
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1188 Posted 25 April 2017 - 12:06 PM
This post has been edited by Mark.: 25 April 2017 - 12:06 PM
#1189 Posted 25 April 2017 - 02:43 PM
Darkus, on 25 April 2017 - 11:01 AM, said:
(devheads)
I look forward to seeing this in an SVN update
This post has been edited by Newcomer: 26 April 2017 - 04:17 AM
#1190 Posted 25 April 2017 - 04:49 PM
Newcomer, on 25 April 2017 - 02:43 PM, said:
Nice sense of entitlement.
#1191 Posted 26 April 2017 - 04:02 AM
Hendricks266, on 25 April 2017 - 04:49 PM, said:
Shit, as in the shit, as in the good stuff, as in it's cool. Sorry.
#1192 Posted 26 April 2017 - 04:04 AM
#1193 Posted 26 April 2017 - 04:10 AM
Hendricks266, on 26 April 2017 - 04:04 AM, said:
Ok, I edited it. "Could"
#1194 Posted 26 April 2017 - 04:15 AM
Newcomer, on 26 April 2017 - 04:10 AM, said:
That actually makes it sound worse, more passive-aggressive. Try "I look forward to seeing this in an SVN update."
#1195 Posted 26 April 2017 - 05:21 AM
#1196 Posted 26 April 2017 - 05:39 AM

This post has been edited by Fantinaikos: 26 April 2017 - 05:46 AM
#1197 Posted 26 April 2017 - 07:54 AM

This post has been edited by Mark.: 26 April 2017 - 10:49 AM
#1198 Posted 30 April 2017 - 02:18 PM
Mark., on 25 April 2017 - 12:06 PM, said:
Well... No, that's all I could find. Note that the pictures I posted above are resized, the original pictures are in much better quality, and they can be found in the ROTT goodies pack.
From the beta thread:
3D Realms site article
FilePlanet download
#1199 Posted 02 May 2017 - 12:11 AM

Great find!
This post has been edited by CryptKiller: 02 May 2017 - 12:11 AM
#1200 Posted 02 May 2017 - 08:31 AM
Were there any direct reasons why the 3DRealms devs left the sentry drones out of The Birth episode? They made two "cameo" style appearances, once early in the first level, and later a single one (with S2 skill) in XXX Stacy.
Was it the case that devs simply didn't notice or thought it would be cool to add them as cameos, since they weren't that popular? In my theory the reason is technical. By that time, I had terrible issues on my computer with the drones' sped up humming sound. Sometimes the computer simply crashed as soon as drones appeared. The same problem occured with the intro of The Birth episode, somewhere around the rape moment, also in Caribbean with the modified wind.voc in the last 2 levels... except those crashes were permanent in both cases without exceptions. The drone sound problems appeared randomly instead, so it didn't broke the game. But I remember that others had this issue as well on the AMC board.
In the release of WT, the humming sound was throttled down. Maybe they remembered the problem... anyway, drones became regular again in E5.
This post has been edited by Nancsi: 02 May 2017 - 08:32 AM
#1201 Posted 05 May 2017 - 08:47 PM
If you've played the game, you've most naturally seen the in-game intro sequence which summarizes the story as thus: a strike team known as the HUNT is sent to San Nicolas Island to scope out a bunch of weirdos inhabiting the island's monastery. Before they can report back to their HQ, their boat is exploded, forcing them to enter the ancient site of worship.
It's the manual that explains a bit more of the things we're familiar with now:

So this is where we learn about the Oscurido cult that worships El Oscuro and wishes to blast Los Angeles to kingdom come for bad guy purposes. However, one thing always puzzled me: the mention of "a pyrotechnics expert and a rich movie studio head have joined forces with the Oscurido cult." What's that all that about?
Strictly speaking, the manual does plainly, if not indirectly, identify who these two individuals are supposed to be:


