The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1 Posted 04 October 2009 - 07:52 PM
I'll start.
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Between the v1.3D and v1.5 versions of Duke, the only maps altered were E1L1, E1L2, E1L8, and E3L11. One sound was also removed, KICKHEAD.VOC.
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I discovered something interesting while making my Shadow Warrior Beta analysis. The shareware and retail v1.2 have different skyboxes in the same place! Go figure.
Shareware:
Retail:
#3 Posted 05 October 2009 - 02:58 AM
In the duke3d.GRP file we can find at least two sounds that never were allocated in defs.con: pigwrn.voc & dscrem38.voc
#4 Posted 05 October 2009 - 09:59 AM
The Recon originally had a police siren recog sound, and in builds between Lameduke and released/leaked builds it was driven by the Enforcer, who also had red accents on his armor.
The Freezer was originally supposed to be a laser chainsaw and a flamethrower at points of development.
The Space Suit actually worked in versions before 1.3D.
Enemies positions were planned to have been included on the automap, but the idea was scrapped.
The Sentry Drone was originally supposed to be some weird flying Rattlesnake head, this idea held in development for a while apparently, as all its sounds are named SNAK*.
At different points in development the Pigcops held some sort of a machine gun or a double barrel shotgun.
Protector Drones were originally colored blue instead of brown.
Quite a few of The Birth maps were actually made by the Levelord, but he left shortly before it was released and his name was removed from the credits.
#5 Posted 05 October 2009 - 10:46 AM
I fell like I should share my acknowledge of the Console Ports.
There are several CON coding errors related to the console ports:
1) In Duke Nukem 64, there is an weapon pick-up for Expander and it uses the tile number GROWSPRITEICON, that sprite has an hard-coded statnum that doesn't let it be deleted with primitive killit command...
As a result, in Duke Nukem 64 there are all around blue colored Expander weapons around levels.
That basically mean they tryied to reprocude the issue with weapons and ammo having pal 1 to be assigned as multiplayer only, but you cannot use primitive CON command, which they used.
2) Duke Nukem Total Meltdown fail in CON coding. The enemies are basically replicas of original enemies, and there are lots of CON errors with them:
A. The amount of Shotgun or Armor given by Pig Cop aren't defined in the Pig Cop actor, but rather in the items itself. As a result, Armor and Shotgun given by the 3 new pigs in Total Meltdown are full.
B. They tryied to reduce the amount of pixels from the Battlelord in order to increase the FPS. And for that the enemy wouldn't be small, they reverted it using CON coding. And now we have several problems:
- The actors are sleepers, so CON code only works after the enemy see enemy. (basically, you have an very very small Battlelord until you see it).
- They didn't diff beetween Battlelord and Mini Battlelord, and as a result you have gigantic Battlelord all around levels. The first error is that Mini Battlelord cannot walk to small rooms. In the level Overlord the Mini Battlelord was removed because he was too big for the room he was. But in the level Faces of Death there is still a Battlelord very in the middle of the level clipping the ceiling.
In Duke Nukem 64 the bosses have different Hit Points, they are approximately:
Battlelord: 2500
Overlord: 5000
Cycloid Emperor: 7500
Mini Overlord: 2000 (the Mini Battlelord is still 1000)
And there are corpes that can be hit by bullets, the Mini Battlelord has 500 of health and the Mini Overlord 750.
For Duke Nukem Total Meltdown, I think that the enemies Hit Points are:
Pig-in-a-Dress: 130
Magnum P.I.G: 150
Punk Pig: 150
Blue Trooper: 100
Aqua Drone: 150
Cyber-Keef: 6000
I recommend anyone to look at the Saturn levels, there are videos of all them in Youtube. There is one unique level, Urea 51. Unfortunatelly it is not very well done (as the name suggests).
Later I will see what I can post about the PC version.
This post has been edited by Ilovefoxes: 05 October 2009 - 10:49 AM
#6 Posted 05 October 2009 - 11:12 AM
Ilovefoxes, on Oct 5 2009, 02:46 PM, said:
As a result, in Duke Nukem 64 there are all around blue colored Expander weapons around levels.
That basically mean they tryied to reprocude the issue with weapons and ammo having pal 1 to be assigned as multiplayer only, but you cannot use primitive CON command, which they used.
