death animation for Pigcop variants that you can further mutilate or perform a Mighty Death Boot on by pressing the OPEN Button when near them.
LIZTROOPS GETTING THE SAME TREATMENT
Added a new suffering death animation for Liztroop variants that you can further mutilate or perform a Mighty Death Boot on by pressing the OPEN Button when near them.
Added a new suffering death animation for Lizardman variants that you can further mutilate or perform a Mighty Death Boot on by pressing the OPEN Button when near them.
FAT COMMANDERS COME GET SOME!!!
Added a new headshot death animation and a railgun death animation for Fat Commanders.
Added a new non-gun arm gib for Lizardmen variants.
Added the Willhelm Scream to the male civilian's set of death scream sound effects.
Green Slimers on your face are now killed when using all of the Alien Beast Mode's attacks.
Pigcop Recons will drop artillery shells if they are high above the ground and within a certain range of the player.
If you shrink when near a Pigcop Recon they will stop in midair and wait for a short time to see where you went, if you do not unshrink they will land and exit their vehicle to do a search allowing you to use it.
You can now take over Pigcop Recons by being close to them and pressing the OPEN Button.
Graymen are no longer spawned on the first level of an episode.
Pig Sub-Bosses are no longer spawned on the first level of an episode.
Lizardmen Sub-Bosses are no longer spawned on the first level of an episode.
Megabrain Sub-Bosses are no longer spawned on the first level of an episode.
Devourer Sub-Bosses are no longer spawned on the first level of an episode.
Edited the Fat Commander's alternative normal death animation so his arms hang down at the end of the animation.
Added better looking sprites for the Fat Commander's headshot death animation.
Resized the crawling Fat Commander death animation.
Corpse Spider Pods will no longer start near your map start position.
You can now perform a Mighty Death Boot on crawling Fat Commander torsos.
You can now inflict fire, ice, and poison damage on crawling Fat Commander torsos.
Crawling Fat Commander torsos can now be blown up with explosives while they crawl.
Added Night Vision effects for the crawling Fat Commander.
Added a new melee impact sound for the Pigcops melee attack.
Enemies no longer block your path when you freeze time with the Gray Man Brain Special Weapon's FIRE MODE 2 attack.
Rescripted how Fat Commanders seek out and transform Civilians into Pigbeasts.
Fat Commander green transformation projectiles pass through all enemies now and only hit Civilians.
Added lots of spark effects to Liztroop jetpack malfunction deaths upon initiation.
Toned down the amount of smoke created while Liztroops perform their jetpack malfunction death.
Eggs are no longer replaced by a Devourer Sub-boss at the start of E2L5 or any other map where you start near them.
Pigbeasts can now be gibbed by BFG explosive damage.
Green Slimers spray green blood when killed.
Increased the chance that Lizmen drop Meat Grinder ammo when killed.
Heavy Pigcops have a chance to drop ammo for the American Pig when killed.
Rocket Lizmen have a chance to drop ammo for the Four Horsemen when killed.
Pig Sub-Bosses have a chance to drop ammo for the American Pig when killed.
Lizardmen Sub-Bosses have a chance to drop ammo for the Meat Grinder when killed.
Gorilla Captain Sub-Bosses have a chance to drop ammo for the Shrapnel Storm when killed.
Recreated the SPIT projectile created by Lizmen and Toxic Alien Tentacles to keep your crosshair from being recentered upon impact.
Increased the attack and hide ranges of the Toxic Alien Tentacles.
Added code to Sharks to further ensure they do not exit water on the Smithsonian map.
Megabrain Sub-Boss heat seeking electric orbs no longer blind you through walls or structures.
The Alien Queen can no longer step on you when you are in Alien Beast Mode.
Maps
Added a couple extra explosive yellow canisters and barrels to the rooftop intro of E1L1 to kick things off.
Made the window in the projector room on E1L1 a little taller to allow you to jump through it easier while on Steroids.
On E1L1 the Fat Commanders in the secret room behind the theater screen will no longer spawn random enemies when awakened or hurt while in that room.
On E1L2 when walking behind the bar or heading up the ramp to the Red Key door and the Pigcop roar sounds Pigcops and Heavy Pigcops will be the only enemies spawned.
Moved the first Liztrooper you encounter on E1L2.
Pigcops are no longer swapped out with Pigboss Sub-Bosses at the beginning of E1L3.
The secret Atomic Health pickup on E1L3 dropped by the hanging robed monk now falls to the floor as it should.
The floating Male Civilian on E1L4 should be fixed now.
On E2L1, the missiles in outer space fired by the circling spaceship no longer alert you with "INCOMING MISSILE!" alarms.
Eggs are no longer swapped out with Devourer Sub-Bosses at the beginning of E2L5.
