RigelEngine

Émulateur v0.9.1

RigelEngine est une réimplémentation moderne de Duke Nukem II, le célèbre jeu de plateforme MS-DOS de 1993. Développé en C++ depuis zéro via l’ingénierie inverse du binaire original, cet outil fonctionne comme un remplaçant direct de l’exécutable DOS, en exploitant les fichiers de données du jeu pour une expérience fidèle. Il s’adresse aux utilisateurs macOS (notamment sur architectures récentes) et propose des améliorations natives comme un affichage en écran large, un défilement fluide et un contrôleur optimisé.

Pour fonctionner, RigelEngine nécessite les fichiers principaux de Duke Nukem II (dont NUKEM2.CMP et les fichiers F1 à F5 pour les séquences d’intro). Compatible avec les versions shareware ou enregistrées (y compris Steam/Gog), il importe automatiquement les sauvegardes et paramètres existants. Les exigences matérielles sont légères : une carte graphique OpenGL (Nvidia/AMD post-2007 ou Intel post-2011) et moins de 64 Mo de RAM suffisent. Le projet reste en développement actif, avec un suivi communautaire sur Discord.

Dernière mise à jour :

Plateformes

Interpréteurs

Architecture

Mac OS X - macOS Mac OS X - macOS Intel x86 Intel x86 64 bits 64 bits

Téléchargement et liens

Historique des versions

v0.9.1
  • Correction critique : Résolution d’un crash systématique survenant pendant le jeu, notamment observé dans le niveau 1 de l’épisode 2 (risque potentiellement étendu à d’autres niveaux).

  • Correction mineure : Correction d’un bug permettant de tirer à travers des murs destructibles de 4 tuiles de large avec le tir standard.

(Aucune mention spécifique à macOS dans ce changelog, sauf recommandation externe pour une build universelle Apple Silicon via un tiers.)

Changelog complet
⚠️ Have a look at [platform-specific info](https://github.com/lethal-guitar/RigelEngine/wiki/Platform-specific-info) for info on which build to download, installation instructions, troubleshooting etc. 🍎 For Mac OS, consider using the [3rd party build from macsourceports.com](https://macsourceports.com/game/duke2). Unlike the build attached here, it's a universal build for both Intel and Apple Silicon (ARM64) Macs, and it's also signed and notarized. ℹ️ Also see [Steam Deck guide](https://github.com/lethal-guitar/RigelEngine/wiki/Steam-Deck-setup), [Flatpak version](https://flathub.org/apps/details/io.github.lethal_guitar.RigelEngine), [Raspberry Pi/Odroid Go guide](https://github.com/lethal-guitar/RigelEngine/wiki/Running-on-Raspberry-Pi-and-Odroid-Go-Advance) # Overview This is a small bugfix release, addressing a serious issue (crash during gameplay) found in the previous release. See [v0.9.0](https://github.com/lethal-guitar/RigelEngine/releases/tag/v0.9.0). # Release notes ## Bug fixes * Fixed a crash that could occur in level 1 of episode 2, in theory also in other levels but it was so far only observed in E2L1. * Fixed being able to shoot destructible walls through 4-tile wide walls using the regular shot.
v0.9.0
  • Nouveauté majeure : Ajout d’un mode "Classic" reproduisant fidèlement les bugs, glitches et quirks du jeu original (hors bugs bloquants), avec suppression des fonctionnalités modernes comme le widescreen ou le smooth motion.

  • Améliorations de compatibilité :

    • Intégration complète de la démo de gameplay (affichée en mode attract ou après 30 secondes d’attente dans le menu).
    • Correction de dérives mineures (palette de couleurs, animations, comportements d’ennemis comme le watchbot, le wall walker, ou les créatures vertes/lizards).
  • Corrections critiques :

    • Crash connu dans le niveau 1 de l’épisode 2 (à éviter en attendant la version 0.9.1).
    • Problèmes de gestion des chemins Unicode sous Windows (sauvegardes, mods, captures d’écran) désormais résolus.
  • MacOS (mention indirecte) :