So if you were ever curious, "General" Darian is not actually a general. He's just a special effects guy. And Sebastian Krist is not a man of military rank either. He's the former head of a movie studio. That studio was called "Triad Pictures".
Technically, everything I've stated here so far has always been easily accessible information for anyone who checked the manual, although I don't think many people acknowledge the fact that half the bosses in the game are filmmakers. Still, what the hell is "Triad Pictures"? Where does San Nicolas Island fit into the picture? What does a man with a lunchbox obsession and Joe sitting in a chair threatening to staple his own hands have to do with Tom Hall wearing a robe? Why does the HUNT blow up an innocent and defenseless tower at the end of the game? Believe or not, there are answers to all of these questions, and as far as I can tell, they were only revealed within the Player's Guide story synopsis and no where else.
Rather than provide a scan, I'm just going to retype the whole section:
Rise of the Triad Official Players Guide said:
Triad Pictures, owned and run by Sebastian Krist, has long been suspected as a haven for the cult worshippers of "El Oscuro, the Dark." The Oscuridos believe their divine godhead will come and cleanse the world of non-believers. Their rituals are rumored to include animal sacrifices, pagan "black magic" ceremonies, and other grisly satanic events.
Krist has masterminded a number of weapons heists and tapped the expertise of John Darian, a special-effects wizard, to kill his Hollywood rivals. Now the pair and their followers have retreated to an old Spanish monastery on San Nicolas Island, a secluded hunk of rock that's situated about 20 miles west of Los Angeles and partially owned by Triad Pictures.
Even though there isn't enough evidence to directly link Krist with the Oscuro cult, a special team of counter-terrorist agents, organized with the cooperation of major world powers under the United Nations and called the HUNT (High-risk United Nations Taskforce), has been trailing Krist and observing activity on the island. In the last few days, monk cultists and guards wearing uniforms with the Triad Pictures logo have been spotted overseeing the movement of a shipment of explosives off the island. The HUNT has also discovered that the cult plans to destroy Los Angeles. In fact, the bombs planted around the city have already begun to detonate, but before the HUNT can leave the island or even get to a radio transmitter, the cultists destroy their boat. Left with no way out, this lightly-armed band of commandos decide to fight their way into the monastery and destroy the remaining detonation devices before Krist and Darian can wreak havoc on an unsuspecting city. Millions of lives hang in the balance. You're a member of the HUNT team. If you succeed, you'll be a hero to billions. And just think of the movie offers...
MISSION OBJECTIVE
Kill or be killed. This simple statement encompasses a number of more complicated tasks, like solving puzzles, killing Triad members, finding weapons, killing monks, getting ammunition, slaughtering more followers of El Oscuro, and finding power-ups and life restoratives.
The overall goal of the game is to locate Darian, Krist, and El Oscuro's earthly manifestation, and then rid the world of their odious presence. They guard the detonator device that is systematically blowing up explosives hidden all over Los Angeles. Destroy this device, win the game, and you may earn a few weeks of leave before your next mission.
And there you have it. Everything about the game makes sense now. The ancient monastery was renovated by Triad Pictures to be used as a movie set, a cover for their true nefarious deeds. The triad logo and even the "Triad" name itself alludes to the cinematic production company owned by movie mogul Sebastian Krist, John Darian being the head of the special effect department. The thing you blow up at the end of the game is a "detonation device" that would have blowed up Los Angeles (or rather, you stopped it from further blowing up the city, it seems). And that truly is some miscellaneous knowledge.
For the record, I don't think the 2013 remake utilized much of this movie production studio/filmmaker espionage aspect of the Triad storyline.
This post has been edited by Marphy Black: 06 May 2017 - 05:47 PM
#1202 Posted 06 May 2017 - 04:32 AM
#1203 Posted 07 May 2017 - 01:27 AM
MrFlibble, on 06 May 2017 - 04:32 AM, said:
I'd hazard a confident guess that Tom Hall did indeed handle most of the lore bits that appear in the guide. For what little the story had relevance to the gameplay, there are still smatterings of innocuous plot bits scattered all around in the enemy and item descriptions. For example, the TNT crates are specifically described as being unused explosives meant for the LA bombings.
Also, I just remembered that I totally forgot that ROTT's manual has a second story section for some inexplicable reason at the back. It's a tad more wordy:

While it mostly reiterates what it already said at the booklet's beginning story section, it does reveal to us the name of Triad Pictures' island monastery film, "Prayers in the Dark" (The Dark, El Oscuro, get it?), and clarifies that the cult's detonation device used to set off the explosives planted in LA is also a mobile band jammer, so in addition to saving LA, blowing up the tower also conveniently gives the HUNT the ability to contact HQ again. And I guess the Triad's uniforms are actually Korean military surplus, which I would theorize is just Hall's way of acknowledging why the costumes fit so poorly (more so on the cut actors that we haven't seen much of, unfortunately).
This post has been edited by Marphy Black: 07 May 2017 - 01:29 AM
#1204 Posted 07 May 2017 - 04:55 AM
#1205 Posted 07 May 2017 - 05:41 AM

#1206 Posted 10 May 2017 - 10:45 PM
Marphy Black, on 05 May 2017 - 08:47 PM, said:
A bit late to the party, but wouldn't it be hilarious if the cult was simply a film crew making a movie, all the instances of aggression from both sides were just a series of misunderstandings?
#1207 Posted 11 May 2017 - 03:38 AM

Rather unnecessarily, this animation has full 8-sided rotations even though you're pretty much always only ever going to see the Lightning Guard from the front perspective when he steals your weapon. Perhaps the explanation behind this can be derived from the sprite names: LIHUSE. Clearly these sprites weren't originally intended for weapon stealing at all. They were meant for a generic "Use" state.
I thought I'd seen this pose in this context before, and lo and behold, reviewing Joe's actor capture session videos shows that the Low Guard, Death Monk, and Deathfire Monk also had these poses recorded:
https://youtu.be/zUbuFR6tVrc?t=9m28s - Low Guard
https://youtu.be/QPyeeSKlnWY?t=1m47s - Death Monk
https://youtu.be/QPyeeSKlnWY?t=7m58s - Deathfire Monk
And while we don't have any visual confirmation for the rest, checking the source code, we can see a whole commented out section for most of the enemies' Use states.
/* {&s_lowgrduse1,&s_highgrduse1,&s_opuse1,&s_strikeuse1, &s_blitzuse,&s_enforceruse1,NULL,NULL, NULL,&s_darianuse1,NULL,NULL, NULL,NULL,NULL,NULL},*/ {0},
Curiously, though, the Use states for the Death Monk and Deathfire Monk are null'd out here, making me think the Use state was either cut early before being implemented for those two, or the monk types were not meant to have a Use state at all, despite having already recorded said frames.
The big question still on my mind: What exactly was this Use state intended for? The only object interaction I can recall enemies performing is opening doors. Even if doors were the sole intended use case, there's still the question of why the monks lack the Use state. Maybe they just interacted through intangible sorcery powers?
Technically, we do have one other example of the Use sprites being used in-game: "General" Darian pressing the spear stabbing buttons in his cage employs his DARUSE frames, the only other character to have such frames in the released game files. However, as you can see from the commented out code section above, this isn't necessarily reflective of the generic Use state all enemies were meant to have.
As a side note, we do have evidence that the missing Use frames were fully digitized for all of the actors. In the ROTT manual, we can see the Death Monk using his Use frames in the bottom-left flip book on pages 24 and 26.
#1208 Posted 11 May 2017 - 04:55 AM
#1209 Posted 17 May 2017 - 01:33 PM
Wanted to give LD a quick spin again...
M4 has a quake effect that has always been broken, decided to do a quick fix by adding some triggers and such.
Mostly was curious about that building which gets ripped apart.
I'm guessing that this is the first instance that they tried Quake fx in the game and it appropriately gets done in a Hollywood blvd. themed area, probably wanted to combine those two early on.
#1210 Posted 20 May 2017 - 02:55 AM
http://www.arcadeatt...k/scott-miller/
http://www.arcadeatt.../ken-silverman/
http://www.arcadeatt...uk/jon-st-john/
#1211 Posted 20 May 2017 - 03:08 AM
oasiz, on 17 May 2017 - 01:33 PM, said:
Wanted to give LD a quick spin again...
M4 has a quake effect that has always been broken, decided to do a quick fix by adding some triggers and such.
Mostly was curious about that building which gets ripped apart.
I'm guessing that this is the first instance that they tried Quake fx in the game and it appropriately gets done in a Hollywood blvd. themed area, probably wanted to combine those two early on.
Looks like something that can be emulated pretty easily with the sliding door effect.
#1212 Posted 20 May 2017 - 03:22 AM
Quake is one of the few "wallpoint mover" effects along with curtain/bridge that exist in Duke.
Mostly was curious about it's application in this map since that building ripping apart is something I haven't really seen in maps.
#1213 Posted 21 May 2017 - 08:35 AM


