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Duke Nukem 3d

Version: CVS
Author: 3D Realms (ported by icculus)  
Category: Action Rate this game yourself!   Average of 4 Ratings:4.304.304.304.30

Duke Nukem 3d Screenshot Duke3d ported to linux

Yet an other port by icculus... Duke Nukem 3D is now playable under our favorite OS. ( Does this game really need a presentation anymore ;) ). Search for your old cd, download and enjoy!

"Hail to the King, baby!"

Thanks to all who submitted it, there were quite a few.

License: unknown

Additional System Requirements:

  • SDL
  • SDL_mixer
  • Duke3d Atomic Edition CD-ROM
  • Requires installation under DOS (dosemu or MS DOS)

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no yes yes no yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by stpere on 2003-04-04.


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Comments

[Show all 21 comment threads on one page]
[1-10] [11-20] [21-21

  Binary posted by stevenaaus @ 210.49.148.187 on Mar 31 2007 1:18 AM  
Quich and dirty binary here: http://www.linuxquake.org/index5.html
 
[Reply]
  Re: Binary posted by stevenaaus @ 210.49.148.187 on Mar 31 2007 1:47 AM  
P.S. If anyone knows much about why the game segfaults sometimes (especially with the devastator) please post at linuxquake.org,
 
[Reply]

  What about midi music?? posted by Anonymous @ 200.73.226.148 on Dec 27 2006 6:27 PM  
is there any way to get music work in soundcards without integrated midi???
 
[Reply]
  Re: What about midi music?? posted by Anonymous @ 74.37.79.227 on Dec 28 2006 9:23 AM  
You could probably get it working through TiMIDIty. It's a software MIDI synthesizer. It should be in your distro's package repository.
 
[Reply]

  this brings maximum fun to you! posted by Anonymous @ 85.72.4.10 on May 26 2005 5:17 AM  
enjoy this as network game ! enjoy the cool , funny spells when you press key 1-10 on your keybard while playing..
 
[Reply]

  help with Duke Nukem 3d on Solaris Sparc posted by georgie @ 64.36.73.34 on Jun 16 2004 12:30 AM  
Hi! The build engine & duke3d seemingly compiles from the files downloaded via CVS, I have the Atomic
edition, and the .CON files from CVS, with SDL-1.2.7, and gcc 3.3.2...but the game gives my a SDL parachute...It's noted that
icculus believes that duke3d might work on Solaris Sparc, though he explicitly says on the website that the game works on
Solaris x86...!
Any ideas how to get duke3d working on Solaris Sparc???
Thanks!

sparc% ldd DUKE3D
    libSDL-1.2.so.0 =>     /usr/local/lib/libSDL-1.2.so.0
    libpthread.so.1 =>     /usr/lib/libpthread.so.1
    librt.so.1 =>     /usr/lib/librt.so.1
    libSDL_mixer-1.2.so.0 =>     /usr/local/lib/libSDL_mixer-1.2.so.0
    libsocket.so.1 =>     /usr/lib/libsocket.so.1
    libnsl.so.1 =>     /usr/lib/libnsl.so.1
    libc.so.1 =>     /usr/lib/libc.so.1
    libstdc++.so.5 =>     /usr/local/lib/libstdc++.so.5
    libm.so.1 =>     /usr/lib/libm.so.1
    libdl.so.1 =>     /usr/lib/libdl.so.1
    libX11.so.4 =>     /usr/lib/libX11.so.4
    libXext.so.0 =>     /usr/lib/libXext.so.0
    libgcc_s.so.1 =>     /usr/local/lib/libgcc_s.so.1
    libaio.so.1 =>     /usr/lib/libaio.so.1
    libmd5.so.1 =>     /usr/lib/libmd5.so.1
    libvorbisfile.so.3 =>     /opt/sfw/lib/libvorbisfile.so.3
    libvorbis.so.0 =>     /opt/sfw/lib/libvorbis.so.0
    libogg.so.0 =>     /opt/sfw/lib/libogg.so.0
    libsmpeg-0.4.so.0 =>     /usr/local/lib/libsmpeg-0.4.so.0
    libmp.so.2 =>     /usr/lib/libmp.so.2
    libthread.so.1 =>     /usr/lib/libthread.so.1
    /usr/platform/SUNW,Ultra-2/lib/libc_psr.so.1
    /usr/platform/SUNW,Ultra-2/lib/libmd5_psr.so.1
sparc% ./DUKE3D
                   Duke Nukem 3D v1.4 - Atomic Edition
                   Copyright (c) 1996 3D Realms Entertainment                  

