
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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this maybe half a dozen times on different maps (but all with the same background of having been made on the same outdated Mapster originally, then ported over to newer).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
#1461 Posted 09 July 2022 - 03:26 PM
Shaq Fu, on 09 October 2016 - 08:55 PM, said:
First off, as Shaq Fu posted about in 2016, E1L2 in v0.99 includes a section of the level that appears to be a concept for a more involved starting area for this level. It seems at some point the plan was to have Duke go down the elevator, but it would lead him to a parking garage. From, there, he would find armor in a storage closet and a switch near the garage doors to raise the garage doors with. He'd also have to deal with a pig cop and assault trooper in here.
From there, it seems the plan was to have this connect with the rest of the level, so you'd exit the garage with the erotica store to your left (to the right of this image below), and the rest of the level likely would've played out exactly the same.
Curiously, there is another small room that appears it would've been the inside of a building that would likely have gone off from an earth quake or some other sort of trigger and leave a hole in the wall for Duke to enter here. My best guess is it is meant to be part of the building that leads to the yellow access card door, sort of like in Nuclear Winter. It seems it is possible this could've been used to show a bunch of gibs flying out from an explosion, as I doubt the troopers inside would survive.
Furthermore, there is a secret Easter Egg found in v0.99 that was removed before v1.0 and you can see how to trigger it here. The way this worked was by using the security cam feature but disguising it as a magazine.
There's another unused room that appears like it too was some sort of page in a magazine, but there's nothing to trigger it. It could be just another Allen Blum hidden message sort of thing, or maybe it was initially a part of this same thing here.
Another cut "Easter Egg" is in the bathroom payphone booth, which played the sound PIGWRN.VOC instead of the dial-tone. You can see this here. This sound was also used for the ending to E1L2 in this beta before being replaced with !PIG.VOC in v1.0. This makes me wonder if PIGWRN was only used as a placeholder for the ending message, and was intended to be heard only through the phone, but ultimately went unused. I'm pretty sure it's saying "Prepare to die, human!" as pigs squeal in the background.
Oh, and in the Abyss in v0.99 there is a hidden message I just noticed:
It can be found in a tunnel area that is absent from the final version of the game near where the fire pit is, right before you jump down in there if you go the the left there's a small hole you can get into that leads into this tunnel. Without the goggles, it is pitch black, but you can peak into where the room with the octabrains and bloody hand switches are for the shrinker puzzle you need to do in order for the lava area to explode for you to get to the rest of the level.
This post has been edited by DNSKILL: 09 July 2022 - 05:18 PM
#1462 Posted 06 August 2022 - 04:55 AM
Typically SE17 transport elevators are documented as requiring HITAG 0 & HITAG 1 pairs for lower/higher floors.
While writing documentation for m32 scripts I found it strange that it's explicitly 0/1 and not simply "greater than zero / not zero" as this is not seen much in the code.
It turns out that if I modify _SE.MAP to have tags 665 and 666 it still works fine, hinting that It's just +1 that it cares about for a higher floor.
However If I copypaste the higher floor and shift it even higher and give it a 667, surprise surprise, it still works!
This means that the multi-floor capability for transport elevators is still in the game but with one limitation: You can't determine the direction when inside the elevator.
You can however call the elevator just fine on the top floor and have it reach you. As you use it, it will go lower and lower until you're at the bottom.
Digging through the code it seems that the function in question and it does have "WarpDir" quite well supported.
Slightly below you have the ST code itself that has two separate blocks "Player inside sector" and "Player outside sector".
When inside, it simply calls 1 or -1 depending on the current floor, however if you are outside it will keep climbing as long as the Z differs.
What's more, the RGAME.H I posted above has a player struct member "select_dir" which is possibly what was used to store this value, it's possible that the earlier code was as simple as looking at this value and picking 1 or -1 to pass for warpDir.
The "Outside of elevator" code could've been simpler already if it was just two floors so I think it was just quickly modified to remove the need for this variable.
Long story shorter:
- Warp elevator hitag doesn't have to be 0/1, just a sequence.
- Multiple floors are still supported just like lameduke
- Only the "pick a floor" functionality is broken when inside the elevator but otherwise it's all still there.
Maybe with some workarounds this could be made to work better?
#1463 Posted 14 August 2022 - 12:34 PM
This only changed one if statement to check for "SK_CROUCH" and removed one line of code after that.
The routine already does the checking of "Is anything really above/below" for you.
#1465 Posted 09 October 2022 - 06:37 PM