Not sure why this technique warrants endless spam on the player, but it's amusing nonetheless.
#1214 Posted 27 May 2017 - 03:01 AM
The notable points:
- Bear Traps are referred to as a weapon that you could lay down and would latch onto enemies to slow them down. No Bear Traps can be found in the final files, but there exists a relevant text line in the 0.7 alpha demo's USER.CON:
definequote 58 BEAR TRAP!
In the final game, this quote is designated for "POWDER KEG!", which is a strong hint that the cut Bear Trap was previously meant for the Power Keg's weapon slot. In a sense, the Powder Keg does seem similar in function to the Bear Trap's description since it's an item you can drop at will, but otherwise, I couldn't find any other remnants of the trap's behavior.
- A cowboy boot kick is mentioned, most likely a direct reuse of Duke's mighty foot feature. The final game does not have any such quick melee feature.
- Perhaps most intriguing, a pre-finale sub-boss by the name of William Joseph Beaudrey is brought up. He's described as a wealthy landowner who acted as an alien collaborator, becoming a living head preserved in goo who rides around in some sort of tractor vehicle. Again, there's nothing left of this boss in the files. The only hint that he was even planned is the name of the penultimate map, E2L7: Beaudry Mansion. That the level takes place in an extravagant mansion does match his character description. However, nothing in the finished level suggests that a boss battle would have occurred here. There's a big open field at the end, but that's just a transition to the area seen in the next map, ENDGAME: Close Encounters, where you fight the UFO and eventually the Alien Queen end boss. Since the article's enemy descriptions are accurate, including spoilers for the rest of the bosses, I would have to believe that Xatrix did seriously consider including this Beaudry guy as a whole extra boss encounter. He had to have been cut pretty late, though.
And not a cut feature, but apparently the Skinny Old Coot's appearance is supposed to be based on Ross Perot. I wouldn't have guessed, but I do see the resemblance now.
#1215 Posted 27 May 2017 - 08:04 AM
#1216 Posted 05 June 2017 - 10:49 PM

Eric Boltjes is one of the ten credited mappers on the project. For the record, the expansion includes 14 levels, and 2 of those were inconsequential episode openers with no actual gameplay. Eric later ended up at Guerrilla Games where he worked on the Killzone series. Incidentally, fellow Route 66 mapper Cho Yan Wong (whose name recently came up in the Deadly Kiss thread) also went on to work on Killzone at Guerrilla Games.
I also found this secret message in the OOB area at the beginning of the final map E2L7: Oddity Museum.

Unlike most messages, this whole spiel is actually a single ART tile (except for the alien head) rather than individually placed letter sprites, so it was easy to find.
I've only just begun Rides Again, but I've already stumbled into a strange oddity while converting the soundtrack. The lyrics in the game version of Mojo Nixon's "Cybersex" track are different compared to his later studio album release.
Redneck Rampage Rides Again - Cybersex third verse:
Game lyrics said:
And I can see your very bold font
Why you tiltin' my hard drive?
Baby, please don't taunt
I don't wanna log on, baby
I just wanna slip my log in
Digital's all right with me
As long you don't cut my skin
Sock Ray Blue album - Cybersex third verse:
Album lyrics said:
And I can see your very bold font
Yeah, postcards from the King
That's the only email I want
Well, I don't wanna log on
Slip my log in
Wanna point and click my joystick
In your silicone valley of sin
I can't offer any particular explanation for this. As far as I can tell, the album with Cybersex was released about a year after Rides Again. I imagine the change wasn't actually directly related to the game, but there you go.
#1217 Posted 05 June 2017 - 11:41 PM
Before you ask, he did not have a copy of the original images.