The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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:
duke0000.png
duke0001.png
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
#1489 Posted 24 June 2023 - 05:50 PM
This post has been edited by VGames: 24 June 2023 - 05:53 PM
#1490 Posted 26 June 2023 - 03:14 PM
#1491 Posted 26 June 2023 - 04:36 PM
Fox, on 26 June 2023 - 03:14 PM, said:
Ok cool. Thanks for the response. I’m not gonna change the details of the app in its properties. I want it to say eduke 32 and all that in there. I just wanted to rename it and give it my own mods icon. Thanks again.
#1492 Posted 28 June 2023 - 09:52 PM
This post has been edited by ck3D: 28 June 2023 - 09:53 PM
#1493 Posted 28 June 2023 - 11:49 PM
#1494 Posted 29 June 2023 - 05:06 AM
ck3D, on 28 June 2023 - 09:52 PM, said:
Isn't it similar to RPVs getting stuck when having enemies directly below them?
#1495 Posted 30 June 2023 - 01:35 PM
Aleks, on 29 June 2023 - 05:06 AM, said:
In a way it is, but the RPV's just get stuck and that's just annoying if anything, whereas the crane has the practical function that it can carry Duke, and slimers are interesting because they can be spawned and they react to viewpoints (e.g. they'll crawl towards the security camera when observed through a screen), so maybe there's a far-fetched puzzle or six one could come up with involving those elements, I don't know. The snap back to the crane's anchor point whilst the player is being carried is pretty unique, too.
This post has been edited by ck3D: 30 June 2023 - 01:37 PM
#1496 Posted 04 July 2023 - 05:11 PM
Aleks, on 29 June 2023 - 05:06 AM, said:
Sounds more like a 2.5D collision problem
#1497 Posted 08 July 2023 - 02:11 PM
I reproduced this in a 2019-era map of mine. It's probably not surprising that I didn't observe this earlier, given that it's apparently most visible starting from an early 2022 build of EDuke32.
So, as should be known by now, the Build Engine's original software renderer has limitations when it comes to rendering walls whose tiles don't have power-of-2 heights in pixels, say 11 pixels.
But how may it look like across different renderers, or even just the software renderer with different revisions? I'll concentrate at the software renderer here.
See the given animation and reference map, using tile 799 with the height of 11 pixels (I originally used this tile for a stairway):
1. The first frame (an otherwise black-colored column having a somewhat brighter pixel on the bottom) matches EDuke32 SVN r8071 and earlier revisions, and also matches DOS v1.5.
2. The second one (all pixels being black-colored) matches SVN r8072, along with r9899-3b9f04270. At far as I can tell, it still matches Linux release builds of later revisions of EDuke32.
3. The third one (bright red-colored column) matches Linux debug builds (RELEASE=0 OPTLEVEL=0 in my case) of r9900-629b3f330 and later revisions.
For reference, the impacting commits are:
r8072 (SVN) - "Align cache1d memory blocks to system page size"
r9900-629b3f330 - "mimalloc: update to 6ead2840ec620f1fc06297c310c902e56835c0a7"
Attached File(s)
-
steptest.7z (194bytes)
Number of downloads: 64
#1498 Posted 13 July 2023 - 01:30 PM
Didn't know the Shrinker/Expander term already was coined so early, that's a bit unexpected.
This post has been edited by ck3D: 13 July 2023 - 01:33 PM
#1499 Posted 15 July 2023 - 01:11 PM
This post has been edited by DNSKILL5: 15 July 2023 - 01:12 PM