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GNU is Not Unix Entertainment Games

Duke Nukem 3D Source Released to GPL 363

kg4czo writes "Well, it looks like the kind folks at 3drealms have released the Duke Nuke'em 3D source under the GPL. It's actually buildable under OpenWatcom 1.0 as a 32bit dos program. Maybe we can see a few improvements and ports out there now."
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Duke Nukem 3D Source Released to GPL

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  • So... (Score:5, Funny)

    by da3dAlus ( 20553 ) <dustin.grau@gm[ ].com ['ail' in gap]> on Thursday April 03, 2003 @10:49AM (#5652388) Homepage Journal
    Will there now be a competition to see which independent mod group can come out with Duke Nukem Forever before the actual company does?
  • ...What i'm going to hack this evening.

    Had a jolly good fun with Wolfenstein when they GPL'd it.
    Oh wait. Was it actually GPL's or what was the lisence?
    • Re:Now i know... (Score:2, Informative)

      by usotsuki ( 530037 )
      Nah, it wasn't GPL'd. I can look up the license on my own computer. You could use extracts of the code in a program. Quake was GPL'd though ;)

      -uso.
  • by guacamolefoo ( 577448 ) on Thursday April 03, 2003 @10:50AM (#5652393) Homepage Journal
    I almost read this as "Duke Nukem Forever Released" and then I remembered that April Fools Day was a couple days back.

    If I'm not going to RTFA, I can at least RTF headline.

    GF.
  • great game (Score:5, Interesting)

    by cgifool ( 147454 ) on Thursday April 03, 2003 @10:50AM (#5652394)
    I always like DN3D because it ran so QUICKLY on the crap machine I had then. New maps, great. But what other sorts of "improvements" would anyone make? AFAIK it wasnt built to be "open" in any sort of developer-friendly way. But then again, perhaps thats just the kind of thing a lone OSD loves to chew on...

    • Re:great game (Score:5, Insightful)

      by jandrese ( 485 ) <kensama@vt.edu> on Thursday April 03, 2003 @11:02AM (#5652508) Homepage Journal
      I'd expect someone to get it working on Linux (requiring a 400Mhz machine in the process no doubt). To be fair, most windows users can't even play Duke anymore because the Dos emulation in the NT kernel isn't up to snuff, and even if people reboot to DOS, their soundcard isn't even close to being supported by any game of that era, nor is their Video card all that hot at VESA graphics. Plus the original Duke had a lot of graphics glitches with certain cards (I'm looking at you VESA mode).
      • Re:great game (Score:5, Informative)

        by teslatug ( 543527 ) on Thursday April 03, 2003 @11:45AM (#5652797)
        It works pretty well in XP (sounds and all). I still play it from time to time. You might need something like VDMS [sourceforge.net]. I don't know if it's "required" because I had it installed just in case.
      • Hmmm...my Soundblaster live should do it. The original drivers (those on the cd that came with it) have a decent DOS legacy driver (which I turn off in XP) that works well with most DOS games I've tried.
    • I give it a week before someone releases the super-duper OpenGL/5.1 surrond/Linux version.

      At most.
    • Re:great game (Score:5, Interesting)

      by Pxtl ( 151020 ) on Thursday April 03, 2003 @11:31AM (#5652708) Homepage
      I'd like to see more power added to scripting engines and suchlike. Doom source ports have added a system called "fragglescript" that allows players to make scripted games such as soccer and hunt matches.

      Really, if the scripting engine was powerful enough, it could be used for full game-mods (Team Fortress Duke anyone?)

      Maybe someone could embed a Python interpreter and event system into the thing.

      Alternately, there is the approach taken by Legacy, which was adding skins and GL lightsourcing/alpha to the game. That could be pretty too.
  • by Obiwan Kenobi ( 32807 ) <(evan) (at) (misterorange.com)> on Thursday April 03, 2003 @10:51AM (#5652415) Homepage
    And I tried to submit it:

    2003-04-01 17:32:14 Duke Nukem 3D Source Released (no kidding) (articles,games) (rejected)

    Either way, I'm glad its featured here to the /. community. I can't wait to see what wild crazy network/opengl implementation this thing will get.

    You can download it from 3D Gamers [3dgamers.com] or Fileshack [fileshack.com], since I'm sure that 3D Realms will be quickly hosed. It was hosed on April 1st, and that was without the help of a good slashdotting.

