- 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.
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1231 Posted 02 July 2017 - 06:27 PM
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
#1250 Posted 06 October 2017 - 08:17 AM
Commando Nukem, on 23 September 2017 - 10:30 PM, said:
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.
Is there any source beside LameDuke backing this? Makes a lot of sense for the first LA Meltdown episode, just by replacing aliens with soldiers and policemen. Especially the electric chair execution. Maybe it was too ambitious given the dumb AI.
#1251 Posted 16 October 2017 - 01:40 PM
(NSFW) https://tineye.com/s...9077c2e4a20de3/
Apparently it's someone called Donna D'Errico who was a Playboy Playmate at least when the photo was taken (also from where the photo is, the same background can be seen in September 1995 centerfold).
#1252 Posted 16 October 2017 - 03:44 PM
#1253 Posted 15 November 2017 - 03:14 AM
#1254 Posted 15 November 2017 - 05:07 AM
#1255 Posted 18 November 2017 - 02:31 AM
Sanek, on 15 November 2017 - 03:14 AM, said:
Different publications had different standards regarding custom screenshots. Many of them received official screenshot right from the developer/publisher, and preferred them to images that the editorial staff could produce (especially considering that software for taking screenshots was not as advanced as it is today). Quite often a magazine would preview a game using official screenshots available at the time, and once the full version became available they would "recycle" some of the screenshots they already had in the review as well.
Also don't forget that many differences between some pre-release screenshots and images from the final release only become obvious after a careful study and comparison, which is something magazine reviewers and/or distributors might have not have time for.
#1256 Posted 18 November 2017 - 11:31 PM
#1257 Posted 19 November 2017 - 03:20 AM
#1258 Posted 23 November 2017 - 09:30 AM
Anyway, putting this here for people not on Discord, I think I've discovered an unused prototype boss in V0.99 of Duke Nukem 3D;
It was hiding right at the end of the GAME.CON file as DUMMYDUKE and BIGDUMMYDUKE. It is the only thing in there to have any reference to BOSS2. Incidentally, what would be called BOSS2 in the final game is the Cycloid Emperor, yeah, Overlord would become BOSS3. In this proto, BOSS3 is actually within the Cycloid's tile numbers, but at times and when he is killed, his picnum will move up into the Overlord's range.
DUMMYDUKE and his bigger brother appear green, the big one uses the sizeto command as opposed to sizeat, so he grows or shrinks to size, he dies in a single hit whereas the regular sized one does not. They walk around slowly, trying to find Duke and they also fall much more slowly than other actors. They both fire a chaingun hitscan. One has to wonder if the giant fembot in LameDuke's E1L6 wasn't just a gimmick for magazine shots and was, perhaps, once an idea, only with a giant Duke Nukem.
DUMMYDUKE and BIGDUMMYDUKE in the GAME.CON file;
It does not appear to be a DukeBot as those are present to an extent, they do not move and really do nothing beyond simply exist. Also, enemies attack DukeBots whereas they do not attack DUMMYDUKEs at all, the non-big DUMMYDUKE also adds one kill whereas the BIGDUMMYDUKE does not. Here is a DukeBot with an enemy attacking it;
As for the noted "BOSS3" there's no way to know what tiles were meant to be there, only that the Cycloid did end up here. It mostly works but he shoots a hitscan like DUMMYDUKE does instead of his barrage from the final game.
He will, however, turn into the Overlord at times and appears as one permanently when killed. Here he's alive but moving his picnum up to the Overlord's area;
Upon death;
Remember we don't know what these tiles were supposed to look like, it is likely coincidence that they happen to share numbers with the final versions of these bosses. It seems likely to me that they bosses were having their tile numbers moved, especially with the swap in the final game.
#1259 Posted 23 November 2017 - 12:54 PM
define APLAYER 1405 define PLAYERONWATER 1420 define DUMMYDUKE 1425 define BIGDUMMYDUKE 1430
define BOSS1 2630 define BOSS1STAYPUT 2631 define BOSS1SHOOT 2660 define BOSS1LOB 2670 define BOSS1MISSLES 2680 define BOSS3 2710
define BOSS1STRENGTH 2000 define BOSS2SMALLDUKESTRENGTH 1000 define BOSS2LARGEDUKESTRENGTH 2000 define BOSS3STRENGTH 2000
#1260 Posted 23 November 2017 - 12:57 PM
Perro Seco, on 06 October 2017 - 06:17 AM, said:
Good catch. Also all sprites are are too big.