Using Setup file: 'DUKE3D.CFG'
STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:209)
Compiling: 'GAME.CON'.
Including: 'DEFS.CON'.
Fatal signal: Bus Error (SDL Parachute Deployed)
sparc%
sparc% ls
CDROM.INI     DEFS.CON.ORG  DEMO3.DMO     DUKE3D        DUKE3D.GRP    LICENSE.DOC   SETMAIN.EXE   TENGAME.INI   USER.CON.ORG
COMMIT.EXE    DEMO1.DMO     DN3DHELP.EXE  DUKE3D.CFG    GAME.CON      LOOKUP.DAT    SETUP.EXE     ULTRAMID.INI
DEFS.CON      DEMO2.DMO     DUKE.RTS      DUKE3D.EXE    GAME.CON.ORG  MODEM.PCK     TEN           USER.CON

 
[Reply]
  Re: help with Duke Nukem 3d on Solaris S posted by georgie @ 64.36.73.34 on Jun 18 2004 12:04 AM  
Hi! I recompiled the latest SDL libraries with gcc 3.3.2...

  • SDL-1.2.7
  • SDL_mixer-1.2.5
  • SDL_image-1.2.3

It looks like the duke3d binary looks for "lookup.dat" in lowercase...even though it complains for the uppercase one...

sparc% ./DUKE3D
                   Duke Nukem 3D v1.4 - Atomic Edition
                   Copyright (c) 1996 3D Realms Entertainment                  
Using Setup file: 'DUKE3D.CFG'
STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:209)
Compiling: 'GAME.CON'.
Including: 'DEFS.CON'.
Including: 'USER.CON'.
Code Size:64832 bytes(1795 labels).
* Hold Esc to Abort. *
Loading art header.
Checking sound inits.
Checking music inits.
RTS Manager Started.
    Adding DUKE.RTS.
Using .RTS file:DUKE.RTS
Loading palette/lookups.



ERROR: File 'LOOKUP.DAT' not found.sparc%


After renaming "LOOKUP.DAT" to "lookup.dat" and running the binary, the screen blanks, and after pressing the ENTER key a couple time, and back to my screen, and the terminal shows the following output:

sparc% ./DUKE3D
                   Duke Nukem 3D v1.4 - Atomic Edition
                   Copyright (c) 1996 3D Realms Entertainment                  
Using Setup file: 'DUKE3D.CFG'
STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:209)
Compiling: 'GAME.CON'.
Including: 'DEFS.CON'.
Including: 'USER.CON'.
Code Size:64832 bytes(1795 labels).
* Hold Esc to Abort. *
Loading art header.
Checking sound inits.
Checking music inits.
RTS Manager Started.
    Adding DUKE.RTS.
Using .RTS file:DUKE.RTS
Loading palette/lookups.


Map E1L1.map not found!sparc%


I'm using the PC's Atomic edition, and here's my directory...

sparc% ls
CDROM.INI     DEMO3.DMO     DUKE3D.EXE    LOOKUP.DAT    TENGAME.INI
COMMIT.EXE    DN3DHELP.EXE  DUKE3D.GRP    MODEM.PCK     ULTRAMID.INI
DEFS.CON      DUKE.RTS      DUKE3D.OLD    SETMAIN.EXE   USER.CON
DEMO1.DMO     DUKE3D        GAME.CON      SETUP.EXE     lookup.dat
DEMO2.DMO     DUKE3D.CFG    LICENSE.DOC   TEN
sparc%


Am I missing anything? I'm using Icculus' DEFS.COM, GAME.COM, USER.COM, and lowercase lookup.dat... =(

Thanks!



 
[Reply]

  Anyone got the music working??? posted by Anonymous @ 203.219.88.95 on May 30 2004 5:00 AM  
I have tried everything to get music working, but with no success. The sound works sine, just no music!! I wish they would give us a better idea how to set up the config file to play nicely with midi!!
 
[Reply]

  good, but not great. posted by Anonymous @ 81.241.162.201 on Apr 18 2004 10:19 AM  
It's good to be able to play Duke3D game on Linux now although I DO miss the Multi-Player stuff and the sound is extremly poor , in fact I turned it off because it was hurting my ears (even after experimentation with MixRate). Still , I found it impossible to make the sound work under Windoz too so I guess it's just that the software itself was so outdated that it is just become harder and harder to make it work fully on newer OSes.
 