Are you sure? I've been able to achieve just this effect in my mod. All I had to add was the simple code, written by WallyWaffles for his v1.5 Duke It Out in D.C. addon:
state newitems // GIVE NEW ITEMS MULTIPLAYER-ONLY OPTION ifspritepal 1 { ifmultiplayer spritepal 0 else killit } ends
I just thought that the game designers slipped up and simply believed it was hardcoded that any actor spritepal 1 would be removed at startup unless it was multiplayer.
Watching videos of the Saturn port, it appears the SCRAP actors have new physics that weren't present in the PC version. Are there any gibs at all?
This post has been edited by Captain Awesome: 05 October 2009 - 11:25 AM
#7 Posted 05 October 2009 - 11:29 AM
Captain Awesome, on Oct 5 2009, 04:12 PM, said:
But maybe that doesn't happen to you because you used useractor instead of old primitive actor, or something like that.
#8 Posted 05 October 2009 - 11:31 AM
Captain Awesome, on Oct 5 2009, 09:59 PM, said:
When playing for the first time, once I saw sapce suit I tried to pick up it. Or at least interact. To no avail of course.
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That's not fair.
#9 Posted 05 October 2009 - 11:51 AM
#10 Posted 05 October 2009 - 12:48 PM
But still, yeah, it's weird to have his name removed from the credits.
Do you know which maps he created and know where do find his exactly words about these maps?
#11 Posted 05 October 2009 - 01:06 PM
This post has been edited by Captain Awesome: 05 October 2009 - 01:06 PM
#12 Posted 05 October 2009 - 02:34 PM
Captain Awesome, on Oct 6 2009, 05:12 AM, said:
Saturn Duke3D isn't based on the Build engine. I'd be suprised if there was even much Duke3D code in there since it feels more like they started from scratch.
#13 Posted 05 October 2009 - 02:55 PM
Captain Awesome, on Oct 6 2009, 03:59 AM, said:
The 0.99 beta still contained this, however since it only came with shareware data files it looks screwed up (I merged the 0.99 and 1.3d data together). It does work but it's incredibly buggy
Captain Awesome, on Oct 6 2009, 03:59 AM, said:
This also works in the 0.99 beta. It's pretty buggy and obvious why they dumped it though.
Captain Awesome, on Oct 6 2009, 03:59 AM, said:
Again, included in the 0.99 beta. They also randomly dripped blood and spat at you. They didn't explode at all. No artwork exists to my knowledge (like everything else it was removed due to the datafiles being shareware).
Some of my own from the 0.99 beta:
* The 0.99 beta also had different death animations for duke nukem and the monsters which contained no blood whatsoever. The PigCop's animation has blood though.
* There seems to be some leftover code for the "organic turret" in 0.99. It sorta works but is buggy. From memory I think it spits slime at you.
* The lizardmen/chaingunners in 0.99 used flamethrowers.
* The Scuba powerup is full-screen, giving a smaller view of whats in front of you.
* Some major level design changes which I might end up posting screenshots of at some point.
This post has been edited by SwissCm: 05 October 2009 - 02:56 PM
#14 Posted 05 October 2009 - 03:00 PM
SwissCm, on Oct 5 2009, 06:55 PM, said:
This also works in the 0.99 beta. It's pretty buggy and obvious why they dumped it though.
Again, included in the 0.99 beta. They also randomly dripped blood and spat at you. They didn't explode at all. No artwork exists to my knowledge (like everything else it was removed due to the datafiles being shareware).
Some of my own from the 0.99 beta:
* The 0.99 beta also had different death animations for duke nukem and the monsters which contained no blood whatsoever. The PigCop's animation has blood though.
* There seems to be some leftover code for the "organic turret" in 0.99. It sorta works but is buggy. From memory I think it spits slime at you.
* The lizardmen/chaingunners in 0.99 used flamethrowers.
* The Scuba powerup is full-screen, giving a smaller view of whats in front of you.
* Some major level design changes which I might end up posting screenshots of at some point.
Interesting, I was aware these things worked in the .99 beta, except for the Snake code.
Note on the pigcop death, it has some blood, but still less than whats in the full game. The regular game also contains buggy organic turret code, whether its the same I don't know.
#15 Posted 05 October 2009 - 05:15 PM
I have a ton of info about the v0.99 beta (and v1.0) here.
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Gambini, on Oct 5 2009, 05:58 AM, said:
In the duke3d.GRP file we can find at least two sounds that never were allocated in defs.con: pigwrn.voc & dscrem38.voc
I believe there is also a lost Duke quote, PISSIN01.VOC.
