Duke4.net Forums: The Supreme Topic of Miscellaneous Knowledge - Duke4.net Forums

Jump to content

  • 52 Pages +
  • « First
  • 40
  • 41
  • 42
  • 43
  • 44
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Sanek 

#1219



It's not actually RARE (since it was all found on this forum), but the word was added for the sake of clickbait. :P
All the credit goes to Jimmy and Chuck Jones (of course) - I just made a little slideshow with some classic music to go with it.

This post has been edited by Sanek: 09 June 2017 - 02:44 AM

0

#1220

In Shadow Warrior the callstack for playing "Zilla sends his regards Lo Wang"

> ShadowWarriorx64.exe!PlaySound(int num, int * x, int * y, int * z, int flags) Line 831 C++
ShadowWarriorx64.exe!_PlayerSound(char * file, int line, int num, int * x, int * y, int * z, int flags, PLAYERstruct * pp) Line 706 C++
ShadowWarriorx64.exe!DoSoundSpotMatch(short match, short sound_num, short sound_type) Line 1377 C++
ShadowWarriorx64.exe!DoMatchEverything(PLAYERstruct * pp, short match, short state) Line 1696 C++
ShadowWarriorx64.exe!DoVator(short SpriteNum) Line 497 C++
ShadowWarriorx64.exe!SpriteControl() Line 7037 C++
ShadowWarriorx64.exe!domovethings() Line 8079 C++
ShadowWarriorx64.exe!MoveLoop() Line 3072 C++
ShadowWarriorx64.exe!RunLevel() Line 3235 C++
ShadowWarriorx64.exe!NewLevel() Line 1648 C++
ShadowWarriorx64.exe!Control(int argc, const char * const * argv) Line 2965 C++
ShadowWarriorx64.exe!app_main(int argc, const char * const * argv) Line 4105 C++
ShadowWarriorx64.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrevInst, char * lpCmdLine, int nCmdShow) Line 496 C++

This post has been edited by icecoldduke: 09 June 2017 - 04:54 PM

-1

User is offline   NNC 

#1221

According to this site: http://dukenukem.wik...m/wiki/Derelict

Easter Eggs

- At the cargo hold, there is a well-hidden smuggled cigarette stack with the names "Pest" "Marlborough" "Camper" and "Dukex", which are direct references to cigarettes "West" "Marlboro" "Camel" and "Durex" condoms.


I tried my best, but no luck. Not even with Mapster.
0

User is offline   Rellik 

#1222

that's because whoever wrote that was using the HRP, here's where I found it and the relevant HRP texture:

Edit: I went ahead and removed the text from the Wiki, but does anyone think I should go back and leave the cigarette smuggling reference, or does anyone have any idea what the intent of this so-called easter egg could be?

Attached thumbnail(s)

  • Attached Image: scrn0000.jpg


This post has been edited by Rellik: 11 June 2017 - 03:41 PM

6

User is offline   NNC 

#1223

That texture appears in other levels as well (as early as E1L2, as it's a v1.3D texture), and the original didn't even show anything remotely similar what we have seen in the HRP. It looks good, but it's an unofficial easter egg.

This post has been edited by Nancsi: 11 June 2017 - 11:16 PM

0

User is offline   Kyanos 

#1224

/*************************************************************************
POSITION VARIABLES:

		POSX is your x - position ranging from 0 to 65535
		POSY is your y - position ranging from 0 to 65535
			(the length of a side of the grid in EDITBORD would be 1024)
		POSZ is your z - position (height) ranging from 0 to 65535, 0 highest.
		ANG is your angle ranging from 0 to 2047.  Instead of 360 degrees, or
			 2 * PI radians, I use 2048 different angles, so 90 degrees would
			 be 512 in my system.

SPRITE VARIABLES:

	EXTERN short headspritesect[MAXSECTORS+1], headspritestat[MAXSTATUS+1];
	EXTERN short prevspritesect[MAXSPRITES], prevspritestat[MAXSPRITES];
	EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES];

	Example: if the linked lists look like the following:
		 旼컴컴컴컴컴컴컴컴컴컴
컴컴컴컴컴컴컴컴컴컴컴
컴컴컴컴컴컴컴컴컴커
		 ?     Sector lists:               Status lists:               ?
		 쳐컴컴컴컴컴컴컴컴컴컴
컴컴컴컴컴컴컴컴컴컴컴
컴컴컴컴컴컴컴컴컴캑
		 ? Sector0:  4, 5, 8             Status0:  2, 0, 8             ?
		 ? Sector1:  16, 2, 0, 7         Status1:  4, 5, 16, 7, 3, 9   ?
		 ? Sector2:  3, 9                                              ?
		 읕컴컴컴컴컴컴컴컴컴컴
컴컴컴컴컴컴컴컴컴컴컴
컴컴컴컴컴컴컴컴컴켸
	Notice that each number listed above is shown exactly once on both the
		left and right side.  This is because any sprite that exists must
		be in some sector, and must have some kind of status that you define.