Toxic Alien Tentacles no longer appear on the expanded metal catwalk that overlooks the toxic pool on E2L7.
Added 2 armor pickups on E2L10.
You can now reach the items dropped by all Saved Babes on E2L11.
Added a Light Saber secret weapon pickup to E3L5.
You can now reach the items dropped by all Saved Babes on E3L6.
Added the Crystal Skull of Akator Special Weapon pickup to E3L8.
On E3L8 when you collect the secret Atomic Health pickup in the restroom and the Pigcop roar sounds Pigcops and Heavy Pigcops will be the only enemies spawned.
Added the M-25 Phased Plasma Pulse-Gun Special Weapon pickup to E3L11.
Added 2 Babes to save on E4L1.
Added a Snake Plissken MAC-10 Special Weapon pickup to E4L3.
Fixed the arrow signs on E4L3 and E4L4.
The D-Cup Ride on E4L4 works correctly now.
On E4L5 when entering the room to get the Red Keycard and the Pigcop roar sounds Pigcops and Heavy Pigcops will be the only enemies spawned and I have increased their spawn count.
Added a John McClain MP5 Special Weapon pickup to E4L5.
On E4L6 Lizardmen near the overturned mail truck will no longer be swapped out for a Rocket or Sub-boss variant.
Restored the original music for E4L7 and fixed the "TOP SECRET" logo on the side of the wooden crate.
Added an attack chopper prop to the end of E4L8.
Resized and repositioned the Nuke Button at the end of E4L9.
Repositioned an alien hand button on E4L11 that was clipping into the wall.
Raised the boundary wall on the deck of the Derelict on E4L11 to keep enemies from falling off into the water.
Added a parachute laying on the ground at the start of E5L1.
The tunnel at the mid point of E5L3 has been cleared of rubble and you can now drive your tank through it and the small utility entrance on the left side of the tunnel has been modified.
Replaced the Yellow Keycard on E5L4 with a random item/powerup since it is not necessary for the nearby elevator to require a keycard because you don't have to use it to exit the first water area.
Added a BFG secret weapon pickup to E5L7.
Edited some steam and fire effects at the beginning of E6L10 and lowered a sloped floor at the end of the map to make the Nuke Button more visible.
Increased the distance that the Secret Military Truck on DC map 1 can be accessed.
You now have to press the OPEN Button to enter the secret truck bed of the military utility truck in the opening area of DCMap 1.
What use to be Spider Mine pickups on E7L1 have been replaced with M60 ammo pickups.
Infinite boss music loop on Spin Cycle has been fixed.
Corrected the textures for the intro hub portal area for most of the maps in the Zero Hour episode.
Added missing tracks for multiple levels.
Items
You can now only pickup a Danger Close Overkill powerup if the standard Danger Close Shotgun Cannons are in their idle state.
Danger Close Overkill now only fires and consumes ammo on one of its firing animation frames instead of multiple frames to preserve ammo longer.
DANGER CLOSE SECOND OVERKILL POWERUP!
Added another Danger Close Overkill powerup that turns the standard Danger Close shotgun cannons into full auto rotary missile cannons that target enemies at any distance and can be shot manually.
DANGER CLOSE THIRD OVERKILL POWERUP!
Added another Danger Close Overkill powerup that turns the standard Danger Close shotgun cannons into full auto plasma caster cannons that target enemies at any distance and can be shot manually.
When aquiring an Ammo Architect Savior Bonus you are no longer given infinite ammo for a Danger Close Overkill Powerup until you pick up a Danger Close Overkill Powerup.
Added pickup sound effects for each ammo type.
Babes can only be killed by bullets.
Saved Babes no longer spawn multiple pickups for your reward and instead only spawn 1 at random.
Saved Babes have a chance of spawning all 3 types of armor pickups instead of just the basic variant.
Saved Babes will not spawn health pickups if your health is already full.
Saved Babes will not spawn armor pickups if your armor is already full.
All Super Weapons have a small 5% chance to be spawned at random from Saved Babes.
When you save all the Babes on the current map an "ALL BABES SAVED!" message will be posted.
Added idle looping sound effects for the Death Chem and Zsalinsky Culverin ammo pickups.
Holoduke HUD icon resets back to its non blue variant if the Holoduke inventory item runs out.
Holoduke now properly detects the range at which enemy targets are located so it can use its close range shock attack when needed while shooting lasers.
Holoduke laser projectiles are now set to the Holoduke's Z gun position instead of the player's Z position.
M202 Flash Special Weapon pickups no longer spawn near LAW Special Weapon pickups.
Using Night Vision will highlight the correct buttons to push with a green X when dealing with a multi-button combination lock.
Nightvison settings are properly disabled when ending a map with Nightvision on.
