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

#1369

While browsing through archived versions of Bobby Prince's old site, I came across what seem to be a couple (very scant) unused alternate Duke line recordings. Don't get your hopes up!

  • One is simply named "ooh.au": https://web.archive....80/sound/ooh.au

    Unsurprisingly, it's Duke saying "Ooh!". Not that remarkable, unfortunately, but this is not the same "Ooh!" from him saying "Ooh, I needed that!" or "Ooh! That's gotta hurt!"

  • The other is slightly more interesting, "letsrock1.au": https://web.archive....nd/letsrock1.au

    It's Duke saying "Let's rock!" with a repeated echo. This is not the same "Let's rock!" used at the skill menu, and the seemingly peculiar echo seems like it was meant for the menu selection sound. You'll note that the filename here is letsrock1, while the line used in the game is LETSRK03, suggesting other takes we've never heard.

Both sounds can be found on this page: https://web.archive..../frame_3dr.html

And this segues into my next interesting discovery on the site. Each image here links to a Duke-related piece of audio, and apart from the aforementioned Duke lines, we can see that Bobby linked to myrtle.mid which we know didn't actually end up in Duke 3D but rather only in Xenophage. But even better than that, the page provides a whole backstory for the track explaining how that all came to be! And there are even more backstories for most of the tracks he made pages for on his site!

With that in mind, I have collected all of the midi pages on Bobby's site that present historical backgrounds (sans the Doom ones which can already be found here and here):

Duke Nukem 3D


Duke Nukem 2


Wolfenstein 3D


Commander Keen


Other Apogee games


Other games


If you want to listen to the midis themselves, go here and either sort type by audio or add ".mid" as a filter.

And a lot of these tidbits are already fairly well known, but I also recommend checking out Bobby's Little Known Facts page.

This post has been edited by Marphy Black: 21 February 2020 - 11:59 PM

5

User is online   oasiz 

  • Dr. Effector

#1370

I found out that Lameduke has a suicide function that if you mess with FILE_ID.DIZ, the game.exe will erase itself when it fails integrity checks.
This file can't also be edited, unless you open D3D.EXE and find the text content embedded in the executable and modify it there also.

Based on compiled files the game also internal definitions for some sounds that do not exist, along with copter/elevator movement sounds but these are not correctly defined and some names are garbled. Despite renaming files, I was unable to get these play in-game. References to KSM also exist, so it's likely that the game+engine might still be able to play those back somehow. Actually not, no KSM. Wrong notes to another file.

This post has been edited by oasiz: 09 March 2020 - 12:15 PM
Reason for edit: wrong exe file name

2

User is offline   Phredreeke 

#1371

 oasiz, on 09 March 2020 - 07:33 AM, said:

I found out that Lameduke has a suicide function that if you mess with FILE_ID.DIZ, the game.exe will erase itself when it fails integrity checks.
This file can't also be edited, unless you open GAME.EXE and find the text content embedded in the executable and modify it there also.


Didn't Blake Stone also do this?
1

User is offline   MrFlibble 

#1372

 Phredreeke, on 09 March 2020 - 07:38 AM, said:

Didn't Blake Stone also do this?

I also remember reading about this type of copy protection, maybe even for other Apogee games. The FILE_ID.DIZ of the registered version would say something like "This is the registered version, do not distribute, and notify sysop if found on a public FTP", and the game would not run if the text was altered or removed altogether. Actually a good way of preserving integrity of distributions and discouraging tampering, even if the game is not commercial.
2

User is offline   necroslut 

#1373

 MrFlibble, on 13 March 2020 - 02:17 AM, said:

I also remember reading about this type of copy protection, maybe even for other Apogee games. The FILE_ID.DIZ of the registered version would say something like "This is the registered version, do not distribute, and notify sysop if found on a public FTP", and the game would not run if the text was altered or removed altogether. Actually a good way of preserving integrity of distributions and discouraging tampering, even if the game is not commercial.

I'm quite sure Duke II did this. Interceptor broke the Steam version with one of their updates by "accidentally" removing the file_id.diz.
1

User is online   oasiz 

  • Dr. Effector

#1374

Decided to do a video that kind of shows the build engine looking up/down in a nutshell for those who are curious.


14

User is offline   nukemania 

#1375

Listen from 1:50 here on Mark Knight's Chaingun in My Hands (Total Meltdown E3M1, E4M7):



On a Japan PS1 demo disc, from 2:23:



Is it just a shared sound sample, or?

This post has been edited by nukemania: 13 April 2020 - 07:44 PM

1

User is offline   Darkus 

#1376

Another movie reference? I would say yes:

Posted Image Posted Image
8

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1377

IMHO a bit too generic, probably something made up
0

User is offline   Phredreeke 

#1378

In Warp Factor there's a bunch of porn mags in the really ready room. One is unique in that it has the palette set to 22 (not used elsewhere AFAIK) but the sector's palette overrides it.

In Life's a Beach's The Wavemistress there's a liztroop with the palette set to 10, but the sprite used by the expansion makes it hard to tell.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1379

Odd palettes are quite common. The strangest one is the respawning Newbeasts with pal 14 at the end of Area 51.
0

User is offline   necroslut 

#1380

 Fox, on 18 April 2020 - 04:02 PM, said:

IMHO a bit too generic, probably something made up

Especially as the poster exists in LameDuke already but with different (alien) text. Still, Fright Night was hardly an obscure movie at the time, so who knows.
0

User is offline   Darkus 

#1381

After seeing the threads 'running EDuke in 320x200' and 'how things have changed' I got the idea to see the differences between DOS and EDuke using 320x200; I taken screenshots of the start from E1L1 with DOS 1.3D, Atomic Edition and the recent EDuke32 and made an animated gif.