    • Aucun build officiel pour macOS dans cette version (le projet recommande un build tiers universel pour Intel/ARM, signé et notarisé, disponible sur macsourceports.com).
    • Pas de support natif pour Apple Silicon (M1/M2/M3) ou macOS minimum spécifié dans cette release.
Changelog complet
⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ A crash bug was found in this release, which is fixed in [v0.9.1](https://github.com/lethal-guitar/RigelEngine/releases/tag/v0.9.1) - I recommend downloading that one instead. ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ ⚠️ Have a look at [platform-specific info](https://github.com/lethal-guitar/RigelEngine/wiki/Platform-specific-info) for info on which build to download, installation instructions, troubleshooting etc. 🍎 (Not updated yet) ~For Mac OS, consider using the [3rd party build from macsourceports.com](https://macsourceports.com/game/duke2). Unlike the build attached here, it's a universal build for both Intel and Apple Silicon (ARM64) Macs, and it's also signed and notarized.~ ℹ️ Also see [Steam Deck guide](https://github.com/lethal-guitar/RigelEngine/wiki/Steam-Deck-setup), [Flatpak version](https://flathub.org/apps/details/io.github.lethal_guitar.RigelEngine), [Raspberry Pi/Odroid Go guide](https://github.com/lethal-guitar/RigelEngine/wiki/Running-on-Raspberry-Pi-and-Odroid-Go-Advance) # Overview This release adds the gameplay demo and a few visual effects that were still missing in RigelEngine. Parity with the original is also improved in terms of gameplay, with various smaller inconsistencies now fixed and a newly added "Classic" mode which replicates every single quirk, glitch and bug found in the original (game-breaking bugs excluded). In terms of bug fixes, several issues related to handling of file paths with Unicode characters on Windows have been addressed, alongside some other smaller problems. # Known issues * There is a crash in level 1 of episode 2 (fixed in v0.9.1) * On Windows, Unicode characters in mod directories are displayed as `?` in the mod manager. This is only a visual issue, the mods in these directories can still be loaded. Workaround: Give ASCII-only names to mod directories. * In enhanced mode, the player position is slightly off after dismounting ladders while facing left. This doesn't cause any noticeable problems, it's just an inconsistency with the original. This does not occur in Classic mode. # Release notes ## New features * Added a "Classic" gameplay style/mode. It doesn't support widescreen mode or smooth motion, but is 100% accurate to the original. Quick-saving and high-resolution mods are still supported. See [Classic Mode vs. Enhanced Mode](https://github.com/lethal-guitar/RigelEngine/wiki/Classic-mode-vs.-enhanced-mode) for more details. * Implemented the gameplay demo (plays during the attract mode loop at the beginning of the game or after waiting for 30 seconds in the main menu). * Implemented the original game's cloak effect, replacing the previously used alpha transparency. * Implemented the original game's slide-in animation when showing message boxes. * Added an option to disable the radar overlay when using the "Remixed 1" HUD style. * Added an option to disable aspect ratio correction when using pixel-perfect upscaling (aka integer scaling). This is to allow running RigelEngine on a 4:3 CRT at original (or close to) resolution. * It's now possible to confirm quitting by pressing enter instead of `Y` (but the latter also still works). * Pressing ESC while in-game now brings up the in-game menu (this was previously only accessible by using a gamepad). Pressing Q now does what ESC used to do, i.e. bringing up the "Quit" dialog without going through the menu. ## Parity improvements * Fixed (very) minor discrepancies in the color palette. * Added missing horizontal parallax for vertically autoscrolling backdrops. * Fixed oversight in player movement: In the original, Duke cannot move left/right when hanging from a pipe as long as the fire button is held down. * It was possible for an enemy to get hit by multiple player shots per frame, but this isn't possible in the original. Now Rigel doesn't allow that anymore either. * Hint machine messages cannot be interrupted by other messages in the original game, but this was possible in Rigel - now fixed. * Handling of shootable walls now matches the original. * The watchbot (jumpy robot with a big eye) was jumping too frequently, it now matches the original. * Fixed discrepancies in behavior for the wall walker enemy. * Fixed discrepancies in behavior for the green cat/dog creature. * Fixed discrepancies in behavior for the spiked dragon/lizard creature. * Fixed discrepancy in the cooldown period for manual scrolling after firing a shot. * Fixed player starting location being off by one in levels where the player starts out facing left. * Fixed incorrect animation speeds for Rigelatin space ship engine fire, shallow water, and rotating floor spikes. * After being released from their box, certain items have a brief period during which they can't be picked up yet. This was missing in RigelEngine. ## Bug fixes * On Windows, RigelEngine couldn't store saved games, options, or the location of the game files if the Windows username contained Unicode characters. This is now fixed. * Fixed loading mods from paths with Unicode characters on Windows. * Fixed saving screenshots to paths with Unicode characters on Windows. * Fixed graphical glitches (bright lines appearing next to certain sprites) that could occur on some systems when high-res graphic replacements were used. * Fixed being able to walk through walls under specific circumstances. * In widescreen mode, when using one of the remixed HUD options, the classic HUD will be shown as fallback in case the current screen resolution's aspect ratio is not wide enough for the selected HUD style. In that case, it was possible to walk behind the right side of the HUD (i.e., the gameplay area extended beyond the HUD). This is now fixed. * Framerate drops could cause the game to advance a few frames into the future without respecting player input. This is now improved.
v0.8.5
  • Nouveauté majeure : Intégration d’un gestionnaire de mods permettant d’organiser les mods par dossiers et de les activer/désactiver directement depuis le menu des options.

