The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1412 Posted 20 November 2020 - 07:06 AM
#1413 Posted 25 November 2020 - 08:38 AM
MetHy, on 30 September 2020 - 12:26 AM, said:
Here is what I got
Couple more ads but all I got are lousy ebay pictures and not proper scans
Gotta love the bullet points on the 2nd one
#1414 Posted 30 March 2021 - 04:16 AM
It's documented already but I don't see places mentioning the side effect seen in the 95 videos, which is that it can control rotating lights when in sealing mode.
This is meant to be combined with the vacuum fx, both of these effects already exist in LD but they weren't combined at that point yet.
#1415 Posted 02 May 2021 - 05:24 PM
#1416 Posted 07 May 2021 - 11:19 AM
#1417 Posted 07 May 2021 - 04:09 PM
Top is from the beta, bottom is from the final game. Seems you're right about it being the same sample, but the final version has not only a different sample rate, but it seems to be edited in general to be shorter in length overall. Less sounds coming towards the end of the audio.
#1418 Posted 09 May 2021 - 03:02 AM
This post has been edited by ck3D: 09 May 2021 - 03:04 AM
#1419 Posted 09 May 2021 - 03:29 AM
ck3D, on 09 May 2021 - 03:02 AM, said:
Hmmm just checked these tunnels in Dark Side out of curiosity in Mapster and there isn't any texture 0 there - maybe the guy was just using some bugged out version of the map/missed some arts/renderer problems?
#1420 Posted 09 May 2021 - 03:31 AM
Aleks, on 09 May 2021 - 03:29 AM, said:
That's so weird! From what I gathered, he was using basic ass Megaton. Everything else in his playthrough of the entire episode (and of the game from what I've watched thus far) looked fine to me.
This post has been edited by ck3D: 09 May 2021 - 03:32 AM
#1421 Posted 09 May 2021 - 12:10 PM
It seems it can happen in DOS Atomic, WT, Total Meltdown, and Megaton. It looks the way it should on N64 and through EDuke32. The Saturn version replaces this area with teleporters.
So I wonder if it happens in V1.3D?
The weird thing is some videos showing this level on youtube using these various versions (excluding N64 and Saturn), some show the right tile while others don't.. so wtf is the deal here?!! Is it a bug? Sometimes happens and sometimes doesn't? Regional GRP difference? IDK.
This post has been edited by Gerolf: 09 May 2021 - 12:38 PM
#1422 Posted 09 May 2021 - 12:38 PM
Still, at least I have another spot to look at now, though it's weird that it happens on multiple walls at once. It's also interesting that they're window/forcefield walls, because the one outside the crater airlock that seems most prone to it used to be a window at one time in development.
#1423 Posted 09 May 2021 - 01:24 PM
#1424 Posted 10 May 2021 - 01:17 PM
I tried blowing it with rockets and I tried checking by blowing the reactor to see it it triggers it (as these have a tendency to trigger more than needed) but no luck. I even tried tagging the BIGFORCE to be disabled but it didn't throw me tile0.
Duke code has some remnants that apply to BIGFORCE specifically, like the vacuum shield windows, which actually let you destroy the force field!
Curiously the other end of these forcefield things do have tilenum0.
I wonder if something is simply triggering the "channel 0" of these shields and things go haywire?
Just pure speculation at this point.
#1425 Posted 10 May 2021 - 08:58 PM
Rockets don't work, nor do drone explosions (I've no idea why those would be different aside from, maybe, the owner value or something). Reactors, yeah, I had issues when using them in maps - I know I have a map out there with some weird tags going on to work around a reactor mysteriously setting off every explosion in said level - and I'd almost wondered about really obscure things like the reactor's explosions 'hitting' the forcefield windows behind it.
Not really related, but I once had items in a map move towards a single point like the vacuum effect and could never figure out how or why it happened. Unfortunately I think the grainy recording of it was lost around 2007 to drive failures and I feel more like that was corruption of memory, as I don't think the effect itself is in the game's code any more.
I do think tag 0 likely has something to do with it, somewhere, but can't really rule out other things, like the wall array being corrupted somewhere.