I can only seem to get it to spit out a line telling me it COULD give "requested item".
#1466 Posted 15 October 2022 - 01:28 AM
Shadow_Wulfe, on 09 October 2022 - 06:37 PM, said:
I can only seem to get it to spit out a line telling me it COULD give "requested item".
it takes either a tilenumber or the full name of the actor.
#1467 Posted 26 November 2022 - 09:57 AM
This post has been edited by The Watchtower: 26 November 2022 - 09:57 AM
#1468 Posted 26 November 2022 - 01:00 PM
Rarely an issue but it can cause interesting things with rotation sprites for example.
Try opening the map with script_expertmode 1 enabled and see if the disabled correction lets it remain "wrong"
#1469 Posted 27 November 2022 - 03:55 AM
oasiz, on 26 November 2022 - 01:00 PM, said:
Rarely an issue but it can cause interesting things with rotation sprites for example.
Try opening the map with script_expertmode 1 enabled and see if the disabled correction lets it remain "wrong"
Weird stuff. I checked some maps, and this autocorrection thing happens a few times. For example one pigcop respawn is modified from one sector to another in Hotel Hell too. How the engine do these things? How can it detect what's wrong and what isn't?
Also, what's this expertmode doing? What's the difference between it and normalmode?
This post has been edited by The Watchtower: 27 November 2022 - 03:56 AM
#1470 Posted 27 November 2022 - 08:44 AM
The Watchtower, on 27 November 2022 - 03:55 AM, said:
Also, what's this expertmode doing? What's the difference between it and normalmode?
Original Build didn't check if the sprites have "correct" sectnums, but then I don't think it was possible to purposely edit this and could only happen through a glitch I suppose. Mapster automatically fixes sectnums in "non-expert mode" (so that the sprite have the sectnum corresponding to their geometrical coordinates/physical location) and doesn't in expert mode, which can be used for various tricks. Also, expert mode allows for joining non-adjacent sectors, which was also possible casually in original Build.
#1471 Posted 18 February 2023 - 01:35 AM
Now I'm thinking again, basically all those red liztroop spawns in the game are "straight in your face" ones, where you can clearly see the same flashy animation that is also used by the red troop's teleport. For example in Hollywood, that weird respawn in the cinema chairs look like some kind of introduction for the red troop, similarly to the one at the backdoor. Then there is a second one from both routes in the main lobby before you can get the shotgun. I mean, the troop spawns in flashy style, and can use the same flash later on.
Similarly, the straight into your face respawn troops in Red Light District (in the bar shooting the girls), Death Row (in the church), Launch Facility (at the start), The Abyss (near at the end with the deep abyss), and several others in Incubator, Warp Factor do the same. The most common respawns are not straight into your face, and none one them are using palettes. I didn't check beyond mid-episode 2, I guess this whole concept had been lifted later on, but this is a trend that is not a coincidence.
This post has been edited by The Watchtower: 18 February 2023 - 01:37 AM
#1472 Posted 18 February 2023 - 08:08 AM
As for the Liztroop Captains, I would guess the opposite - RESPAWNs were already using the TRANSPORTERSTAR effect, and they added in the Captains after having the "in your face" spawns as a way to change up gameplay dynamically.
#1473 Posted 18 February 2023 - 10:33 PM
Reaper_Man, on 18 February 2023 - 08:08 AM, said:
Oh no way, so that explains the whole blue uniform in the base .art and editor, green uniform in the game pseudo-mystery. I'm trying to remember how the troopers looked in every possible port now, off the top of my head Duke Nukem 64 still had the blue ones even in game. Now I can imagine that they only gave the Liztroop base sprites a blue uniform so that it would be palette friendly and wonder if that means they ever actually had plans for the blue ones (or other colors), but realistically the green swap sounds more like a quick afterthought to help convey 'trooper' in the enemy's aesthetic (and also completely polarize them in reference to the red ones on the color wheel).
#1474 Posted 16 March 2023 - 05:02 AM
ck3D, on 18 February 2023 - 10:33 PM, said:
It was quite a widespread practice for sprites with swappable palettes to use some kind of default "neutral" colour in the data files, which might not coincide with any colour seen in-game for those sprites.
For example, in StarCraft the remappable areas of units and buildings are in gradients of some pink-purplish colour in the game data, which is never used in any player colour scheme.
In Red Alert, all units and structures have the gold colour in the game data, like GDI in C&C, even though this is not the default colour scheme for any side in the single-player campaign.
in Daggerfall, all player paperdoll clothes that have colour variations are blue in the game data (although that is one of the colours which appear in the game).
I also have a vague memory of some game where the remappable colour was a slightly lighter or darker version of one of the colours used in-game, but I cannot remember it right now.
#1475 Posted 16 March 2023 - 04:37 PM
[edit] wich i realise has no bearing on duke whatsoever... but anyway.
This post has been edited by jimbob: 16 March 2023 - 05:24 PM
#1476 Posted 03 April 2023 - 02:16 PM