  • Améliorations graphiques :

    • Ajout de styles de HUD "remixés" pour le mode écran large (créés par des contributeurs externes).
    • Extension du HUD classique en widescreen pour couvrir toute la largeur de l’écran.
    • Ajout de filtres d’upscaling supplémentaires (Sharp bilinear, scaling pixel-perfect entier).
  • Corrections critiques :

    • Résolution d’un bug de collision (possibilité de marcher à travers des murs dans des niveaux personnalisés).
    • Correction d’un problème de visibilité du HUD en mode widescreen (le gameplay ne dépasse plus le cadre droit du HUD en fallback classique).
  • Améliorations utilisateur :

    • Ajout d’un fichier de log dans le répertoire utilisateur pour le débogage.
    • Explications des contrôles manette directement dans le menu des options.
    • Affichage du niveau/épisode/difficulté actuel dans le menu principal (accessible via manette).
  • Note importante :

    • Modification des contrôles manette : Les configurations ont été légèrement ajustées (voir les détails dans le changelog).
    • Recommandation pour macOS : Un build universel (Intel/ARM64), signé et notarisé est disponible via macsourceports.com (à privilégier pour les Mac Apple Silicon).
Changelog complet
# Overview ⚠️⚠️⚠️ **Note:** Gamepad controls have changed slightly in this version. See below for more info. ⚠️⚠️⚠️ ⚠️ Have a look at [platform-specific info](https://github.com/lethal-guitar/RigelEngine/wiki/Platform-specific-info) for info on which build to download, installation instructions, troubleshooting etc. 🍎 For Mac OS, consider using the [3rd party build from macsourceports.com](https://macsourceports.com/game/duke2). Unlike the build attached here, it's a universal build for both Intel and Apple Silicon (ARM64) Macs, and it's also signed and notarized. ℹ️ Also see [Steam Deck guide](https://github.com/lethal-guitar/RigelEngine/wiki/Steam-Deck-setup), [Flatpak version](https://flathub.org/apps/details/io.github.lethal_guitar.RigelEngine), [Raspberry Pi/Odroid Go guide](https://github.com/lethal-guitar/RigelEngine/wiki/Running-on-Raspberry-Pi-and-Odroid-Go-Advance) This release adds a built-in mod manager and further improves the HUD in widescreen mode, along with some smaller additions. With the mod manager, it's now possible to organize mods into directories, and select mods to use from within the game. Regarding the HUD, additional styles are now available, which increase the size of the gameplay area. Finally, there are also a few bug fixes, including a critical one. # Known issues The following issues will be fixed in the next release (most are already fixed in the source code): * On Windows, if your username contains non-ASCII characters, the game won't be able to save any options, saved games, or other settings. * On Windows, mods must be in directories with ASCII-only names. * When one of the remixed HUD styles is selected, but the classic HUD is used as fallback (because the screen/window isn't wide enough for the chosen HUD style), the gameplay area incorrectly extends beyond the right side of the HUD - i.e. you/enemies can walk behind the HUD. This does not happen when the classic HUD is selected. * Under certain circumstances, it's possible to walk through walls. This doesn't happen in any of the original levels, but it can happen in custom levels. # Release notes ## New features * Implemented a mod manager. Mods can now be organized into directories, and each mod can be enabled/disabled in the options menu. See [Modding Support](https://github.com/lethal-guitar/RigelEngine/wiki/Modding-support) for more details. * Added additional "remixed" HUD styles in widescreen mode. Thanks to @OpenRift412 and [Roobar](https://youtube.com/user/JBWhiskey) for creating the art assets. * Added additional upscaling filters: Sharp bilinear, pixel perfect (integer scaling). Note that using mods with high-res replacement graphics currently forces nearest neighbor filtering. * The game now writes a log file into the user directory. * Gamepad controls are now explained in the options menu. * The top-level in-game menu (reachable via gamepad) now shows the current episode, level and difficulty in the title. ## Improvements * Improved the look of the classic HUD in widescreen mode, by extending the left side to cover the length of the screen. * Reworked quick saving/loading gamepad controls, to make loading quick saves possible without needing to open the menu. The select/back button now acts as a modifier. When pressed together with shoot, a quick save is made. Pressing the button together with jump loads the last quick save. ## Bug fixes * Fixed destructible level geometry remaining visible after being destroyed in certain cases * Fixed game not starting if the game data was in a path with certain special characters (Windows only) * Fixed brief camera movement after turning wide-screen mode on/off or changing the window size * Fixed slime blob containers sometimes not animating (Linux only) * Fixed sprites flickering in and out of existence in certain circumstances * The episode 2 boss would keep flying when killed in mid-flight. This is now fixed.

Captures d'écran

Icône de RigelEngine