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There is some commented code in the source to occasionally turn FECES pal 2, red. Bloody shit.
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SwissCm, on Oct 5 2009, 05:34 PM, said:
Correct. It is based off the SlaveDriver engine, which they used for the Powerslave (another BUILD game) port.
This post has been edited by Hendricks266: 05 October 2009 - 05:20 PM
#16 Posted 05 October 2009 - 05:27 PM
#17 Posted 05 October 2009 - 09:59 PM
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Woah! Btw, I always thought that press release said something that only LL was an essential member of Duke3d team. Then I reread it...
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That was nicely put about the "shareware" version which had only one episode.
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Just like with LL levels?
Sorry for this 3DR bashing... And their releases about the matter was so, I don't know, fantastic. While they were right, though. But the whole thing was over the top. 3dRealms surely thought they were king of the hill at the time.
To be fair, in every press release they were saying that LL was essential or key member of the DN3d team. But with some wording in press release and exclusion LL name from the credits of Plutonic, it is understandable why he was so pissed.
This post has been edited by Lotan: 05 October 2009 - 10:00 PM
#18 Posted 05 October 2009 - 11:45 PM
There is also some random stuff in the first boss level, as of yet, I don't know if it has any purpose.
#19 Posted 06 October 2009 - 03:03 PM
#20 Posted 06 October 2009 - 03:30 PM
Ever remember seeing this? When you get to the first frame of the EP4 ending, you press a key and the screen seems to flash, then showing the supposed next frame. But this should have been shown. I extracted it directly out of the NUKEM2.CMP file.
There is a file called "help.mni" with text from lost cheats in it.
God_Mode_On //SETCURRENTPAGE //SHIFTWIN -3 //CENTERWINDOW 5 5 24 //SKLINE //CWTEXT Tec mode ON. //DELAY 30 //WAIT //END God_Mode_Off //SETCURRENTPAGE //SHIFTWIN -3 //CENTERWINDOW 5 5 24 //SKLINE //CWTEXT Tec mode OFF. //DELAY 30 //WAIT //END Weapon_Select //FADEOUT //LOADRAW MESSAGE.mni //XYTEXT 1 2 óCHOOSE YOUR WEAPON //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 òFLAME THROWER //MENU 10 //PAGESSTART //XYTEXT 4 7 ñDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 òFLAME THROWER //WAIT //APAGE //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 ñBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 òFLAME THROWER //WAIT //APAGE //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 ñROCKETS //XYTEXT 4 16 òFLAME THROWER //WAIT //APAGE //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 ñFLAME THROWER //WAIT //PAGESEND //END Warp //FADEOUT //LOADRAW MESSAGE.mni //XYTEXT 8 2 ÷WARP MODE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //TOGGS 8 4 7 1 9 2 11 3 13 4 //MENU 11 //PAGESSTART //XYTEXT 8 7 óVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 óVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 óVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 óVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 óL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1óL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2óL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3óL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4óL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5óL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6óL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7óBOSS //WAIT //PAGESEND //END
I also found the widely known beta text in text.mni.
Beta_Only //FADEOUT //LOADRAW MESSAGE.MNI //XYTEXT 0 0 ï28100 //PAK //XYTEXT 5 9 This is a BETA COPY of Duke //XYTEXT 5 10 Nukem II. Do not distribute. //XYTEXT 5 11 This game is work in progress //XYTEXT 5 12 and should not be viewed //XYTEXT 5 13 by anyone outside Apogee! //XYTEXT 5 15 Please report any illegal //XYTEXT 5 16 use to Apogee Software at //XYTEXT 5 17 1-214-278-5655. //FADEIN //WAIT //END
This post has been edited by Hendricks266: 06 October 2009 - 03:30 PM
#21 Posted 06 October 2009 - 03:32 PM
#22 Posted 06 October 2009 - 04:18 PM
TX, on Oct 5 2009, 10:27 PM, said:
That reminds me: Why Mapster32 is able to convert maps from Tekwar, Witchaven, Redneck Rampage (no convertion needed), SW and Powerslave but not Blood? It puts the ¨invalid map format¨ when i try to load one.
#23 Posted 06 October 2009 - 04:24 PM
#24 Posted 06 October 2009 - 04:31 PM
#25 Posted 06 October 2009 - 05:14 PM
That reminds me of another tidbit.