    The readme states it will run over a network (but without sound), and the soundcode is basically crap.

    From what I understand, it will take some major reworking to get it running in Windows 2000/XP.
  • Hmmm.... (Score:5, Insightful)

    by timeOday ( 582209 ) on Thursday April 03, 2003 @10:53AM (#5652426)
    Duke Nukem 3d was a fabulous game at the time, but the source code to more advanced games (quake) has already been released. Remember, Duke Nukem 3d didn't even have 3d characters, so technically it's closer to Doom.
    • Re:Hmmm.... (Score:5, Insightful)

      by Chelloveck ( 14643 ) on Thursday April 03, 2003 @11:18AM (#5652622)

      Better technology is not the same as a better game. As a game, rather than just eye-candy, I'll pit Duke against any of the more modern full 3D shooters. Duke had humor and attitude. I loved it back then, and I've been trying to find a way to play it under Win2k. (No sound -- Which sucks, because that's a big part of the attitude referenced above.)

      I can't wait until someone gets a working Win32 version up and running. Maybe with 3D objects replacing the sprites a la the Doomsday [doomsdayhq.com] ports of Doom, Heretic, and Hexen.

      I hear you scoffing. "Sure, Duke3D was good, back in the day. But that's just nostalgia, you old fart!" Well, maybe. But I do play still play Heretic pretty regularly. I'll bet Duke's still got some life in him!

      Let's rock!

      • Have you tried VDMS [cjb.net] for sound?
        Works pretty well if I remember correctly.
      • Re:Hmmm.... (Score:2, Informative)

        by kryptkpr ( 180196 )
        Have you tried VDMSound [cjb.net]? It's a soundblaster emulator for Win2k.
      • I'll pit Duke against any of the more modern full 3D shooters.

        While I haven't played Duke Nukem, I'd probably agree with you about all the "me too" 3-D shooters out there. However, I just finished one of the plot lines of Deus Ex (not bleeding edge, but recent), and I am very impressed at the depth of that game. I'm glad I kept save points along the way, so I can go back and excersize the dillemas pitted against the character (there are at least three ways to end the game; I'll soon see if there are mor
        • Actually, although in the first play-through, it seems like Deus Ex has a lot of depth, it's really very shallow. I'm not saying it's bad -- it's a great game -- but it doesn't really allow freedom of choice, either.

          There are three endings, true, but you can get any of them from the last map. Nothing previously done in the game affects this.

          Everything else in the game plays out exactly the same. Sure, Paul may or may not die, or you may or may not save the helicopter pilot, etc, but none of that has
        • You're insane. Good graphics do NOT immediately mean good gameplay. No other game I've EVER played, with the possible exception of Full Throttle and Sam & Max, have been as much fun as Duke. From the time I modified Hollywood Holocaust to include a secret room full of camera monitors, weapons, and health and then installed this map over the base map on all my friends machines when they weren't looking to the time in multiplayer where someone tried to throw a pipe-bomb through a window at me, MISSED,
      • "Duke had humor and attitude"

        And that's in the source code is it?

        "Ah! So that's how you program an attitiude in C!"
    • Re:Hmmm.... (Score:3, Insightful)

      by Bonker ( 243350 )
      That doesn't change the fact that the DN3D was an excellent game, had excellent levels, and an excellent level editor.

      I see two or three possibilities here:

      1. DN3D is ported to every conceivable platform so that original DN3D owners can play the levels they bought on Linux, OSX, Windows 2000/XP.

      2. DN3D is updated so that your original game files can be used to position 3D models of Duke and the monsters in the original levels.

      3. DN3D code will be used Mozilla style as a reference for an entirely new gam
  • Not 3D.. (Score:5, Informative)

    by Faeton ( 522316 ) on Thursday April 03, 2003 @10:55AM (#5652449) Homepage Journal
    Duke Nukem 3D *isn't* really 3D, but a clever 2.5D engine. It's more like a heavily modified DOOM than a Quake (which is full 3D).

    That being said, still good to see it out, although it's a bit late (Quake sourcecode was released a few years back).

