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The Supreme Topic of Miscellaneous Knowledge  "Trivia, Research, etc."

User is offline   Helixhorned 

  • EDuke32 Developer

#110

Some monsters, at least the liztroop and the commander, can be frozen while unshrinking, producing medium-sized versions.

Setting the lotag of a masked wall (cstat & 16) to a nonzero value will exclude this wall from being "usable". This makes it possible to construct doors which open from only one side since the masking can be circumvented by setting overpicnum to an empty tile.

View PostHendricks266, on Aug 14 2010, 10:58 PM, said:

http://hendricks266..../leejackson.php

Would you all kindly look this over?

Has Lee Jackson replied? Those three midis sound interesting.
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User is offline   Hendricks266 

  • Weaponized Autism

  #111

Today I discovered that the SW beta's SW.RTS contains clips from Full Metal Jacket.

View PostHelixhorned, on Sep 12 2010, 04:00 PM, said:

Has Lee Jackson replied? Those three midis sound interesting.

Nope. Somebody try to find email addresses for him, I've already tried three with delivery failure on two.
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User is offline   engineer 

#112

View PostHigh Treason, on Aug 17 2010, 01:34 AM, said:

The one I always notice is when the truck goes off the ledge at the end of "Duel" (A film from the 1970's) you can clearly hear the Battlelord sound playing, you never see the driver in the movie so my theory is that Mr. Mann was being chased down by the aliens because he knew Duke Nukem's weakness or something, hehehe. Actually... I have heard that same sound in quite a few movies.

As The Mighty Bison said, stock sounds, basically you buy a disc with loads of sound effects on, chances are they bought the same ones (perhaps it was cheap?) for various projects. I also heard a few effects from Shadow Warrior in a movie a few days ago, I think it was a martial arts film. Strangely I don't remember running into any sounds from Blood, I have a feeling quite a few were made by the dev studio for that one.


Royalty free sounds are quite common in games. Gearbox used libraries from "Sound Ideas" for Brothers in Arms, and I suspect that id Software and 3DR also used their stuff for their titles.
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User is offline   Hendricks266 

  • Weaponized Autism

  #113

As I am dumping the sounds used from the game's maps, I noticed that some have corruption. They're not alone, I know a couple of maps from Caribbean and NW have corruption as well.

Loaded map /E1L1.MAP successfully
Loaded map /E1L2.MAP successfully
Loaded map /E1L2.MAP successfully
Loaded map /E1L3.MAP successfully
Loaded map /E1L4.MAP successfully
Loaded map /E1L5.MAP successfully
Loaded map /E1L6.MAP successfully
Loaded map /E1L7.MAP successfully
Loaded map /E1L8.MAP successfully
Loaded map /E2L1.MAP successfully
Loaded map /E2L2.MAP successfully
Loaded map /E2L3.MAP successfully
Loaded map /E2L4.MAP (moderate corruption)
Loaded map /E2L5.MAP successfully
#1: WALL[1375].NEXTWALL=1308 out of .NEXTSECTOR=199's bounds [1304 .. 1307]
suggest setting wall[1375].nextsector to 200
-- corruption level: 4
Loaded map /E2L6.MAP (HEAVY corruption)
Loaded map /E2L7.MAP successfully
Loaded map /E2L8.MAP successfully
Loaded map /E2L9.MAP successfully
Loaded map /E2L10.MAP successfully
Loaded map /E2L11.MAP successfully
Loaded map /E3L1.MAP successfully
Loaded map /E3L2.MAP successfully
Loaded map /E3L3.MAP successfully
Loaded map /E3L4.MAP (moderate corruption)
Loaded map /E3L5.MAP successfully
Loaded map /E3L6.MAP successfully
Loaded map /E3L7.MAP successfully
Loaded map /E3L8.MAP successfully
Loaded map /E3L9.MAP successfully
Loaded map /E3L10.MAP successfully
Loaded map /E3L11.MAP successfully
Loaded map /E4L1.MAP (moderate corruption)
Loaded map /E4L2.MAP (moderate corruption)
Loaded map /E4L3.MAP successfully
Loaded map /E4L4.MAP successfully
Loaded map /E4L5.MAP successfully
Loaded map /E4L6.MAP successfully
Loaded map /E4L7.MAP successfully
Loaded map /E4L8.MAP successfully
Loaded map /E4L9.MAP successfully
Loaded map /E4L10.MAP successfully
Loaded map /E4L11.MAP successfully

View PostHelixhorned, on 12 September 2010 - 01:00 PM, said:

Has Lee Jackson replied? Those three midis sound interesting.

