
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1220 Posted 09 June 2017 - 04:51 PM
> 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
#1221 Posted 11 June 2017 - 01:33 PM
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.
#1222 Posted 11 June 2017 - 03:23 PM
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?
This post has been edited by Rellik: 11 June 2017 - 03:41 PM
#1223 Posted 11 June 2017 - 11:14 PM
This post has been edited by Nancsi: 11 June 2017 - 11:16 PM
#1224 Posted 15 June 2017 - 03:52 PM
/************************************************************************* 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. ***************************************************************************/
#1225 Posted 17 June 2017 - 01:17 PM
Cuss Pack README.TXT said:
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).
#1227 Posted 27 June 2017 - 07:56 PM
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
#1228 Posted 01 July 2017 - 07:57 AM
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?
#1229 Posted 01 July 2017 - 10:54 AM
Sanek, on 01 July 2017 - 07:57 AM, said:
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.
#1230 Posted 01 July 2017 - 04:45 PM
#1231 Posted 02 July 2017 - 06:27 PM
- 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
#1232 Posted 08 July 2017 - 02:26 AM
#1234 Posted 14 August 2017 - 05:25 PM

The three first screenshots are available and around:



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.
#1235 Posted 16 September 2017 - 12:41 PM
Player Lin, on 30 August 2013 - 09:09 AM, said:
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
#1236 Posted 17 September 2017 - 07:59 AM
neznam, on 16 September 2017 - 12:41 PM, said:
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
#1238 Posted 18 September 2017 - 03:01 AM


#1239 Posted 18 September 2017 - 03:26 AM

#1240 Posted 20 September 2017 - 09:59 AM

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.
#1241 Posted 20 September 2017 - 10:05 AM
Possibly earlier 1995 with this snap.
#1242 Posted 20 September 2017 - 11:47 PM
This post has been edited by MrFlibble: 20 September 2017 - 11:48 PM
#1243 Posted 22 September 2017 - 09:14 AM

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.
#1244 Posted 23 September 2017 - 12:48 AM
#1245 Posted 23 September 2017 - 10:30 PM
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.
#1246 Posted 24 September 2017 - 12:04 PM
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.
#1247 Posted 06 October 2017 - 01:31 AM
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.


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.
#1249 Posted 06 October 2017 - 06:28 AM