Coding example #1:
	To go through all the sprites in sector 1, the code can look like this:

		sectnum = 1;
		i = headspritesect[sectnum];
		while (i != -1)
		{
			nexti = nextspritesect[i];

			//your code goes here
			//ex: printf("Sprite %d is in sector %d\n",i,sectnum);

			i = nexti;
		}

Coding example #2:
	To go through all sprites with status = 1, the code can look like this:

		statnum = 1;        //status 1
		i = headspritestat[statnum];
		while (i != -1)
		{
			nexti = nextspritestat[i];

			//your code goes here
			//ex: printf("Sprite %d has a status of 1 (active)\n",i,statnum);

			i = nexti;
		}

			 insertsprite(short sectnum, short statnum);
			 deletesprite(short spritenum);
			 changespritesect(short spritenum, short newsectnum);
			 changespritestat(short spritenum, short newstatnum);

TILE VARIABLES:
		NUMTILES - the number of tiles found TILES.DAT.
		TILESIZX[MAXTILES] - simply the x-dimension of the tile number.
		TILESIZY[MAXTILES] - simply the y-dimension of the tile number.
		WALOFF[MAXTILES] - the actual 32-bit offset pointing to the top-left
								 corner of the tile.
		PICANM[MAXTILES] - flags for animating the tile.

TIMING VARIABLES:
		TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.
			From then on, it is incremented 120 times a second by 1.  That
			means that the number of seconds elapsed is totalclock / 120.
		NUMFRAMES - The number of times the draw3dscreen function was called
			since the engine was initialized.  This helps to determine frame
			rate.  (Frame rate = numframes * 120 / totalclock.)

OTHER VARIABLES:

		STARTUMOST[320] is an array of the highest y-coordinates on each column
				that my engine is allowed to write to.  You need to set it only
				once.
		STARTDMOST[320] is an array of the lowest y-coordinates on each column
				that my engine is allowed to write to.  You need to set it only
				once.
		SINTABLE[2048] is a sin table with 2048 angles rather than the
			normal 360 angles for higher precision.  Also since SINTABLE is in
			all integers, the range is multiplied by 16383, so instead of the
			normal -1<sin(x)<1, the range of sintable is -16383<sintable[]<16383
			If you use this sintable, you can possibly speed up your code as
			well as save space in memory.  If you plan to use sintable, 2
			identities you may want to keep in mind are:
				sintable[ang&2047]       = sin(ang * (3.141592/1024)) * 16383
				sintable[(ang+512)&2047] = cos(ang * (3.141592/1024)) * 16383
		NUMSECTORS - the total number of existing sectors.  Modified every time
			you call the loadboard function.
***************************************************************************/

0

#1225

Still perusing Redneck Rampage, and I noticed there's a reference to a missing Leonard line in the Cuss Pack. The pack comes with a readme that provides a transcript of all of the new lines, but one of these isn't actually one of the included VOC files.

Cuss Pack README.TXT said:

I'm happier then a pig in shit LN_Sorry.voc

However, the provided LN_SORRY.VOC sound is actually the line "Well, shit fire and fuck me running," which makes this VOC a duplicate of the included LN_WHUP.VOC which itself is also a duplicate of the included E1L1.VOC.

For the record, I'm not sure what the context of the original non-cuss LN_SORRY.VOC line is. The non-cuss line has Leonard say "Sorry, uh, I guess I just got caught up." This VOC isn't called in the CON code, and I haven't heard it in-game, so its use must be buried in the compiled code (assuming it's used at all).
1

User is offline   jet_nick 

#1226

Posted Image
Posted Image

nice finding
16

#1227

Another instance of General 6000 I just noticed today; Scooby Doo and the Witches Ghost.

There are at least bird chirping and explosion sounds which were also used in Shadow Warrior in this movie. This one amuses me in particular because I always thought Wang's voice sounds like an unconvincing Asian Scooby Doo impersonator. But yeah, kinda weird, the explosion sound is way clearer than it is in SW, but the ambient bird chirp fades out partway through. I can rip a few seconds of these two scenes from the movie if anyone wants me to?

Really should start maintaining a list of "Shit what uses General 6000" somewhere for the hell of it.

Edit: Here you go - https://www.mediafir...j0fv7dvdpg7bqan
I think there were some door sounds too, but I couldn't find them again, might have been one of the other movies.

Also did notice how Banjo Kazooie has one of the water splash sounds from SW too, but it usually mixes with another splash and is thus not immediately obvious, only realized when my N64 didn't play one of them whilst editing a Let's Play of the game.

This post has been edited by High Treason: 27 June 2017 - 08:15 PM

0

User is offline   Sanek 

#1228

I have a question:

If Apogee/3DRealms was considered one of the major gaming companies back in the day (the distributed Id's Wolfenstein and Keen games), why they tried to sell DN3D and SW via other companies, like FormGen or GT Interactive?
0

User is offline   TerminX 

  • el fundador

  #1229

View PostSanek, on 01 July 2017 - 07:57 AM, said:

I have a question:

If Apogee/3DRealms was considered one of the major gaming companies back in the day (the distributed Id's Wolfenstein and Keen games), why they tried to sell DN3D and SW via other companies, like FormGen or GT Interactive?

FormGen/GT had access to retail shelf space.
0

User is offline   Jimmy 

  • Let's go Brandon!

#1230

To expand on what TX said, 3D Realms was a developer and GT Interactive was a publisher. 3D Realms would sometimes pick up smaller studios' games, almost like a pseudo-publisher (like Death Rally) and pretty much be a gateway to a real publisher. With 3D Realms' name on the product companies like GT Interactive would consider publishing the titles. 3D Realms went through publishers purely for their distribution/money.
0

#1231

Finishing off my Redneck kick, I've taken a gander at the internals of Redneck Deer Huntin'. I think there are some interesting graphics left in the ART files, but before I finish scrutinizing those, here's the interesting stuff I found in the code.

  • The acronym "RRGH" appears several times in the game files: one con file is named RRGH.CON, "RRGH" is used in several variable names, and most tellingly, this comment appears in DEER.CON:
    // RRGHBETA 1.02 - space btwn leavetrax for walk is now actioncount 4


    Based on this acronym, I think it's reasonable to assume that the original working title for the game was Redneck Rampage Gone Huntin'. The "Rampage" was dropped possibly to eliminate any suggestions of overt violence (it's just a T-rated hunting game, after all), and the "Gone Huntin" was changed to "Deer Huntin'" almost certainly to make it more closely compete with the successful Deer Hunter series of the time.

  • In USER.CON, two difficulty settings are defined:
    defineskillname 0 AMATEUR
    defineskillname 1 EXPERT


    However, no such difficulty selection is available in the game.

  • Also in USER.CON, a seventh map is referenced:
    definelevelname 0 0 e1l1.map 04:45 03:53 LAKE SWAMPY
    definelevelname 0 1 e1l2.map 04:05 03:46 SAGEBRUSH FLATS
    definelevelname 0 2 e1l3.map 00:00 00:00 OZARK FOREST
    definelevelname 0 3 e1l4.map 00:00 00:00 SNOWBUSH RIDGE
    definelevelname 0 4 e1l5.map 00:00 00:00 NORTH RANGE
    definelevelname 0 5 e1l6.map 00:00 00:00 SOUTH RANGE
    definelevelname 0 6 e1l7.map 00:00 00:00 TEST MAP


    No e1l7 is included in the game files, however.

    Also of note here are the non-zero par times, both of which are taken from Redneck Rampage Rides Again. Lake Swampy's comes from RA's e1l1, while Sagebrush Flats' comes from RA's e2l1. Hence, Sagebrush Flats probably occupied the e2l1 map slot at some point during development.


This post has been edited by Marphy Black: 02 July 2017 - 06:32 PM

5

User is offline   Tea Monster 

  • Polymancer

#1232

Just to let you know, we have added an MD3 with sixteen separate objects with individual UV maps into EDuke and it works.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1233

This texture is present in Zero Hour 3rd level:

Posted Image
8

User is offline   Daedolon 

  • Ancient Blood God

#1234

I noticed that the early Shadow Warrior ad in CGW #140 has a screenshot that I don't believe is in circulation at the moment. It's not in Jimmy's BUILD Archive or in any of the disc previews I've went through on my own. ANY information on this would be welcome.


Posted Image


The three first screenshots are available and around:

Posted Image

Posted Image

Posted Image

P.S. If anyone has any idea for the source of the Shuriken render on this ad as well, please let me know. I don't think I've seen it anywhere else.
3

User is offline   neznam 

#1235

View PostPlayer Lin, on 30 August 2013 - 09:09 AM, said:

C. 搖滾少林系列 - 廖添丁傳
Rock 'n' ShaoLin - Legend of Liao Tian-Ding 3D
(Looks like the sequel of the Lot7P...)

I'm not a native speaker of Chinese, but using google translate, I find that some Chinese forum posts say that this sequel was indeed released on August 11th, 1995.
https://bbs.saraba1s...682153-1-1.html

Perhaps someday someone with more intimate knowledge will find the game itself.

This post has been edited by neznam: 16 September 2017 - 12:47 PM

0

User is offline   Player Lin 

#1236

View Postneznam, on 16 September 2017 - 12:41 PM, said:

I'm not a native speaker of Chinese, but using google translate, I find that some Chinese forum posts say that this sequel was indeed released on August 11th, 1995.
https://bbs.saraba1s...682153-1-1.html

Perhaps someday someone with more intimate knowledge will find the game itself.


People in China didn't really know Taiwanese shit, at least about shit from EngineSoft and Accend. :)

https://forums.duke4...e-by-taiwanese/

The 4th game of EngineSoft(東方傳記 Legend of Eastern, released on 1998) may not be a FPS-like game, since it's RPG and according the guy who were worked for EngineSoft and he didn't said any about that game so I'm not sure...and I just can't found more about that game(unless I can found a copy and check) so maybe I'm wrong. :\

Accend, Inc. only released RS:Lot7P and then went bankrupt, states with their rest games just unknown...

This post has been edited by Player Lin: 17 September 2017 - 08:00 AM

0

User is offline   FistMarine 

#1237

I have asked on this topic and I didn't get an answer, so I will ask again: What was changed on maps E1L1, E1L2, E1L8 and E3L11 between versions 1.3D and 1.5?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1238

They fixed some warp glitches in the maps (and added some expander ammo to E1L8).

Posted Image

Posted Image
3

User is offline   FistMarine 

#1239

Thanks! I was actually thinking that Expander Ammo was added in E1L8. :)
0

User is offline   MrFlibble 

#1240

I was just browsing a gaming site archived by the Wayback Machine and came across this screenshot (source):
Posted Image

It clearly belongs to the same batch as some of the shots in the November 1995 preview, but it's not there. Anyone know where this is from? Also the Trooper sprite has some weird pixels on the edges.
1

User is offline   oasiz 

  • Dr. Effector

#1241

Not part of that bunch... just look at the missing skull/armor HUD icons and toxic dump being very different compared to the DM shot and this snap.
Possibly earlier 1995 with this snap.
1

User is offline   MrFlibble 

#1242

You're right, silly me didn't look closer at the HUD in the November pack. I meant the August 1995 Duke/Shadow Warrior combo pack, it has the same type of HUD.

This post has been edited by MrFlibble: 20 September 2017 - 11:48 PM

0

User is offline   Perro Seco 

#1243

I've found an unboxing video of Tekwar. With the box comes a magazine which also talks about other games in development, like Duke 3D. There's no much to see, and the screenshots aren't new, but looks like the story is a bit different:

Posted Image
Something about a giant bomb and a dome in which Duke has to infiltrate? Here's the video, but it is hard to read the rest.
4

User is offline   MrFlibble 

#1244

I seem to vaguely remember the dome concept from somewhere, perhaps it was in some magazine preview.
0

User is offline   OpenMaw 

  • Judge Mental

#1245

I swear, that reminds me of something I thought I read at one point about the whole thing being a police state and having Escape from New York influences, at one stage.

There is some of that sorta in the urban map designs, with giant walls and barriers blocking streets, as if they were closed in by military/police.
0

User is offline   oasiz 

  • Dr. Effector

#1246

Bummer, my Shanty-box only has the manual and no preview catalog.

This kind of is present in early LD maps in EP2 that are mostly focused on entering a nuclear plant and blowing it's reactor up before hitting the streets proper.
I'm kind of really interested on how the story evolved as there are various traces to a plotline but it's hard to tell what the big picture is exactly since there are at least two major stages of development present in LD.
0

User is offline   MrFlibble 

#1247

I was browsing a Wayback Machine copy of a Brazilian software publisher BraSoft and found their page for the Plutonium Pak:
http://www.brasoft.com.br/produtos/dukeplut/index.htm

Interestingly they have several screenshots that seem familiar but are not found on the 3D Realms website (the archived copy from 1998 has one more shot compared to the current version, but still none of the following images). At the same time these screenshots are featured on the back of the box.
Posted Image
Posted Image

Sadly the moon surface (or is it Movie Set?) screenshot showing the Devastator used against a Commander and an Enforcer was not archived.

On a side note, it seems that BraSoft had a habit of tweaking the brightness/contrast of screenshots, so the images above are most likely not in original quality.
6

User is offline   Perro Seco 

#1248

The protector drones over the truck are wall-aligned. :rolleyes:
1

Share this topic:


  • 52 Pages +
  • « First
  • 40
  • 41
  • 42
  • 43
  • 44
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options