M202 Special Weapon pickup no longer get removed if you drop an unused LAW Special Weapon pickup near them.
When changing levels with cheats or console commands Nightvision is disabled if it is on.
Atomic Strength now stacks as you pick up Atomic Health pickups.
Weapons
BLOOD COVERED WEAPONS!!!BLOOD WEAPON GREEN VARIANT!!
Added a blood covered weapons effect to all primary weapons.
The Mighty Death Boot is now performed with the left leg.
Cluster Bombs produced by Pipebombs explode a little sooner now to keep them from exploding too far from the initial explosion.
Syphon Chamber Black Holes make your screen turn red when they are damaging you.
Artillery strikes work much better outside and cover more area in front of you even overcoming blocking sectors.
Added some screen tilting/leaning to the player's left and right punch animations.
Added new sprites for the Danger Close Shotgun Cannons.
Added a metallic detail map to the Zsalinski Culverin's weapon view and pickup sprites.
Added a muzzle smoke effect to the Four Horsemen when a nuke is launched.
Added a muzzle smoke effect to the Long Strike when it's fired.
Added a little screen shake when the Desert Eagle is reloaded.
Added a little screen shake when the Shrapnel Storm is pumped and reloaded.
Added a little rotation to the Desert Eagle Reloading sprites for improved animation quality.
Repositioned where the Pigboss Special Weapon ejects shell casings.
Ensured Alien Beast Mode sound effects no longer play after the powerup has expired.
Added lighting effects to the Quake Nailgun Secret Weapon when firing it.
Reduced the size of the standard Danger Close shotgun cannons to better match the size of the overkill variants.
The Four Horsemen's heat seeking missiles now track targets properly even when lots of enemies are on screen.
The Gray Man Brain Weapon's FIRE MODE 2 attack now freezes time for 30 seconds instead of 10 seconds.
The Death Chem is now useable underwater but it does not fire projectiles, instead it flash freezes or fries surrounding enemies depending on the current mode selected.
Dirty Harry's Magnum now properly disables FIRE MODE 2.
Added a new secondary attack for the Long Strike.
Long Strike -
FIRE MODE 2: engages Hardbore Mode which highlights enemies on the other side of walls with target icons and allows you to shoot through walls but requires 3 rounds of ammo per use.
Added new HUD icons to symbolize when Hardcore or Standard Railgun modes are being used.
Added a secondary attack to the Gorilla Captain Mortar Launcher.
Gorilla Captain Mortar Launcher -
FIRE MODE 2 - Heavy shotgun blast.
SUPER WEAPONS ON THE WAY!!!
Fusion Cannon Super Weapon -
FIRE MODE 1 - fire a slow moving nuclear energy ball that does no damage to you on impact.
FIRE MODE 3 - drop the weapon.
NEW SUPER WEAPON!!
Flashover Cannon Super Weapon -
FIRE MODE 1 - fires electrical balls of energy at an extremely high rate of fire in a spread formation.
FIRE MODE 3 - drop the weapon.
ANOTHER SUPER WEAPON!!!!
Seeker Cannon Super Weapon -
FIRE MODE 1 - fires heat seeking mini missiles at an extremely high rate of fire.
FIRE MODE 3 - drop the weapon.
YIPEE KAYEAH!!!!
John McClain MP5 -
Holds 30 rounds only and cannot be reloaded.
FIRE MODE 1 - Fires an extremely powerful bullet rapidly that passes through all enemies and pretty much kills anything it comes in contact with.
FIRE MODE 3 - drop the weapon.
SNAKE!!SNAKE!!
Snake Plissken MAC-10 -
Holds 30 rounds only and cannot be reloaded.
FIRE MODE 1 - Fires an extremely powerful bullet rapidly that passes through all enemies and pretty much kills anything it comes in contact with.
FIRE MODE 3 - drop the weapon.
TERMINATED!!!
M-25 Phased Plasma Pulse-Gun -
Holds 150 rounds only and cannot be reloaded.
FIRE MODE 1 - Fires super heated plasma projectiles in rapid succession dealing heavy damage.
FIRE MODE 3 - drop the weapon.
INDIE NO!!!!!!
Crystal Skull of Akator is automatically used when you pick it up and will kill nearly all of the remaining enemies in the map.
Vehicles
Attack Chopper Vehicles no longer get destroyed when on top of water.
Level Stats are no longer displayed when using a vehicle.
PIGCOP TANK HUD WIP
PIGCOP TANK VEHICLE -
FIRE MODE 1 - Fires the quad autocannons.
FIRE MODE 2 - Fires a mortar.
FIRE MODE 3 - Exit vehicle.
FIRE MODE 4 - Exit vehicle.
PIG RECON VEHICLE UPDATE!!!
