
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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
#1440 Posted 20 August 2021 - 10:12 AM

#1441 Posted 24 October 2021 - 06:13 AM
https://web.archive....othersites.html
All created very early into the game, but perhaps some interesting user-made content can be found there.
#1442 Posted 24 October 2021 - 07:57 AM
Sanek, on 24 October 2021 - 06:13 AM, said:
https://web.archive....othersites.html
All created very early into the game, but perhaps some interesting user-made content can be found there.
All (or most) of the sub-links are dead. We are the only ones left... let's hold on tight
This post has been edited by FRVIND: 24 October 2021 - 07:58 AM
#1443 Posted 30 November 2021 - 12:31 AM
Quote
Not sure if this has been known before, but I for one find it pretty cool to know whose voice has been taunting me for the past 20+ years and telling me to "suck it down"

Attached File(s)
-
LEEMUSIC.TXT (1.51K)
Number of downloads: 424
#1444 Posted 30 November 2021 - 06:08 AM
Aleks, on 30 November 2021 - 12:31 AM, said:

Nice discovery! I certainly did not know that. Now imagine Lee saying the same line in his normal voice

Could be a part of a special sound mode, you know, like the original release of Command & Conquer included an alternate set of sound effects produced by someone at Westwood purely by imitating the sounds with their mouth.
#1445 Posted 08 December 2021 - 12:19 AM
https://github.com/v.../extras/RGAME.H Here is a direct link to one copy.
Header files themselves are quite useless but there are a few interesting things to note here that I haven't seen people really pick apart.
Firstly weapons:
#define KNEE_WEAPON 0 #define PISTOL_WEAPON 1 #define ELECTRO_WEAPON 2 #define RPG_WEAPON 3 #define CATAKILLER_WEAPON 4 #define SHRINKER_WEAPON 5 #define HANDBOMB_WEAPON 6 #define TRIPBOMB_WEAPON 7 #define HANDREMOTE_WEAPON 8
This is from a time when shotgun/ripper didn't exist and we had the electro weapon (one seen in LD and may demoreel)
While it's not officially mentioned in many places, Duke3D actually had some altfire capabilities for various weapons (as mentioned by TX).
You can actually see traces of this:
short ammo_count[MAX_WEAPONS][2];
In the final game you don't have a 2nd entry for each weapon's ammo counter.
When we start searching a bit more, you will realise that a lot of old screenshots have something such as 99-99 as the weapon count instead of 99/99.
But if you look even closer, you will find that some times these weapon counts can be something like 97-98 - this makes no sense for a max ammo counter to change between screenshots. Ammo was simply implied to max out at 99.
I think what you really see here is just primary/alternative ammo being displayed. Some times you also see this weird dot next to the ammo counter.
Also there is "gotweapon" but also "togweapon" -- toggle? Perhaps you had to pick them up too.
One thing to consider is that some shots have BLUE and RED variants for weapons, for example the flamer is seen with a blue and red light and the plasma/electro shoots with red in one of the screenshots.. Perhaps this was used as a motif for primary/alt?
This concept kinda supports the expander, where the crystal remains red. It could also be a default pal mockup from Build but it would indicate that base art had to initially be blue for this palswap stuff to work.
Oh and that weird dot around ammo counter in multiple shots is blue.
Few other interesting tidbits:
Player struct has alcohol_amount
Near the kill/secret counts you also have "squished"
There is a "harley_mode" in player struct -- TX mentioned some time ago that they experimented with a sideways bike ride thing (art ended up in E3L1's bar screen)
Also inspace() is mentioned as expected.
As Duke3D development was full of trial&error, the guys are known to do a lot of screenshot mockups so perhaps some of the speculation here is not fully accurate either (although it would indicate general direction).
Anyway, some trivia for today.
#1446 Posted 11 December 2021 - 11:04 AM
L1.MAP 5
L2.MAP 5
L3.MAP 5
L4.MAP 5
L5.MAP 5
L6.MAP 5
L7.MAP 5
L8.MAP 5
L9.MAP 4
M1.MAP 5
M2.MAP 5
M3.MAP 5
M4.MAP 5
M5.MAP 5
M6.MAP 5
M7.MAP 5
M8.MAP 4
N1.MAP 5
N2.MAP 5
N3.MAP 5
N4.MAP 5
N5.MAP 5
N6.MAP 5
N7.MAP 5
N8.MAP 5
O1.MAP 5
O2.MAP 5
O3.MAP 5
O4.MAP 5
War1.MAP 5
War2.MAP 5
#1447 Posted 29 December 2021 - 10:36 AM
edit - so apparently mortar behavior isn't handled by .con but that's just how the engine will dictate their knock-back (similarly to Pipebombs), in this case from another explosion nearby, according to Striker. Illusion still looks cool though.
This post has been edited by ck3D: 29 December 2021 - 10:59 AM
#1448 Posted 29 December 2021 - 12:58 PM
#1449 Posted 31 December 2021 - 09:08 PM
edit - lol, the Stadium talk was actually on this very page. I need sleep.
This post has been edited by ck3D: 31 December 2021 - 09:09 PM
#1450 Posted 01 January 2022 - 11:27 PM
It's concept art of Bombshell (and an unnamed bulldog!) for Duke Nukem Forever, I guess because he has sheets of original 3D Realms artwork just lying around for some reason. Anywho, of note is that this concept is by Chuck Jones and is dated 1996, making it one of the oldest pieces of media we have for DNF.
Not satisfied with Joe's angled handheld photography of a curled page, however, I've attempted to do my own perspective correction and cleanup of this artwork for easier and more pleasant viewing:

And just in case Imgur greatly compresses this PNG, I've also uploaded my cleaned up version to Google Drive for guaranteed preservation quality: https://drive.google...iew?usp=sharing
#1451 Posted 07 January 2022 - 12:25 PM
With all due respect to Chuck Jones, the original image looks almost like a caricature you'd find in the MAD Magazine. Maybe that was intentional though.
#1452 Posted 07 January 2022 - 01:30 PM
MrFlibble, on 07 January 2022 - 12:25 PM, said:
I think it looks like the style you would see in the Duke 3D graffiti sprites for some reason.
#1453 Posted 11 April 2022 - 05:36 PM
#1455 Posted 20 April 2022 - 06:19 PM
In the demo reel shared on YT of the 1995-05-09 beta you can see this security monitor screen, and here's what it likely looked like in art form:

TerminX shared this one here below which appears to be an updated version of what is seen in that beta:

Today, I was looking at my user guide manual and noticed something I hadn't noticed before (see it here).
This image in the manual appears to be this same exact tile, only it doesn't say POLARIS.
With the help of Hendricks226 and TerminX, TX shared the version that can be seen in the manual:

Not sure what MAGAWARD means. High Treason mentioned on Duke4 Discord that perhaps it is a reference to this and this.
This post has been edited by DNSKILL420: 20 April 2022 - 07:04 PM
#1456 Posted 21 April 2022 - 02:21 AM
Is this white on the borders come from file itself, or it's just the way it was cropped from source?
This monitor art can be easily redrawn from scratch though. Still, props to Voidpoint for sharing this! Wonder if we can see something more elaborate in the future.

#1457 Posted 12 May 2022 - 11:19 AM
#1458 Posted 20 May 2022 - 11:34 AM
Ghostwar, on 12 May 2022 - 11:19 AM, said:
One way I found to do this is with additive sector select, using the [ RALT ] and [ ' ] key, moving the editor camera into each TROR layer in the process and selecting the mass of sectors each time.
Then load another map and the selected sectors should transfer over.
#1459 Posted 09 June 2022 - 11:27 AM
This post has been edited by ck3D: 09 June 2022 - 12:03 PM
#1460 Posted 11 June 2022 - 11:30 AM

From the mapper's perspective, it's very easy to address the issue since locating then deleting the sprite(s, because sometimes it seems to be just one) successfully forever deletes the column. So this is not an issue I'm having. I'm just really curious as to what exactly could cause a sprite to do this and is it even possible to manipulate? Looks like a maskwall but isn't, acts solid like a white wall but isn't, seems to be one-way whenever the sprite is, tile of the sprite glitches out in funky ways (similar to floor-aligned sprites from a distance) with how close or far the player gets. I don't know much about cstats, maybe it's related? I assumed random corruption the first time it happened to me, but since then I've gotten this maybe half a dozen times on different maps (but all with the same background of having been made on the same outdated Mapster originally, then ported over to newer).
This post has been edited by ck3D: 11 June 2022 - 11:42 AM