    • Quake itself is not even 3D, because it's still being displayed on a 2D screen.
    • I remember hearing about Wolfenstein 3d for months before I finally saw the game. I was SOOOOOO disappointed when there was no 3d glasses, etc. And I was really confused at how the game was being called "3d" when it was clearly 2d -- (flat screen).
    • Re:Not 3D.. (Score:5, Informative)

      by Bisqwit ( 180954 ) <bisqwitNO@SPAMiki.fi> on Thursday April 03, 2003 @11:56AM (#5652902) Homepage
      In the 2.5D engine of Duke Nukem 3D, I especially loved the way they implemented the possibility of stairs.

      The game allows overlapping sectors on the 2D map, as long as there's no visual path between them.
      The overlapping sectors usually are in different layers (i.e. one is downstairs, one is somewhat above it), but it's not a requirement: they can be flat too.
      This enables some nice scenes that are unfortunately impossible in real life (and in Doom), like:
      - Having a small closet in a room, and when you enter the closet, you find out that the inside of the closet is bigger than the room it is in.
      - Building that has different interiors, depending on which side you enter it in.
      - Windows which show outside world completely different than what you saw before you entered the building...

      Their implementation of lifts and underwater scenes was not so nice, but it worked, overcoming something Doom didn't. (Lifts and water surfaces work as teleports.)
    • Re:Not 3D.. (Score:4, Insightful)

      by fredrikj ( 629833 ) on Thursday April 03, 2003 @11:57AM (#5652915) Homepage
      Duke Nukem 3D *isn't* really 3D, but a clever 2.5D engine.

      Oh, come on, that "2.5D" argument is really, really getting boring. Sure, the engine uses a 2D model for representing the levels internally, but since when does that make the game "2.5D"? If we went by that rule, 99% of today's games would be "2.5D" or "2.96D" or whatever, because all of them generalize the world representation in one way or another in order to make development easier and real-time computation faster.

      The only thing that matters is how stuff looks on your screen and how you interact with it. The levels look highly 3D to me. You can move in all directions. Duke Nukem 3D is a 3D game, as plain and simple as that.
      • As the post above yours describes, Duke allows you to do some really wierd things with the geometry of the map. I don't see any reason why one couldn't build a map that takes place in a 4-dimensional hypercube.
      • Re:Not 3D.. (Score:3, Informative)

        by roystgnr ( 4015 )
        Oh, come on, that "2.5D" argument is really, really getting boring. Sure, the engine uses a 2D model for representing the levels internally, but since when does that make the game "2.5D"?

        Since as soon as you try to make a level with general 3-D features (say, a building that has both windows you can enter and a roof you can walk on top of) you find that the engine makes it impossible. The levels look highly 3D, but that's mostly because their designers did an excellent job of hiding the engine's limitati
  • Finally!! (Score:2, Funny)

    by Randolpho ( 628485 )
    Maybe now I can finally get the stupid Penthouse level to work!
  • finally published (Score:2, Interesting)

    by mirko ( 198274 )
    I read about many submitters whose announcement about this had been rejected, these days.
    I guess that "they" finally considered it was worth publishing.
    OK, now one question :
    Are the graphics, music, etc. free to use too ?
  • by slashuzer ( 580287 ) on Thursday April 03, 2003 @10:56AM (#5652464) Homepage
    Releasing the source code of this "continously devloped" program is like "releasing" a fart.

    Nobody wants it. And it makes everybody uncomfortable.

  • Even better! (Score:5, Informative)

    by Moloch666 ( 574889 ) <jeff-junk@noSPam.tds.net> on Thursday April 03, 2003 @10:56AM (#5652466) Journal
    They released [3drealms.com] the source code for RotT (Rise of the Triad) as well. This game had some of the best deathmatch.
    • Re:Even better! (Score:3, Informative)

      by Creepy ( 93888 )
      Hey - RotT was _THE_ first game to support microphone communications between players in a (commercial) game. It beat Marathon (mac) by a little less than a month.

      Whatever happened to that - or at least people using it (since DX8+ supports it)?

      Duke Nukem 3D, on the other hand, was the first shooter with a lot of breakable things. I particularly liked the toilets, since I was usually motion sick, anyway :)
      • Well things are a little different now that we have multi-tasking OSes on basically every desktop. Since you can run a program in the background to handle voice communications, like teamspeak, most games just don't worry about it. If the players want voice communications, they'll handle it themselves.
        • Yeah, but this wouldn't allow things like highlighting players which are currently speaking in-game. Plus, it's just much easier to have the game do it then to coordinate ad-hoc with whatever players happen to be in the game (that round).
        • The problem is, it just doesn't work out that way. If voice comms isn't part of the actual game, it's not used (please spare me the clan crap...you know what I mean).
          Only if voice comms is part of the game will a majority use it. This is due to standardisation: only if everyone has the same vc software will they be able to connect and use it on public servers.