The only difference between 1.3D and 1.5 is just the slope texture being shifted to some pixels (I verified both map versions). In EDuke32, the slopes are being more 'wavy' than original version. There's more, see:

Posted Image
3

User is offline   Radar 

  • King of SOVL

#1382

Does anyone know why the viewing angle in EDuke32 is slightly shifted compared to DOS?
0

User is offline   necroslut 

#1383

 Darkus, on 05 May 2020 - 12:23 PM, said:

The only difference between 1.3D and 1.5 is just the slope texture being shifted to some pixels (I verified both map versions). In EDuke32, the slopes are being more 'wavy' than original version. There's more, see:

Interesting I had actually just recently noted that slope textures looked "wobbly" – especially noticeable when crouchwalking – but I assumed it had always looked like that and I just hadn't picked up on it.
0

User is offline   mxrtxn 

#1384

Someone mentioned a japanese trailer of Duke, here´s what I found in youtube:


1

User is offline   NNC 

#1385

 Darkus, on 18 April 2020 - 12:24 PM, said:

Another movie reference? I would say yes:

Posted Image Posted Image


Was this sprite originally intended to be used in E1L1?
0

User is offline   necroslut 

#1386

 The Watchtower, on 27 May 2020 - 12:52 AM, said:

Was this sprite originally intended to be used in E1L1?

It was found on the cinema in LameDuke, before it was turned into E1L1. Though at that time it didn't say "Byte Nyte" but had some japanese-looking (or possibly alien) text on it.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1387

 necroslut, on 27 May 2020 - 06:21 AM, said:

It was found on the cinema in LameDuke, before it was turned into E1L1. Though at that time it didn't say "Byte Nyte" but had some japanese-looking (or possibly alien) text on it.

Posted Image

That's not Japanese

Unless it's "Ѵι·πУ", then it's probably a made-up language
0

User is offline   necroslut 

#1388

 necroslut, on 27 May 2020 - 06:21 AM, said:

japanese-looking

 Fox, on 27 May 2020 - 10:21 AM, said:

That's not Japanese

It's obviously not actual japanese, but I assume it's meant to look vaguely asian, considering an alien movie poster in a regular theatre makes little sense.
0

#1389

So here's something odd I never noticed before today: Pigcops are completely unable to open doors, as they never call the `operate` command.

Furthermore, sentry drones can open doors, but it's placed in an `ifrnd 1` block so they effectively never do it. The same applies to newbeast actors.
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1390

If they are running ifrnd 1 constantly, that would return true every 4 seconds or so.
0

#1391

 Fox, on 05 June 2020 - 03:12 PM, said:

If they are running ifrnd 1 constantly, that would return true every 4 seconds or so.


Actually true, I was expecting it to be more rare since they tend to back away from the player, but it does occur.

This post has been edited by Doom64hunter: 07 June 2020 - 01:26 AM

0

User is offline   dnskill 

  • Honored Donor

#1392

I don't think I've seen this before:
Spoiler

2

User is offline   Sanek 

#1393

Haha, check this Duke Nukem down here:

Attached Image: 9288_5e0d5218caae5.png

Do you know where it comes from? :)
0

User is offline   MrFlibble 

#1394

No, but you're going to tell us, right?

And since you mentioned this game, whatever it is, there's also this.
1

User is offline   Sanek 

#1395

 MrFlibble, on 27 September 2020 - 12:07 PM, said:

No, but you're going to tell us, right?


Right...I just wanted to play and see if you know. ;)


If you really want to know it right now, it's a 1994 game called "Chaos" by "Idee Software".


As for the game you mentioned... goodness gracious :)
0

User is offline   MetHy 

#1396

Anyone has more Build engine and Build engine related (console ports etc) ads?

Here is what I got

Spoiler

5

#1397

There's an interesting tidbit about Duke 3D's development in https://joesiegler.b...of-apogee-3dr/.

Quote

One of the earliest builds had a final boss battle with Dr Proton on the top of a tower, a very thin tower, and that was your big battle. If you fell off the tower, you’d fall to your death, and since it was a very tall tower, we had this big scream that Duke let out. That was my only attempt at doing a voice for Duke Nukem 3D before we moved on to Jon St. John. I wish I still had build of that, as it was something I would replay a lot. Not just because my voice was there, but I thought it was funny having Duke flail down the side of the building. Made me laugh.


LameDuke's L8 features a very similar area and tall tower to fall from, so it's likely he's talking about that map in particular. If that's true, then that means Dr. Proton was meant to control the ship in L8 and Duke was supposed to scream as he fell to his death in this map. What's interesting is that the latter does not happen in LameDuke, suggesting this appeared in a later build and that L8 was worked on past LameDuke. How later, I have no idea.

Siegler also mentions Duke flailing down the side of a building. That's unusual terminology since you never see Duke flail while falling anywhere in LD nor the final game. Was there a graphical representation of Duke falling at one point?
7

User is offline   Lunick 

#1398

 MYHOUSE.MAP, on 02 November 2020 - 05:36 PM, said:

Siegler also mentions Duke flailing down the side of a building. That's unusual terminology since you never see Duke flail while falling anywhere in LD nor the final game. Was there a graphical representation of Duke falling at one point?


You mean this?
Posted Image
Posted Image
2

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