I finally got in contact with him last week. He basically answered "None that will be distributed." to all the questions, and he didn't know the answer to the DEV\SW\MIDI question.

He said that itsgreen.mid and graf.mid were internal tests that, again, "will not be distributed." He didn't know anything about myrtle.mid, which leads me to believe that Bobby Prince is the person to ask about it.
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User is offline   Rellik 

#114

Oddly enough I know about myrtle.mid. Definitely done by Bobby Prince, he used to have it on his website. It's full name is "Myrtle Come Back!" (say it out loud, it phonetically sounds like "Mortal Kombat") I think it may have been used in Xenophage.
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User is offline   DavoX 

  • Honored Donor

#115

Looking at this thread reminded me that Randy Pitchford got credited for Pigsty when the real author is Levelord.
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#116

Didn't like that level anyway. I didn't really like any of the episode 4 levels. Episode 3 is my favorite, level 2 is the top :(

This post has been edited by rasmus thorup: 18 July 2011 - 04:29 PM

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User is offline   Micky C 

  • Honored Donor

#117

Are you kidding? Pigsty was one of the best levels in episode 4! Fun, chock full of awesome references (die hard, terminator to name a few.)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#118

Episode 4 is pretty fun up to level 6. After that the levels are quite boring. Derelict is pretty well done, but too big.
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User is offline   ReaperMan 

#119

I have a great fact: Duke Nukem ages backwards... just look at him from 3D and then Forever! He's younger!
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User is offline   Jimmy 

  • Let's go Brandon!

#120

Many of the maps in E4 were done by Levelord, but he was discredited because he left 3DR. I know Shop-n-Bag, Pigsty, and XXX Stacy were his maps. According to him Shop-n-Bag was a much better level before he left and it was modified (it was also called Shop-n-Drop before he left.)

This post has been edited by Captain Awesome: 18 July 2011 - 07:05 PM

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User is offline   Micky C 

  • Honored Donor

#121

Does anyone know how Shop 'n' Bag was modified? Because I didn't like that level very much, and I loved Levelord's other work. I'm guessing I would have preferred the original level.
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User is offline   Jimmy 

  • Let's go Brandon!

#122

He never mentioned how, but he did say that the only difference between his Pigsty and the released one was that the hanging jury guys were originally just the hung monks. My personal guess is that all the lame stuff near the end of Shop-n-Bag is what wasn't his work. The map feels like it ends pretty suddenly around the store-room.

Also, Rellik, you are correct, I just looked at the Xenophage midis, there is one called Myrtle Come Back and given the circumstances it's very unlikely to be a coincidence. Thanks for clearing that up! This midi also goes along with that cheesy shit 3DR was doing for music around the time of RoTT. You can check out the midis from Xenophage here.

This post has been edited by Captain Awesome: 18 July 2011 - 07:06 PM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #123

Does anyone know where I can find Duke Nukem 3D Shareware v1.2?

from Duke 3D v1.3D Shareware:

Quote

* Why version 1.3D and not 1.2? There was a minor leak of version 1.2, so we bumped the version number. V1.2 is NOT official and if you have it, delete it, it's illegal, and get v1.3D.

I tried searching for it once, and I found some malware. :(

This is probably a lost cause, but it might be interesting to look for this version. There shouldn't be anything interesting in it, so it would only serve to bridge a gap in version numbers.

This post has been edited by Hendricks266: 18 July 2011 - 09:25 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #124

In the Duke 3D source release, it appears that GAME.C in extras/ is newer than GAME.C in source/. The former even has a v1.5 version number.
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User is offline   Helixhorned 

  • EDuke32 Developer

#125

Some VOC sounds contain embedded text strings, here's a full list of those in the 1.5 GRP.

