
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1308 Posted 22 April 2019 - 11:48 AM
#1309 Posted 04 May 2019 - 02:53 PM
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)

#1310 Posted 04 May 2019 - 03:22 PM
This post has been edited by Radar: 04 May 2019 - 04:21 PM
#1312 Posted 05 May 2019 - 05:01 AM
#1314 Posted 05 May 2019 - 10:24 AM
#1315 Posted 08 May 2019 - 04:03 AM
This post has been edited by Mark: 08 May 2019 - 04:04 AM
#1316 Posted 08 May 2019 - 07:43 AM
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)
#1317 Posted 20 May 2019 - 01:55 PM

#1318 Posted 23 May 2019 - 12:44 AM
MrFlibble, on 20 May 2019 - 01:55 PM, 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.
#1319 Posted 23 May 2019 - 02:11 PM
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
#1320 Posted 25 May 2019 - 03:58 AM
MetHy, on 23 May 2019 - 12:44 AM, said:
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.
#1322 Posted 25 May 2019 - 06:28 AM
I wonder if any images remain in the 3DR archives?
#1323 Posted 26 May 2019 - 03:11 PM

#1324 Posted 09 June 2019 - 04:16 PM
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.

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

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
#1325 Posted 10 June 2019 - 02:36 AM
Perro Seco, on 26 May 2019 - 03:11 PM, said:

I love seeing this type of stuff. Thanks for sharing that.
#1326 Posted 10 June 2019 - 07:33 AM
#1327 Posted 18 June 2019 - 08:21 AM

#1328 Posted 20 July 2019 - 11:31 PM
Gingis Khan, on 10 June 2019 - 07:33 AM, said:
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.
#1329 Posted 30 July 2019 - 03:51 AM
#1331 Posted 30 July 2019 - 06:44 AM
#1332 Posted 30 July 2019 - 08:42 AM
#1333 Posted 10 September 2019 - 11:34 PM
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.
#1334 Posted 11 September 2019 - 10:07 AM
This post has been edited by Commando Nukem: 11 September 2019 - 10:07 AM
#1335 Posted 11 September 2019 - 11:04 AM
The Watchtower, on 10 September 2019 - 11:34 PM, 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?
Commando Nukem, on 11 September 2019 - 10:07 AM, said:
xMobilemux have the box, he showed it in his monster Duke Nukem Collection video. Perhaps he can make the scans?
#1336 Posted 11 September 2019 - 11:08 AM
Sanek, on 11 September 2019 - 11:04 AM, said:
Blum is Duke Nukem's daddy.
Sanek, on 11 September 2019 - 11:04 AM, said:
That's right, good call.
#1337 Posted 11 September 2019 - 10:53 PM
Sanek, on 11 September 2019 - 11:04 AM, said:
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.