          BTW: those who would complain about a teen's voice breaking their suspension of disbelief have a)a lack of imagination and b)haven't heard of voice m
  • Memories (Score:4, Interesting)

    by rf0 ( 159958 ) <rghf@fsck.me.uk> on Thursday April 03, 2003 @10:57AM (#5652469) Homepage
    I remember the first day I sat down and played this multiplayer. The first level is based on a cinema and there was a great sniping position from a bedroom in the street. Sit there with the RPG blowing the living hell out of my opponents.

    Of course there was the humour and the ability to chuck money at the dancing girls. Ok so it was immature but I was only 16 at the time. Gees is really that long ago.

    Anyway I hope we get to see a GLDuke one day with improved graphics and hidden mode to make the girlies clothes fall off :)

    Rus
    • Heh...this takes me back to when I actually studied. We used the computer lab attached to the workshop (mechanical engineering) and ran lan games of duke over it.
      We had to download the demo every time, as when the comps turned on, they loaded a clean image every time, but it always led to us getting kicked out by security when the school locked up for the night :)
  • by FnordX ( 115944 ) <.fnord. .at. .cyberspace.org.> on Thursday April 03, 2003 @10:58AM (#5652472)
    Does this mean we'll be able to get other games working that were made under the Build engine?

    I'd really like to be able to play Blood again.
  • Non Reg Link (Score:2, Informative)

    by Anonymous Coward
    Mirror [apogeegames.com]

    Also, the BUILD [icculus.org] BUILD engine has already been ported to Win32 and Linux, so getting Duke3D working should be straight forward.

    • Linux port (Score:5, Informative)

      by Dweebs ( 528178 ) on Thursday April 03, 2003 @11:10AM (#5652574) Homepage
      http://cvs.icculus.org/horde/chora/cvs.php?rt=duke 3d

      The Linux port is being developed as we speak (SDL/OGL). Who cares if the game is not new and cutting edge. It's going to be a fun game to dust off the ole CD and play.

      --Dweebs0r
  • Learn from Doom (Score:5, Insightful)

    by axolotl_farmer ( 465996 ) on Thursday April 03, 2003 @11:00AM (#5652497)
    There are already posts compaining about releasing the source for an outdated game. I'd say take a look at what happened to DooM since the source release...

    A number of new ports for a variety [doomworld.com] of platforms. Ports that improve the engine [notgod.com], as well as those that add eye candy [doomsdayhq.com].

    Nothing but good can come of this!
    • Nothing but good can come of this!

      I think you make a great point. Sure, it's an old game, but it's still cool that 3drealms is releasing the source, maybe other gaming will follow suit, you never know.

  • by ajuin ( 617076 ) on Thursday April 03, 2003 @11:04AM (#5652522) Homepage
    In my opinion, the sound effects and clever level design were what made Nukem 3d (and it's sister Shadow Warrior) an enjoyable experience (more so than the overly serious Quake)

    The 3d engine wasn't even impressive when it was released, let alone now.

    Still, it's nice to see old software being 'liberated' :)
  • Duke Nukem 2 (Score:3, Interesting)

    by Morgahastu ( 522162 ) <bshel ... fave bands name> on Thursday April 03, 2003 @11:06AM (#5652540) Journal
    I'd rather they release the source code for their 2d games!

    Man that was fun.
  • Great!!! (Score:2, Interesting)

    by Anonymous Coward
    For a start, Duke3D doesn't run on W2K or WXP, that would be nice, secondly it doesn't support GPU that would also be nice.

    Releasing the source code... Does that include level desgin and textures as well? What made Duke3D one of the best games ever was the hilarious humor and engenious level degign. I'd play any re-release of Duke3D anytime!!!
  • by ancukiewiczd ( 614805 ) on Thursday April 03, 2003 @11:11AM (#5652583)
    A very large part of DN3D (including the sound code) was written in x86 assembly and not C. Thus, a large portion of the game will have to be rewritten before it can be ported to other platforms or hacked up easily.
    • It was ported to Mac, so maybe there's hope that some C files are lying around. Maybe the mac porter will release their code (probably still in Pascal :P

      It wasn't uncommon to write code in C, and then profile and convert heavily time dependent code to assembly back then. If the original C files exist, then the port wouldn't be too hard. If not, I agree - yuck.