sound #22 (ITEM_SPLASH, splash.voc): WETFT01
sound #43 (DUKE_WALKINDUCTS, ductwlk.voc):
sound #48 (DUKE_UNDERWATER, scuba.voc):
sound #61 (LIZARD_BEG, chokn12.voc):
sound #75 (SUBWAY, subway.voc):
sound #76 (SWITCH_ON, switch.voc):
sound #79 (FLUSH_TOILET, flush.voc):
sound #81 (EARTHQUAKE, quake.voc):
sound #84 (ENGINE_OPERATING, onboard.voc):
sound #85 (REACTOR_ON, reactor.voc):
sound #110 (PRED_ROAM, roam06.voc): bears0
sound #111 (PRED_RECOG, predrg.voc): bears0
sound #114 (PRED_DYING, preddy.voc): diehi0
sound #115 (CAPT_ROAM, predrm.voc): bgdth
sound #117 (CAPT_RECOG, predrg.voc): bears0
sound #119 (CAPT_DYING, preddy.voc): diehi0
sound #120 (PIG_ROAM, roam29.voc): GORILLA; active0
sound #156 (BOS1_WALK, thud.voc): fstep9
sound #158 (THUD, thud.voc): fstep9
sound #159 (OCTA_ATTACK2, octaat2.voc):
sound #171 (GENERIC_AMBIENCE2, enghum.voc): hover1
sound #204 (PRED_ROAM2, roam58.voc): demon1
sound #205 (PIG_ROAM2, roam67.voc): jaguar0
sound #213 (NITEVISION_ONOFF, goggle12.voc): scifi
sound #215 (DUKE_CRACK_FIRST, knuckle.voc):
sound #246 (SHRINKER_HIT, thud.voc): fstep9
sound #251 (DUKE_TALKTOBOSSFALL, DIESOB03.voc):
sound #255 (DRON_JETSND, ENGHUM.VOC): hover1
sound #315 (ACTOR_GROWING, enlarge.voc): Enlarg10 - Stretched

The bold ones are pretty interesting and surprising (unless you're maintaining a zoo).
* Edited to contain file name, too.
2

User is offline   Hendricks266 

  • Weaponized Autism

  #126

Interesting! That could provide a bit of help for anyone trying to build a sound effects pack from the same sound bank 3DR used, like this one for Doom: http://www.perkristi..._doom-sfx.shtml

This post has been edited by Hendricks266: 29 March 2012 - 08:23 PM

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User is offline   MrFlibble 

#127

View PostHendricks266, on 18 July 2011 - 09:24 PM, said:

Does anyone know where I can find Duke Nukem 3D Shareware v1.2?

from Duke 3D v1.3D Shareware:


I tried searching for it once, and I found some malware. :)

This is probably a lost cause, but it might be interesting to look for this version. There shouldn't be anything interesting in it, so it would only serve to bridge a gap in version numbers.

I think I've read somewhere that Joe Siegler confirmed that there was actually never a 1.2 version, they just gave the full version release the 1.3D number exactly because of the "3D" part in it. I'm not sure where this info is from though, maybe it's the Apogee FAQ or maybe something that was posted in the official 3D Realms' forums.

[Edit] Here you go, the info is from the Apogee FAQ:

Quote

- Duke Nukem 3D versions 1.2, 1.3, 1.3a, 1.3b, and 1.3c never existed.
Jumping to the 1.3d version number was just a joke on the part of the
developers.


This post has been edited by MrFlibble: 01 April 2012 - 12:04 PM

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#128

I assume we're OK to bump this thread right? Seems silly to make a new one as this was supposed to be all misc knowledge in one place.

I had a shareware disk with "V1.2" on it, but as far as I remember it was identical to the V1.1 version then available on Apogee1.com so I suspect it was just a silly hack of the EXE, though I do seem to remember using the shrinker somehow and the game freezing, probably a similar bootleg idea to the "V1.7" version that floated around Usenet for a while.

Speaking of unauthorised hacking, I discovered an old pirate/shovelware cd's - don't worry, I legally own all the games on there by this point as I since went out and bought them. Anyway, there's all the main titles on the disk with some weird installer (has a nice scripting language, I've even used the installer for my own stuff before) and then there's a "MIXTURE" folder full of all kinds of things, lists of BBS's, Free Trials of defunct internet providers and stuff, in amongst them, I found something I remember from a long time ago. A hack of Duke Nukem 1 titled "Duke's Next Adventure" from 1993 - according to the readme;

Quote

DUKE's NEXT ADVENTURE
Shareware Version 1.0
Copyright © 1993 - Larry Shanker
[... bla bla bla ...]
The cost of registration is ONLY $5.00. Registered users will receive a Further Adventure of Duke, when it becomes available.
The files contained herein are the copyrighted property of Larry Shanker [...] None of the files in this package are part of the original Duke Nukem game. All files are new creations and should NOT be considered modified versions of any Apogee software.


The only new things are the levels - mostly mediocre but there are some decent things there and I doubt the tools he used were anything near as good as what we have, maybe he didn't include the EXE and everything when he distributed it and the pirates added this in, anyway, as this forum focuses on modding Duke games, I thought some of you might be interested in this early example, so I have attached the file for your enjoyment. Attached File  DNX.rar (262.38K)
Number of downloads: 1122




Lastly, I recieved a message on YouTube from user zommone - in his message he pointed out a video featuring John Romero, in this video is footage of Duke Nukem 3D which may interest you, as it is from a version I have never played, in fact, if you've seen development screenshots, it might look rather familiar to you, skip to 2:00 for the footage.

http://www.youtube.c...GjXzFwCs#t=121s

Things of note:

  • 2:05 - That Parallax Sky seems to be like a Day version of the LA one, I think we saw a bit of it in an old screenie. The level is clearly an earlier version of Red Light District which we've seen screenshots of, now we can see the layout much more clearly in the video. If you're quick, you can see the room Duke jumps out of (Blue key was here in final - looks like Duke has a red one) appears to continue through a doorway too so maybe there was more to this building before?
  • Around 2:09 I swear a little red Nuke Icon comes up in the lower right of the HUD (That weird orange light hud), possibly it indicated loading of textures?
  • 2:15 - Seems to be Toxic Dump (E1L4) but that door wasn't there, I assume this is the door you find on the side of the building in the final.
  • 2:19 Same level, early scuba gear, I don't remember this blastable wall and that's about it. See if you can find anything else.


This post has been edited by High Treason: 26 April 2012 - 10:58 PM

6

User is offline   Jimmy 

  • Let's go Brandon!

#129

Holy shit. This answers a lot of questions I've had about early and promotional screenshots. This is a magnificent find.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #130

View PostHigh Treason, on 26 April 2012 - 03:41 PM, said:

Lastly, I recieved a message on YouTube from user zommone - in his message he pointed out a video featuring John Romero, in this video is footage of Duke Nukem 3D which may interest you, as it is from a version I have never played, in fact, if you've seen development screenshots, it might look rather familiar to you, skip to 2:00 for the footage.

http://www.youtube.c...pdzL7koI#t=126s

Kickass. I watched this frame by frame.

2:05 Right at the beginning, look at the inventory icon. It looks like a candle although due to the video it may be the HoloDuke.

Most people know about the Space Suit / Body Suit, but there was another scrapped inventory item earlier (from v0.99 DEFS.CON):

// define GET_ALCHOCOL     8


2:05 Before he jumps out the window, look at the bottom right. There is a weird medkit there.

The nuke icon on the bottom right pops up seemingly at random both after he jumps out of the building and in the second scene with the pipebomb. Of note is that it appears both in front of and behind the orange thing you can still find at tile #2464 in the final.

This post has been edited by Hendricks266: 26 April 2012 - 08:22 PM

2

#131

Oh, man, that medkit is freaky - in fact, now you mention it, it looks like a pack of cans, they could be coca-cola though, but it certainly doesn't resemble the one in the HUD that is at 200% on Toxic Dump.

Edit: On closer inspection, no, it's not cans, it says "FIRST AID" on it.

I know that Nuke Icon is still there as I often use it to test actor code due to it being unused, it appearing behind the orange at least proves the earlier speculation that that orange light meant something and certainly was intended to switch on or off. The behaviour of the Nuke Icon strongly resembles the Disk in the Blood Alpha - you need a slow machine to see this.

Oh, I also noticed that the Blue key is in the same place the Red one is.

Anyway, after some searching, I found a better quality version of the vid, funny thing is I can type the EXACT title into YouTube and it will not appear, but crawling some forums, I discovered it, I have modified the link in my old post.

This post has been edited by High Treason: 26 April 2012 - 11:08 PM

1

User is online   Lunick 

#132

That's pretty aweseome High Treason, when was the interview done?

And I thought this topic was stickyed before?
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User is offline   Forge 

  • Speaker of the Outhouse

#133

Interesting video. I'm glad they did away with infinity pistol ammo.
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User is offline   Player Lin 

#134

View PostForge, on 27 April 2012 - 03:57 AM, said:

Interesting video. I'm glad they did away with infinity pistol ammo.


That's not infinity pistol ammo, the infinity one is the 1st weapon, not the 2nd(pistol) one.
Because there is no weapon 0 in that version.

I wonder is that version of duke3d game file still exist?

This post has been edited by Player Lin: 27 April 2012 - 06:26 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#135

Isn't weapon 0 the Mighty Boot, which is infinite by the way?

I like how Red Light District looks like an stage beetween Lameduke and 0.99

This post has been edited by Fox: 27 April 2012 - 07:05 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#136

Yes, the infinite ammo was for the mighty boot.
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User is offline   Radar 

  • King of SOVL

#137

Not to mention this video was clearly made after a registered Atomic Edition was within reach. Who, how, and why did anyone get a hold of that version for a simple video like this? <_<
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#138

That probably was an old footage.
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User is offline   Forge 

  • Speaker of the Outhouse

#139

 Captain Awesome, on 27 April 2012 - 10:51 AM, said:

Yes, the infinite ammo was for the mighty boot.


I see now. I'm so used to the pistol being the first weapon listed it didn't even register that this video was displaying the boot in a weapon slot.
0

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