22 Oct 2016 Release 0.65: Add volume controls (PgUp/PgDn), some basic background music, and new level editor 'hold in ctrl+alt and click to start level here' function »
16 Oct 2016 Release 0.62. A Mac OS X release is now available »
10 Oct 2016 Release 0.61. Several bugfixes, and added semi-experimental 'big viewport mode' (Backspace + B in game to toggle) to assist with level creation/testing.
9 Oct 2016 Release 0.60. Some Linux compile fixes, a few other improvements (e.g. window size starts larger by default, improvement to default keys, etc.), and create new project source code repo at github.com/davidjoffe/dave_gnukem
8 Oct 2016 Decided to 'un-abandon' the project and try create some sort of 'realistic' +/- 12-month 'roadmap to version 1'. Embarking from the last 2015 release by EMH.
25 September 2002 Release 0.54e. A few small code cleanups, a few new tileset additions from Evil Mr Henry, and some new cheat keys in game to assist development.
24 September 2002 Release 0.54d. Fixed level editor crashing when at bottom of map. Added a few new tiles from Evil Mr Henry and a few other new tiles.
22 September 2002 Release 0.54c. Started integrating new integrated level editor from Vytautas Shaltenis (rtfb). Fixed a TGA loading bug; fixed a bug in the Linux version (CR/LF text file loading problem); added a few new sprites from Evil Mr Henry. A few other small bugfixes from rtfb.
9 September 2002 I will, for now, probably be continuing with Dave Gnukem. I have added some levels contributed by T.O.G of SpookWare. To get to them, select "missions" from the game main menu, and select them.
31 January 2002 I will, for now, no longer working on Dave Gnukem. This may or may not be permanent, I don't know yet. If you are interested in taking over this project, please let me know.
23 September 2001 Release 0.54. Sound support is back (thanks to Kent Mein) (although the sounds themselves still suck), implemented a high score list, redefinable keys, rudimentary load/save game support, monsters can now shoot, and, as usual, miscellaneous bugfixes and improvements. The SDL_mixer library is now required.
24 July 2001 Release 0.53. Ported to SDL, finally! Not only is the SDL implementation of the graphics/input are about half the number of lines of code as the DirectX version (DirectX is a pretty clunky API) but the SDL code works on Linux too, eliminating the need for extra Linux code (previously I used GGI).
15 July 2001 Release 0.52. Minor improvements and cleanups (graphics, new features e.g. fans, dynamite, level background image) and rewrites of some sections of code (monsters, lifts, conveyors, bullets)
4 July 2001 Release 0.51c. More minor updates (balloon, ACME falling block, disk, a few graphics improvements) and some reasonable code cleanups.
21 June 2001 Release 0.51b. Minor updates (new pickup types, spikes, GNUKEM letter bonus, a few graphics improvements).
17 June 2001 Release 0.51. Added an object factory. Rewrote the door/key code. Can now pick up letters. Added shootable solid blocks. Can now shoot security cameras. Added green crawly things. Added purple flags. Added shootable banana. Added high score list (almost).
16 June 2001 Got rid of djGameLib, made a number of other cleanups, added a spiky bouncing ball. No sign of the Linux version yet :)
13 June 2001 Uploaded a new version, Windows changes only. Minor cleanups and graphics changes. I don't think the Linux version compiles anymore. This is a temporary situation, I would like to fix it sometime. I have general plans to try port this game to SDL, and phase out all my own library stuff. Added some doxygen documentation for the source code. Fixed some problems that prevented the Windows version from compiling and running at all.
Although this is by no means a finished game, it is playable. You can walk, jump, shoot baddies, collect stuff, die, teleport, open doors, use lifts, open boxes etc. There is also a level editor.
I started writing this back in 1995 in my first year at university (actually it goes back longer than that, before that there was a pascal/assembly version), and work on it intermittently whenever I get time and inspiration. It was originally a DOS-based 16 color EGA game; I then converted it to Linux/GGI, then I did a DirectX-based Windows port, and then I converted it to SDL. The code is a bit messy due to it's colourful history, I'm slowly trying to clean it up.
Let me know if you would like to help with this project; comments, code, graphics, sound and levels are all very welcome.
The original Duke Nukem 1 (shareware version) can be downloaded here: 1duke.zip (Approx 300 KB). (The official web page is at http://www.3drealms.com/duke1/index.html, but don't even bother unless you feel like being put through the hell of trying to download something from GameSpy/FilePlanet.)
Note: I am not trying to write a clone of Duke Nukem 1. Although currently very similar, I have no interest in importing the actual DN maps or graphics, which belong to 3DRealms.
The name is a pun on 'Duke Nukem' and 'Gnu' as a sort of 'hat-tip'/reference to the open source license/model.
|readme-en.html||(Old) End-user readme for game and editor (English)|
|readme-de.html||(Old) End-user readme for game and editor (German - NB: This is old and outdated)|
Source code documentation (generated by doxygen)
|davedox.zip||Zipped (189 KB)|
Other miscellaneous odds and ends: some messy commentary about sprite collision detection.
New source code home (Oct 2016):
Email contact information: david at scorpioncity dot com
NB: It is important to use the above links! Some software sites are linking to specific versions of the download file (e.g. ending in 0.53.zip), and this results in broken links when I upload a new version. The above URLs map to the latest version.
If you want, you can also use this 88x31 banner for your link: (Right-click/save-as in most browsers)
See the TODO.txt file for more possible ideas. Let me know if you want to help.
More screenshots here [New 2016] »
Version 0.55 game screenshot:
Version 0.52 game screenshots:
Version 0.52 level editor screenshot: