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

User is online   ck3D 

#1308

Recycled texture talk reminded me of this I just found out about a few days ago, I had heard of the texture 'recycling' phenomenon in Duke Nukum before but didn't expect it to be that fierce: https://web.archive....m.de/news/duke/
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User is offline   Phredreeke 

#1309

Non-power of two textures are tricky. Only recently was eduke32 made able to display them correctly in Polymost without disabling hightiles

Turns out Gearbox wasn't able to get it working (screenshot taken by manually loading E1L1.MAP from Duke 3D Atomic Edition in the 20th Anniversary Edition)
Attached Image: 20190505000529_1.jpg
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User is offline   Radar 

  • King of SOVL

#1310

Is the 20th Anniversary renderer based on polymer/polymost? Or is it a completely original renderer?

This post has been edited by Radar: 04 May 2019 - 04:21 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1311

They seem to have reverse engineered a lot of the Polymer code.
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User is offline   Phredreeke 

#1312

Is it really reverse engineering if the source code is publicly available?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1313

I guess it's plagiarized then.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1314

It's not plagiarized. Nerve reimplemented Polymer's features themselves.
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User is offline   Mark 

#1315

Did they get a better result concerning framerates? ( or in general? )

This post has been edited by Mark: 08 May 2019 - 04:04 AM

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User is offline   Phredreeke 

#1316

WT has VSync on by default and no in-game option to turn it off, so you have to force it off in your GPU's control panel.

WT has a fairly high FPS advantage over Polymer, even on my GTX 980, I'd think the difference would be even larger with an AMD card. Outside the cinema in E1L1 I get around 550 fps in WT and 70 fps in Polymer (this is loading the WT versions of the maps with the stop gap, setting dynamic lights to map only and turning dynamic shadows off which I think would be the closest match to WT in terms of feature set)

eduke32's classic renderer does have the edge over WT's though. I've been told that WT limits it to 720p and upscales to whatever resolution you choose, so I ran both at 1280x720, and got around 300fps in WT and 500 fps in eduke32 (same spot outside the cinema as previous test)
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User is offline   MrFlibble 

#1317

I was just browsing 3D Realms' Duke News page via the Wayback Machine and found this. This is the back of the Duke action figure packaging, with high-res shots of the Battlelord, Pig Cop and Octabrain models. The Pig Cop appears to be carrying that double-barrel gun seen in some pre-release shots such as
Posted Image
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User is offline   MetHy 

#1318

View PostMrFlibble, on 20 May 2019 - 01:55 PM, said:

I was just browsing 3D Realms' Duke News page via the Wayback Machine and found this.


The 2nd screenshot, the one with the Pigcops and Recon car, is also unknown to me. Not that it's a very interesting screenshot.
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User is offline   dnskill 

  • Honored Donor

#1319

All those models are also found in the XBox 360 Duke 3D theme you could purchase with the DN3D XBLA version of the game.

I have seen that screenshot used elsewhere, with the pigs and the RPV... I can't remember where but I do feel that there exists a png/bmp version online.

This post has been edited by Tristan: 23 May 2019 - 02:12 PM

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User is offline   MrFlibble 

#1320

View PostMetHy, on 23 May 2019 - 12:44 AM, said:

The 2nd screenshot, the one with the Pigcops and Recon car, is also unknown to me. Not that it's a very interesting screenshot.

Actually it's from the back of the game's box, that's why I did not mention the screenshots.

I don't remember any of the screenshots on the original release box being available anywhere in digital form except for the one in the top left corner which was posted here in JPEG a while ago.
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User is offline   MetHy 

#1321

Ha, I had this box myself, which has completely different screenshots. Including places I still wonder where they are <_<

This post has been edited by MetHy: 25 May 2019 - 04:14 AM

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User is offline   MrFlibble 

#1322

This reminds me how even though there are literally heaps of official/pre-release Duke3D shots that have been found in lossless quality (or in any digital quality for that matter), there seem to be quite a few more that are to be found yet.

I wonder if any images remain in the 3DR archives?
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User is offline   Perro Seco 

#1323

I read on Lee Jackson's discussion group on Facebook that Duke 3D's E4L6 is based on the post office where 3D Realms did all their business. Some people may already know it, because it's also written in the Duke 3D Wiki, but I'm sure there are even more people who still don't know it (like me, until yesterday), so here's a photo of the building and its parking lot taken from Google Maps:

Posted Image
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User is offline   mxrtxn 

#1324

In Shadow Warrior there´s a camera voxel that was never used in the game but can be extracted

In the level "Crude Oil" theres a screen broadcasting a video taken by a video camera but if you search the room being shown in the screen you wont find neither a sprite nor the camera voxel being used.


Posted Image


Also it seems someone has updated his Shadow Warrior Voxel Pack:

Posted Image


CHECK THE LAST PAGE OF THE THREAD FOR THE UPDATED DOWNLOAD LINK:

https://forums.duke4...ck/page__st__90

This post has been edited by mxrtxn: 09 June 2019 - 04:28 PM

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User is online   ck3D 

#1325

View PostPerro Seco, on 26 May 2019 - 03:11 PM, said:

I read on Lee Jackson's discussion group on Facebook that Duke 3D's E4L6 is based on the post office where 3D Realms did all their business. Some people may already know it, because it's also written in the Duke 3D Wiki, but I'm sure there are even more people who still don't know it (like me, until yesterday), so here's a photo of the building and its parking lot taken from Google Maps:

Posted Image


I love seeing this type of stuff. Thanks for sharing that.
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User is offline   LakiSoft 

#1326

One question is there any screenshots that are dated for example later 1995 (November-December) of Duke Nukem 3D Press Release screens? Are screenshots from these dates already available or not? How they look like, closer to other 1995 betas or like 0.99 and v1.0 which are made in early 1996? If anyone has answer i will be very thankful.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1327

This image is from one of old archived GT Interactive websites. It seems to have been cropped from some bigger art.

Posted Image
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User is offline   ReaperAA 

#1328

View PostGingis Khan, on 10 June 2019 - 07:33 AM, said:

One question is there any screenshots that are dated for example later 1995 (November-December) of Duke Nukem 3D Press Release screens? Are screenshots from these dates already available or not? How they look like, closer to other 1995 betas or like 0.99 and v1.0 which are made in early 1996? If anyone has answer i will be very thankful.


Go to this link. It has some screenshots starting from June 1995 up till November 1995. To answer your question, the November shots look closer to 0.99/1.0 than the older betas.
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User is offline   F!re-Fly 

#1329

I found my version of the game, with BETA images of the box and the booklet.

Posted Image
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User is offline   F!re-Fly 

#1330

Posted Image
Posted Image
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User is offline   Jimmy 

  • Let's go Brandon!

#1331

All the manuals across versions have the same pre-release materials in them.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1332

That one shows the actual protozoid slimer though. My manual showed an old design.
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User is offline   NNC 

#1333

I just realised how similar Allen Blum's Derelict and Levelord's Sewer maps are in terms of layout/atmosphere/visual narrative. While the former level takes place on an abandoned oil tanker in the middle of the ocean, and the latter is a traditional LA city level with a sewer system, they have a similar structure. For both levels, you just start in an open area with nonlinear layout, there are various ways you can move, also there are many windows with enemies waiting to you which can be unsettling and disorienting early on. Your job is to find a key in the top of the area (highest window) and needs jumping/minor platforming in both levels. Then with the key you can go down to the second part of the level, a much different area with sewers, rotating/crushing gears and such. The enemy placement/pacing/atmosphere is also rather different in the segments in both maps. The main similarity, however, is the two segments are related as above and below in both maps, and both mirror each other in a very 3D-esque way. One had the top of the ship and the bottom of the ship, the other had the city above and the sewer below. Even they have the similarity of the above area has a little secret hint to the below area with Derelict have an actual blocked entrance from the ship, while Sewer have a short sewerish area in the city part of the level.

They carefully put various connecting locations in both levels as well, although the main difference is that Sewer had been left a bit unfinished, and you can use these connections (shafts) breaking the flow of the level, while in Derelict, they are mostly multiplayer only available stuff. Also I think in Sewer the blue key is not had been put in its final location, it should have been in the small room that spawned Pigcops. Also there are some unused Pigcop spawns, presumably belong to one of the two touchplates share the same tag (one with the yellow key, the other is the room that supposed to have the blue one).

Overall, I wouldn't be surprised if Levelord took lessons from Allen when he made Sewer. Derelict was a very early map in the game, at first it wasn't even a stormy/dark level, but I assume it was the base of making Sewer, at least layout-wise. There are other levels that used verticality very well (ie. Spaceport, Freeway), but the segments on those maps aren't that different, they are just part 1 and part 2 of the same theme. Also, there are levels in the game which used the "change theme" effectively, like The Abyss, Dark Side, or even later levels like Mirage Barrage, but those maps are horizontal in comparison.

This might not be the first time when Levelord took hint from Allen's design. It's still unknown by the developement hell of Duke3D who created Warp Factor's main layout, but it's definitely took hints from Dark Side, they are also similarly structured maps.
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User is offline   OpenMaw 

  • Judge Mental

#1334

Anybody have some good full size images of this boxart for Duke Nukem? I searched the shit out of Google and couldn't find any. I used to have a full set of really nice images of the box, but they're long gone now. Anybody?

Attached thumbnail(s)

  • Attached Image: images.jpg


This post has been edited by Commando Nukem: 11 September 2019 - 10:07 AM

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User is offline   Sanek 

#1335

View PostThe Watchtower, on 10 September 2019 - 11:34 PM, said:

This might not be the first time when Levelord took hint from Allen's design. It's still unknown by the developement hell of Duke3D who created Warp Factor's main layout, but it's definitely took hints from Dark Side, they are also similarly structured maps.


Dark Side was made earlier, (since it was featutred heavily in the promo materials) and Blum joined Apogee before Grey, so he started working on the game earlier and made more content, isn't it?


View PostCommando Nukem, on 11 September 2019 - 10:07 AM, said:

Anybody have some good full size images of this boxart for Duke Nukem? I searched the shit out of Google and couldn't find any. I used to have a full set of really nice images of the box, but they're long gone now. Anybody?


xMobilemux have the box, he showed it in his monster Duke Nukem Collection video. Perhaps he can make the scans?
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User is offline   OpenMaw 

  • Judge Mental

#1336

View PostSanek, on 11 September 2019 - 11:04 AM, said:

Blum joined Apogee before Grey,



Blum is Duke Nukem's daddy.


View PostSanek, on 11 September 2019 - 11:04 AM, said:

xMobilemux have the box, he showed it in his monster Duke Nukem Collection video. Perhaps he can make the scans?


That's right, good call.
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User is offline   NNC 

#1337

View PostSanek, on 11 September 2019 - 11:04 AM, said:

Dark Side was made earlier, (since it was featutred heavily in the promo materials) and Blum joined Apogee before Grey, so he started working on the game earlier and made more content, isn't it?


That's what I have said basically. I wouldn't be surprised if Warp Factor and/or Sewer were started by Blum (the map layout at least), since they are much more complex than Levelord's usual layouts, or simply Levelord taking hint from the high-profile maps in the development era when created them.
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