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The official BARF tool for extracting the contents of RFF files was specially made by Monolith to only extract certain files: the maps and half of the sound data. To get the voxels, all sound data, music, and a bunch of other files with unknown use, you have to use a tool like KBarf or the Transfusion project tools. They must have been copyright Nazis with all the stuff like that throughout Blood.
One thing I did like about Blood was that if you don't have the CD in, it will play the MIDIs. SW didn't.
#26 Posted 07 October 2009 - 08:34 AM
On Duke64, you can pick up an invisible plasma cell from within Duke Burger (the freezer room) - of course on the PC version that would have been freeze thrower ammo, I comment on this because Duke Burger was made into a secret level for E1 on the 64 (found on Gun crazy...aka Red light district) where there is no Plasma gun (the replacement of Freeze thrower) This sprite was not removed when moving over the map.
On pre 1.4 versions of Duke 3D, Pigcops would gain more HP when given a pal colour.
Duke Carribien has a non functional lowering door on one of the beach changing room / boxes on the first map when playing it on version 1.4+ whereas on lower versions it works fine.
There are a set of unused brown Pig tank sprites amongst the art, introduced in 1.4 and were quite likely to be the original Pig tank although I can't say.
The "ACTIVATED" and "DEACTIVATED" quotes are switched and as such turning off a convayorbelt causes the text "ACTIVATED" to be displayed.
This post has been edited by Chip: 07 October 2009 - 08:42 AM
#27 Posted 07 October 2009 - 08:55 AM
Chip, on Oct 7 2009, 01:34 PM, said:
#28 Posted 07 October 2009 - 09:31 AM
#29 Posted 07 October 2009 - 10:06 AM
#30 Posted 20 October 2009 - 01:09 PM
Of course, we know that the Episodes had different names as well. Ep.2 being Cosmic Wasteland and Ep.3 being Shut Down at Ground Zero.
definelevelname 0 0 E1L1.map 02:00 HOLLYWOOD HOLOCAUST definelevelname 0 1 E1L2.map 01:40 MEAN STREETS definelevelname 0 2 E1L3.map 02:45 DEATH ROW definelevelname 0 3 E1L4.map 01:10 TOXIC BEACH HEAD definelevelname 0 4 E1L5.map 01:40 INTO THE ABYSS definelevelname 0 5 E1L6.map 02:10 BONUS LEVEL: SPACEPORT 2000 definelevelname 0 6 E1L7.map 01:50 BLANK definelevelname 0 7 E1L8.map 01:15 BLANK definelevelname 1 0 E2L1.map 00:00 MOONBASE 1 definelevelname 1 1 E2L2.map 00:00 MOONBASE 2 definelevelname 1 2 E2L3.map 00:00 MOONBASE 3 definelevelname 1 3 E2L4.map 00:00 SPACE STATION 1 definelevelname 1 4 E2L5.map 00:00 SPACE STATION 2 definelevelname 1 5 E2L6.map 00:00 POWER STATION definelevelname 1 6 E2L7.map 00:00 BOSS 2 definelevelname 1 7 E2L8.map 00:00 SECRET 1 definelevelname 1 8 E2L9.map 00:00 SECRET 2 definelevelname 2 0 E3L1.map 00:00 APOGEE ARMS HOTEL definelevelname 2 1 E3L2.map 00:00 S.P.E.R.M. BANK definelevelname 2 2 E3L3.map 00:00 SEWAGE COMPANY definelevelname 2 3 E3L4.map 00:00 THE SEWERS BELOW definelevelname 2 4 E3L5.map 00:00 RTD SUBWAY definelevelname 2 5 E3L6.map 00:00 POSTAL definelevelname 2 6 E3L7.map 00:00 SANTA MONICA PIER definelevelname 2 7 E3L8.map 00:00 ALIEN definelevelname 2 8 E3L9.map 00:00 EXTRA 3 9 definelevelname 3 0 E4L1.map 00:00 GONETLEVEL 1 definelevelname 3 1 E4L2.map 00:00 GONETLEVEL 2 definelevelname 3 2 E4L3.map 00:00 GONETLEVEL 3 definelevelname 3 3 E4L4.map 00:00 GONETLEVEL 4 definelevelname 3 4 E4L5.map 00:00 GONETLEVEL 5 definelevelname 3 5 E4L6.map 00:00 GONETLEVEL 6 definelevelname 3 6 E4L7.map 00:00 GONETLEVEL 7 definelevelname 3 7 E4L8.map 00:00 GONETLEVEL 8 definelevelname 3 8 E4L9.map 00:00 USER FILE