This post has been edited by High Treason: 10 May 2021 - 08:59 PM
#1426 Posted 11 May 2021 - 12:18 AM
This post has been edited by ck3D: 11 May 2021 - 03:27 AM
#1427 Posted 14 May 2021 - 01:37 PM
It's likely well known by now that hlminhal and hlmexhal have been found in Duke Nukem Total Meltdown's sound data. They were used for the airtank likely when it had the goggles (before V0.99), and it would've likely interchanged between the two sounds for as long as Duke had the item activated. It could've also been for the spacesuit.
Quote
definesound DUKE_EXHALING hlmexhal.voc 0 0 255 4 0
Comparing the technical parameters of those, as well as practically every Duke (himself) sound's technical parameters, plus the obvious hint here with it being included in "Duke Movement Sounds", we can infer that this is an unused Duke line:
Quote
Perhaps this was a nod towards ROTT, as one of the character's says "Yes!" when certain things take place in the game. Since there's a few others like DUKE_PASSWIND, DUKE_GLAD, DUKE_HEHE, and DUKE_SHUCK, we can assume these are also unused Duke lines, but these are not defined, only labeled, so I can't compare the bit parameters. PASSWIND is obviously meant to be a fart or a reaction to such a thing. No idea what the others could be, but my guess is HEHE and SHUCK could've been taunts, while GLAD may have been a line used for something specific to a level or use of an item. There's another sound that has a definition but is missing the sound file:
Quote
The parameters are the same as the other GENERIC_AMBIENCE sounds that are Duke lines (as well as most of his other sounds). So this is likely also another cut line.
If vpiss2.voc is an unused Duke sound, then that would mean there are 8 cut Duke related sounds that are mentioned in the CON files, and they existed in V0.99 and onward. If we include the 2 sounds that were removed after V0.99 (think06.voc and seen01.voc), that would be 10 cut Duke sounds, 11 if you count the sound from the beta's RTS file that was replaced with Duke's scream in the final release.
With all that considered, and not including audio that exists in the GRP but is unreferenced/unused, I'd guess there's likely around 12-15 lines total that may have been cut from the game, but only 11 of them do we have any leftovers of. As I said, DUKE_BREATHING/DUKE_EXHALING have been found, and of course the beta contains 3 lines that were not found in later versions, but as for the rest - I don't think there's any sound files around for those. Maybe a few made their way into DNTM and DNZH, but I'm unsure.
This post has been edited by Gerolf: 14 May 2021 - 01:45 PM
#1428 Posted 14 May 2021 - 06:40 PM
#1429 Posted 14 May 2021 - 08:40 PM
ck3D, on 09 May 2021 - 03:02 AM, said:
That's a bug in older versions of Megaton.
IIRC for the widescreen tiles, they only changed their width in the code, not the ART. This would eventually lead to some memory corruption.
#1430 Posted 26 May 2021 - 05:12 PM
The top version of the map resembles this from V1.2:
Here's where things get interesting, the strategy guide says the following:
Quote
Thing is.. you cannot get the Cycloid Emperor to come near the bleachers in the final game, at all. He gets stuck on the edges of the field near the field goals. You can't get him to appear where he shows up in that photo seen in the guide. Other than that paragraph, the rest of the walkthrough sounds quite normal to what was in the final version of Stadium.
The author also wrote in the book he had been in contact with 3DR's in relation to DN3D since 1995. I don't find it strange that the guide could have some pre-release material, as it was likely being worked on between shareware and retail release, but I do find it to be interesting they made this change to this map so late.
This post has been edited by Gerolf: 26 May 2021 - 05:16 PM
#1431 Posted 27 May 2021 - 01:19 AM
This post has been edited by ck3D: 27 May 2021 - 01:24 AM
#1432 Posted 08 June 2021 - 01:44 PM
In the beta footage of DN3D that was of French origin, it shows the early version of Hollywood Holocaust with the green carpets. You can see this:
Obviously, this is an early version of the "Attack of the Bleach Blonde Biker Bimbos" poster, under a different title, "Debbie Does Duke".
It is also pretty obvious they were nodding to this porno film:
It also seems the artist was trying to somewhat emulate the poster as well, and this can still be seen in the final version of the poster despite the change in name.
#1433 Posted 08 June 2021 - 01:51 PM
Haha, the actress' names. Attack of the Bleached Blonde Biker Bambi. And you reckon Misty Winter was the beta for Nuclear?