#1477 Posted 05 April 2023 - 09:58 AM
#1478 Posted 01 May 2023 - 10:01 AM

Should be an Earthworm Jim inspired platform with "6 episodes, with over 20 levels, 6 bonus levels and 6 special levels and one supersecret".
#1479 Posted 02 May 2023 - 06:22 AM
#1480 Posted 01 June 2023 - 05:05 AM

Mind was blown but I do recall opening this wall before, maybe in one of my earliest playthroughs. Always went for the red door above because of the kills.
This post has been edited by Gargoyle: 01 June 2023 - 05:06 AM
#1482 Posted 02 June 2023 - 11:10 AM
#1483 Posted 02 June 2023 - 11:44 AM
The Watchtower, on 02 June 2023 - 11:10 AM, said:
Wow. While the shrinker in Warp Factor and expander ammo in Derelict were "always" quite obvious to me, I had no idea about the jetpack in Raw Meat, just checked and noticed it - incredible

#1484 Posted 02 June 2023 - 01:46 PM
#1485 Posted 04 June 2023 - 06:33 AM
Aleks, on 02 June 2023 - 11:44 AM, said:

The jetpack?


Which one?

Yeah I didn't know about either of them until I checked.
Another one I only found a few years ago was the freezer ammo with an atomic health and armor behind the fake walls in the center pool in E2L9.
#1486 Posted 04 June 2023 - 08:11 AM
Doom64hunter, on 04 June 2023 - 06:33 AM, said:


Which one?

Yeah I didn't know about either of them until I checked.
Another one I only found a few years ago was the freezer ammo with an atomic health and armor behind the fake walls in the center pool in E2L9.
I definitely meant the one from the first screenshot, which I only checked in Mapster yesterday. Not sure about the second one, but it's something I vaguely remember, so might have found it at some point.
#1487 Posted 04 June 2023 - 11:09 AM
Doom64hunter, on 04 June 2023 - 06:33 AM, said:
Another one learned from BMD which I totally forgot. Need to DM E3L1 more.
#1488 Posted 24 June 2023 - 03:27 AM
This post has been edited by ck3D: 24 June 2023 - 03:29 AM