[Reply]
  Re: good, but not great. posted by Anonymous @ 81.241.162.201 on Apr 18 2004 10:53 AM  
Heyy I just saw in earlier posting that with NumBits to 16 you can do some improvement on the sound and as a matter a fact, it's perfect with this modification to DUKE3D.CFG !! I also see that multiplayer games should be possible now it's going up from GOOD to GREAT :-))
 
[Reply]

  Nothing to add! posted by simonsunnyboy @ 139.174.100.32 on Dec 13 2003 2:05 PM 55555
Runs like a charm and plays like in the old days! Go get it :)
 
[Reply]

  Work with Redneck Rampage? posted by Anonymous @ 66.6.80.19 on Nov 11 2003 7:54 AM  
I've never really played Duke Nukem 3D, but I've played lots of RedNeck Rampage which is based on the Duke 3D engine. Has anyone tried getting RedNeck Rampage to work? From what I understand I should just be able to use the game data files, but Rampage does have a few things Duke didn't that could be a problem.
 
[Reply]

  duke3d networking posted by Anonymous @ 62.0.69.164 on Apr 23 2003 7:59 AM  
Hi All I compiled and run duke3d, and everything works fine (and even took me less than a day :) Now, I saw on the Linux duke3d homepage that there is an option to play network games, so I tried duke3d /help to see a list of all the options, and Indeed there is -net run a network game. The problem is, when I just run duke3d -net, the game runs normally (with no networking or multiplayer). So I tried duke3d -net duke3d.cfg, and got errors saying "bogus token" in duke3d.cfg. Has anyone succeeded in running this game in multiplayer (networking) mode ? or knows what the config file should look like ? 10x in Advance, Ynon
 
[Reply]
  Re: duke3d networking posted by Anonymous @ 217.225.105.196 on May 10 2003 11:11 AM  
I just tried it, too... I think the file you need is not duke3d.cfg but any other text file containing network information. I tried it with a file named "test" which had just my IP adress in it, but it didn't work either. Icculus says something about "setting up a multiplayer game involves editing text files and filling in IP adresses" on his homepage and I guess that's what he meant. So does anyone know how it works exactly?
 
[Reply]
  Re: duke3d networking posted by Anonymous @ 80.134.243.130 on May 11 2003 2:25 AM  
Okay, I just went through the source code ("mmulti.c", to be precise) and found out some interesting things:
The "-net" parameter needs a text file as an argument, which contains the following information:
INTERFACE [IP address] (probably yours, I don't know.)
MODE [SERVER or CLIENT or PEER] (at the moment, only "PEER" works so at this time, the whole line is optional)
ALLOW [IP address] -OR-
BROADCAST [number]
"Allow" will send a greeting message to [IP address] and try to connect to that computer. For more than two players, use more "Allow"-lines and IP addresses.
"Broadcast" will try to find the given number of players, and then (hopefully) start the game.
I couldn't try it out because at the moment I don't have Duke3D installed on another computer and I couldn't get the "fake deathmatch" (with bots) working. If anyone finds out more about this, please post it here.
I hope this information is correct and helpful.
Wansti
 
[Reply]
  It works!! posted by Anonymous @ 80.134.243.130 on May 11 2003 3:32 AM  
I tried it with two computers and the settings I mentioned above AND IT WORKED!
It was a bit slower than single player mode but it was playable. A few things to watch:
In the net config file, at least one of the computers had to use the "Allow" command. It worked with both computers using "Allow" plus the IP address of the other one, or with one using "Allow" plus IP and the other using "BROADCAST 1".
On one computer I experienced a bug which prevented the port from being freed, so for the second game I had to change the port number to get a connection. You can use another port number by adding ":[port]" to the IP addresses.
Hope it works for you! Happy dukematching!
Wansti
 
[Reply]
  Re: duke3d networking posted by Anonymous @ 80.134.251.97 on Aug 25 2003 9:22 AM  
Correction: It also worked with all computers using the BROADCAST token.
 
[Reply]

  Free? posted by Anonymous @ 202.37.101.13 on Apr 12 2003 3:45 PM  
Has anyone made free levels, gfx, sounds, so that we can play this without the need for the proprietary CD or shareware files? The Freedoom project has the right idea. A similar venture for Duke3D would kick ass. The original Duke3D had amazing gameplay, even when Quake1/2 had better gfx, Duke3D had awesome arcade-ish gameplay!
 
[Reply]
  Re: Free? posted by Anonymous @ 80.56.222.187 on Apr 13 2003 4:56 AM  

Has anyone made free levels, gfx, sounds, so that we can play this without the need for the
proprietary CD or shareware files? The Freedoom project has the right idea. A similar venture for
Duke3D would kick ass. The original Duke3D had amazing gameplay, even when Quake1/2 had
better gfx, Duke3D had awesome arcade-ish gameplay!


The thing is:
Most images,sounds and stuff are in the .grp file.
The original contains a lot more data (images,sound) than the shareware one.
So you'll have to edit the sharware or redraw every gfx (which is lots, lots of work)

You can find lots of levels on the internet
Search in google (duke3d levels) or create with the program called "build"
(it's in the duke3d/buildengine dir)

 
[Reply]

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