"Paula Head" - goodness gracious. Vivid colors, oh I'm sure. Speaking of which, now I'm catching myself wondering if the red and black font on yellow background style of the E1L1 theater porch wouldn't have anything to do with this poster too, originally, although I'm surely looking too deeply into this.
This post has been edited by ck3D: 08 June 2021 - 01:58 PM
#1434 Posted 08 June 2021 - 04:02 PM
#1435 Posted 09 June 2021 - 08:59 AM
#1436 Posted 09 June 2021 - 05:53 PM
ck3D, on 27 May 2021 - 01:19 AM, said:
I finally decided to look more into this, and changed the lotags of the field to 3, so the Cycloid was able to get past the goal posts and near the bleachers, and I also was able to raise the bleachers and change the texture to match the strategy guide version. If that’s how Stadium was at one point, between the earthquake effects version and the final version, I think I can safely say this was changed because the Cycloid is more likely to kill himself before he ever kills Duke, because most of his rockets will just hit the bottom of the bleacher stand, hurting him in the process.
From my tinkering with E3L9:
Raising the bleachers but not changing the Lo-tags for the field makes little difference in how the map plays out, and this is exactly how the version in Total Meltdown plays for the most part.
Raising the bleachers and adjusting the Lo-tag so the Cycloid can reach beyond the field makes things too easy once the player reaches the bleachers, and changing the Lo-tag but keeping the bleachers flat seemed to mostly lead to this same outcome.
This post has been edited by Gerolf: 09 June 2021 - 06:10 PM
#1437 Posted 10 June 2021 - 05:54 AM
Either way I think that's an interesting example of an anti-pattern here - in order to compensate for relatively poorly coded boss behavior, the level designers had to dumb the map down to adapt the design around the mechanics, when in reality that should have never needed to happen in the first place had the code been a bit more refined originally. But I guess in a commercial product it sort of makes sense to reward the player with an easy, simple fight after they've ventured through the whole game painfully stocking up on ammo and items. The blimp sort of ruins that principle though, although I can see why its existence would be regarded as convenient upon the average player dying and needing to pistol start.
I just never really got the whole idea of the poorly coded bosses, to be honest. Out of all of them only the Battlelord is really properly coded complete with its mini counterpart, but it's also one of the most annoying of them bastards with that cheap high-rate hitscan weapon and only getting to meet those in 'vanilla' user maps with no .con hack gets stale real quick. The Overlord is great, but without even more advanced hacks it loses its most underrated forte - its melee attack combined with its speed. Cycloid is a toy and the Queen outside of water feels broken and besides spawning Newbeasts that pose no threat underwater it's essentially another barely moving target that can only really kill you by using time against you. The way I see it, bosses in a game should be one of the priorities, where in Duke 3D it really feels like they were designed for proper use in their original context in the base game levels where they all worked quite-to-very well, except as soon as you take them some place else the duct-tape that really holds them together becomes so apparent.
Also personally, I remember I thought the sloped bleachers in Duke 64 played different/amazing and added a lot of (or, well at least, some) depth to the fight. Completely changed your approach to diagonal strafing from up there when dodging the rockets and also enabled you to get height advantage even without a jetpack. But perhaps the alternate weaponry in that version (which I loved, by the way) especially played a role there, with the game's ultimate gun having a different pacing (long charge BFG-9000 type of weapon vs. constant DPS explosive type of weapon). The Cycloid model in Duke 64 was also a lot taller than its Duke 3D sprite counterpart IIRC.
This post has been edited by ck3D: 10 June 2021 - 05:57 AM
#1438 Posted 12 June 2021 - 09:22 AM
ck3D, on 10 June 2021 - 05:54 AM, said:
Behind the model the enemy is also 50% larger (repeat/clipdist).
#1439 Posted 07 August 2021 - 03:54 PM
Meanwhile, here is a bunch of boring prattling about walls in the game with an extra value of 0, far too long to post in the thread, as well as a link to download the script used to find them, or just read a pre-generated report of them. I have yet to run the script on LameDuke's levels, though it is known that they also feature this oddity, on account of that build of the game being from Version 5's time. In any case, this allows us to see where older and newer parts of affected levels might be and, in some cases, we have older shots or other findings to back this up. Only recommended if you're really, really bored or trying to cure insomnia.
This post has been edited by High Treason: 07 August 2021 - 04:02 PM