      As much as I like(d) writing assembly, I hate reverse engineering it. Assembly is pretty much write once, use once (although many of the ideas c
  • by ShwAsasin ( 120187 ) on Thursday April 03, 2003 @11:11AM (#5652584) Journal
    Back in the day, the build engine was among one of the best engines thanks to publicity by 3D Realms/Apogee for using it. I'm was always amazed that Ken Silverman (I believe thats his name), made the engine when he was in his late teens and early 20's. It's a shame he didn't continue making game engines, perhaps we would have seen Duke Forever by name, or maybe Prey.
    • It's a shame he didn't continue making game engines, perhaps we would have seen Duke Forever by name, or maybe Prey.

      Prey, now thats a blast from the past, was that completely scrapped ?. It looked like an unreal clone but still kinda interesting.
    • ... or maybe Prey.

      Does anyone know what happened to Prey? I remember it was announced back when around the time Quake came out and KMFDM were supposed to provided the soundtrack.

      The most I can find about it is this outdated FAQ [3drealms.com].

      Any info would be great!

    • Apparently Prey was scrapped because it wasn't going anywhere and some of the key people of the project left and went to Ritual and I think Xatrix as well.
    • no, the engine was pretty aweful. you ever tried using mouselook in a game that used the Build engine? (it would stretch and angle the sprites, making them distorted as hell) adding the ability to move in 3 dimensions without thinking about what it would look like to look up or down was a bad call.

      now if you're talking about all the neat tricks they used to get around the limitations of their engine, then yes, Duke3D, Shadow Warrior, Redneck Rampage and Blood were some truely awesome games. instead of ju
  • Thinking of what great game Duke3D was... It used to surprise you pleasantly and humorously here and there and here's 3DRealms releasing its source on APRIL 1st (after you were depressed by all those other jokes). This is soo making me want to play that game again...

    Forget DNF... it will probably never be up to the greatest 3d shooter gameplay-wise. I will expect many more people interested in porting this game rather than ROTT, so this may also help ROTT get ported since I assume they have somewhat simila
  • Maybe this is a simple little cry for help.
    "Please, OSS community, take this code and help us make Duke Nukem Forever...it's been past deadline for three years. :( "
    • Dude three years!?!? Duke nukem forever has been scheduled to come out every year after 1997!!! This makes it the latest game of all time, in fact probably the latest software release of all time. Btw, DNF was originally supposed to be a 2d shooter with some neat stuff.. but they dropped it mid into 1997, and started on a 3d engine, then they switched to the unreal enine.
  • Build Engine? (Score:5, Informative)

    by phorm ( 591458 ) on Thursday April 03, 2003 @11:21AM (#5652644) Journal
    I'm hoping that the full source for the related "build" level-creating engine is included. IMHO, one of the best parts about the "duke3d" package was build. It was a very nice, interactive way of creating levels. The basic stuff (make walls, raise/drop floors) was easy enough that even [insert idiot or political figure of preference] could figure it out.

    Of course, using build pretty much required that you have a laser printer - because there were tons of pages on tags (item tags, sector tags, etc etc) and special keys to remember that printed out to the size of a small booklet.

    If somebody could model a current level-creation engine after build, perhaps in d3d or (better) GL, I would be very impressed.

    What happened to the good ol' days when I games were DOS-based... and why can't we still get away with that using bootable CD's or something similar.
    • Perhaps you should try the Cube [fov120.com] engine.
    • Re:Build Engine? (Score:4, Insightful)

      by Zathrus ( 232140 ) on Thursday April 03, 2003 @11:54AM (#5652891) Homepage
      What happened to the good ol' days when I games were DOS-based

      What "good ole days" were you recalling?

      Personally, I remember having to generate complex and hairy config.sys and autoexec.bat files that had menuing choices for all the different setups that games wanted. Some wanted extended memory. Some wanted expanded. Some had issues if you had both available, others had problems if you didn't have both available. Some had problems with QEMM, some with EMM386, some with ANSI.SYS, some with various memory blocks (go off and tweak your QEMM/EMM386 to exclude those blocks!), some with mouse drivers loaded, some without mouse drivers, some bitched about not having enough low memory free, some bitched about having too much low memory free, yadda yadda yadda.

      While there are many good things to be said about older games, that they were DOS-based is not one of them.
      • Exactly right. It's like people the wish for the good ol days but forget about smallpox, outhouses, and oil lamps...

        I can understand remembering how well the games used to be designed though (compared to the shovelware we tend to get these days).
  • Blah! (Score:5, Funny)

    by mog ( 22706 ) <alexmchale@@@gmail...com> on Thursday April 03, 2003 @11:23AM (#5652659)
    We give up... you do it.
  • by Chacham ( 981 )
    I must say that I loved DN3D. I always felt that what Doom was to other games, DN3D was to Doom. And then there was "The Abyss" between it and "Stadium" you had a couple really fine Deathmatch levels.

    I never actually liked Quake. The fact that your aim had to be so perfect never got to me. In Quake finding people was easy. Blasting them was harder. In Duke *finding* people was hard (such as in the Abyss) but blasting them was easy, unless they ran away, or were completely healthy with all the armor.

    I also
  • by prisen ( 578061 ) on Thursday April 03, 2003 @11:39AM (#5652758)
    Just remembering some of the reasons I used to love this game...
    "Damn, those alien bastards are gonna pay for shooting up my ride."
    "Nobody steals our chicks, and lives."
    "It's time to kick ass and chew bubble gum, and I'm all out of gum."
    "Shake it, baby." ($100 bill handed to woman)
    "Holy sh*t!"
    "Let God sort 'em out!"
    "Your face, your ass, what's the difference?"
    "My name's Duke Nukem, and after a little R&R, I'll be ready for more action!"

    Great stuff. Of course, if you had the parental control mode enabled or if you bought the Wal-Mart version, I don't think you would have heard any of those.
    • Just remembering some of the reasons I used to love this game...

      "Damn, those alien bastards are gonna pay for shooting up my ride."
      "Nobody steals our chicks, and lives."
      "It's time to kick ass and chew bubble gum, and I'm all out of gum."
      "Shake it, baby." ($100 bill handed to woman)
      "Holy sh*t!"
      "Let God sort 'em out!"
      "Your face, your ass, what's the difference?"
      "My name's Duke Nukem, and after a little R&R, I'll be ready for more action!"

      You missed two of the "hidden" ones (where you had to "shoot" at cer

  • Thinking the source would never get released, I just sold off my copy a few days ago. Now I'm gonna have to buy it again to get the data files back! Darn their hides!
  • Since you are looking at the engine source, you may want to take a look at Ken Silverman's site. He created the build engine, and has some comments and code there too.

    Ken Silverman's Build page [advsys.net]
  • Even better, the source for Quake II, the original engine for Duke Nukem forever, was released several years ago.
  • If the source is release, I guess the binaries are available for download for free. If that's true, can anyone tell me where I can download the game, and whether it's a full or a demo version.
  • by Electrum ( 94638 ) <david@acz.org> on Thursday April 03, 2003 @12:58PM (#5653415) Homepage
    About three years ago, a friend of mine, Rusty Wagner [acz.org], decided it would be cool to have a version of Duke 3D that worked in Windows. Rusty already had a game engine that he'd been writing, so he modified it to load the Duke 3D maps. He also added menus, a console and some other cool stuff. The result is actually quite good. Duke 3D maps look very nice when rendered using OpenGL or Direct3D.

    You can grab the source code with precompiled duke.exe [acz.org] or view some screen shots [acz.org].

    Someone at his school found the source and ported it to SDL: http://openduke.sourceforge.net/ [sourceforge.net]

    Unfortunately, the project never went anywhere, but there is still a lot of useful code there.
  • by MongooseCN ( 139203 ) on Thursday April 03, 2003 @01:22PM (#5653609) Homepage
    ..with higher resolution strippers in it?
  • Ken Silverman's NOLFB [advsys.net] patch lets you play Duke3D in VESA graphics modes (hey, 800x600 is way better than 320x240, right?) on WinNT/2k/XP.

    It's a TSR, so you have to run it before you start duke. I wrote a batch file with the following lines:

    nolfb.com
    duke3d.exe

    and run it in order to start duke. With a batch file, you can also permanently add all the commond line parameters that tickle your fancy.:)

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