PIGCOP RECON VEHICLE -
Use the HUD cam to check what's beneath you at all times.
FIRE MODE 1 - Fires the twin laser cannons.
FIRE MODE 2 - Drops an artillery round directly beneath the vehicle.
FIRE MODE 3 - Exit vehicle.
FIRE MODE 4 - Exit vehicle.
Misc
Updated to latest version of Eduke32.
Recreated the intro logo screens.
When exiting back to the main menu screen you no longer see the intro video and logo screens.
Got rid of the night vision on/off sound effect that plays when you reach the main menu after the intro screens.
Got rid of the sound effects that play when you press the ESC key while in game.
Removed the HELP and CREDITS options on the first main menu screen.
Added new AI generated images for the still shot cutscenes.
All still shot cutscenes have the subtitles at the bottom of the screen now.
Added custom loading screens for every map.
Converted all uppercase file extensions for sprites and textures to lowercase.
Added detail maps to debris that has stopped moving.
Shards of the floor ripped up while on Steroids or using the Almighty Lance do not move when hit by gunfire and they emit particle and sound effects specific to their texture type.
Added slime surface impact particle effects for bullets and explosions.
Added a large variety of new sound effects for small, medium, and large explosion types that replace the original 3 explosion sound effects.
Forced some breaking effects via scripts to sprites and textures used for decorations that weren't set up in the map editor or hardcoded to break when hit.
Added broken variants for computer equipment textures from Duke It Out in DC that didn't have any.
Increased the chance that bullet holes in electrical type textures create lingering electrical/spark effects.
Lingering fire produced by explosions and weapons has been reworked to look visually better.
Made the fire produced from the bodies of burning enemies bigger.
Big smoke clouds produced by explosions is thicker and less transparent.
Added a flash effect to underwater explosions.
Lots of destructible map objects (box of donuts) that shouldn't block the player have had their blocking ability disabled.
Tree tops that fall from the top of destroyed tree trunks no longer explode when they hit the floor.
Tree trunks now explode into pieces when destroyed.
Enemies and map objects caught on fire produce fire particle effects more often.
Burning running corpses produce fire particle effects as they run around.
Added some more textures to the metal material type list.
Debris is sometimes 2 to 3 times bigger.
Updated water and lava textures with official HRP textures.
Made new toxic waste textures.
Recolored gushing water particle effects.
Water spouts from broken toilets, fire hydrants, urinals, or fountains gush water particle effects.
Water/wine/beer floor splats last longer.
Added a detail map to several textures that didn't have one.
Lights on doors can now be destroyed by explosives.
Added broken variants for pay phone, newspaper stand, PC monitor/keyboard, and tape recorder textures.
Added more textures to the paper type texture list.
NEW PROPER LOOPING FIRE SPRITES
Added new proper looping fire animation sprites.
Increased r_drawpolyVertsBufferLength from "30000" to the maximum of "1000000" to remove time out errors.
Fixed toxic goo projectile issues involving Poison Infusion, Steroids, and Alien Beast Modes.
Converted all JPG skybox textures to PNG format.
All OGG music files have been compressed reducing overall file size.
All OGG music file names are capitalized and their extensions are lowercase to reflect how they are called on in the "USER.CON" file.
Cachesize has been increased from 1024MB to 1792MB.
Scorch marks made by the Death Chem flamethrower projectiles are now black.
Corrected more file extensions for some sprites to correct Linux based case sensitive errors.
Upscaled the FLOORFLAME sprites.
Reduced the size of a lot of HUD and intro images in the TILES.ART files that had upscaled images to save on overall file size without losing visual quality.
Reduced the size of large sprites used for screen effects, cutscenes, and intros inside of the TILES.ART files, reducing their total filesize by 140MB while maintaining their proper onscreen appearance and quality ingame.
Removed a bunch of unneeded upscaled sprites for vanilla weapons and items that are not in use.
Added a new remixed version of the ending theme for the Zero Hour episode.
All music tracks have had their volume levels balanced to be relatively equal across all tracks.
Added smoke effects to Pipebomb bomblet explosions.
All flat props on walls should appear correctly now.
Added smoke effects to underwater explosions.
Removed the "PROTECTIVE BOOTS ON" message.
Duke Nukem 3D Savior of Babes is yet another fresh take on a classic PC game from yours truly that aims to reconstruct everything into a bloody over the top power fantasy using Eduke32. In Savior of Babes Duke Nukem is tougher and stronger than ever armed with all kinds of upgrades, heavy duty weapons, incredible powerups, and many other awesome features that help him to dominate the massive onslaught of alien scum jam packed into every single map in the game. Battle hordes of enemies and overcome the opposition at hand with extreme prejudice and take on new enemy types ready to destroy this world as we know it. It's time to save some babes and rip them a new one.
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