
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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: 118
#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
#1500 Posted 17 July 2023 - 12:42 PM

#1501 Posted 17 July 2023 - 10:43 PM
#1502 Posted 18 July 2023 - 01:00 AM
DNSKILL5, on 17 July 2023 - 10:43 PM, said:
I feel like he's really just talking about all the various trains in and around the space maps there. Technically speaking, the released game is full of vehicles, it's not even a stretch.
This post has been edited by ck3D: 18 July 2023 - 01:03 AM
#1503 Posted 18 July 2023 - 05:33 AM
ck3D, on 13 July 2023 - 01:30 PM, said:
Didn't know the Shrinker/Expander term already was coined so early, that's a bit unexpected.
Nice buggy statusbar here too.
Fox: Heatseeking one persisted until september it seems, that .909 video has a heatseeking mode still for it.
#1504 Posted 18 July 2023 - 09:12 AM
ck3D, on 18 July 2023 - 01:00 AM, said:
Yeah, that makes sense.
#1505 Posted 28 July 2023 - 04:54 PM
This post has been edited by ck3D: 28 July 2023 - 04:55 PM
#1506 Posted 18 August 2023 - 08:15 AM

Start used to have two twin consoles that would play the 'lunar attack forces defeated' and 'Duke Nukem must die' alien voicelines.
This post has been edited by ck3D: 18 August 2023 - 08:18 AM
#1507 Posted 23 August 2023 - 09:02 PM
Sewer.map: March 12th, 1998
Sweeney.map: March 15th, 1998
Cigam and Chuckles: December 24th, 1998, as part of a Christmas special Dukeworld was running
There's no way to directly link to the news posts for them, so you'll have to go to the links I provided and search for the dates given for each map to see the news announcements for them.
#1508 Posted 22 September 2023 - 04:04 PM
#1509 Posted 14 October 2023 - 05:12 PM
Player Lin, on 07 February 2014 - 01:11 PM, said:
This version had 2 new features added, some map fixes and something I don't know and...NO, THIS VERSION STILL HARD AS FU*K...

Warning : Warez in spoiler...check for your own risk.

0. This version only updated 4 files, it looks like the patch was came with 2 EXE (PATCH75.EXE and PATCHL1A.EXE) and 1 BAT(PATCH.BAT)...
The batch file will delete A, M, T - the 3 L?ART000.DAT files, then run the PATCH75.EXE to create the patched ones, and then run PATCHL1A.EXE to patch L1ART000.DAT...
(Sadly, it looks like patch L1ART000.DAT will changed the timestamp so its time of last change doesn't really the actual date, more like when it was made for the shovelware...)
Other files didn't changed at all...you can check yourself.
1. Oh, now we have the crosshair, thank god...

Well, it helps but still, the game has no autoaim so......

2. A fucking Automap, well, it looks so shitty... and more like the BUILD editor but missing status messages, and it doesn't draw the map if you're moving when automap activated, you have close then re-open it...

Oh, you can use Kp-Enter to activate or deactivate it.
Also, you can open Main Menu in automap, but it will cause display glitch...

It looks like the in-game texts still draw when automap activated...
3. Your screen will go dark and more if your health goes very low, which is very annoying...get killed so often when I'm low of health and can't even see shit...(It should be exist on original version I guess)

4. For some reasons in this version, when I mess around in Setup.exe, I found SB, SB Pro, SB 16 and Adlib setting for Music are doesn't works on my end, give me FM chip ERROR when run the game, but the Sound are fine, I used MIDI for Music and it works...whatever...
Well, it looks like I totally sucked at this shitty game... I use a cheating program to locked the goddamn health value(if you want to know what's the max health...it's 160, and sometimes it only give 100 when you respawn...) to complete levels...

Might anyone have the Legend of Seven Paladins patch still or the Shovelware ISO the patch came from?
#1510 Posted 04 November 2023 - 02:18 PM
NY00123, on 08 July 2023 - 02:11 PM, said:
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.
...
This was also reproduced in NetDuke32 v1.2.1 while trying an old mod, DOOM Death Match Pack v2.3a, with the software renderer:
#1511 Posted 18 November 2023 - 06:01 AM
#1512 Posted 24 November 2023 - 06:36 PM
While randomly looking through some albums, I found this strange track in an obscure German metal band called Reactor, a song that was written entirely as a love letter to Duke Nukem 3D, consisting of basically nothing but references to level titles and what not. It's impressive how well they managed to link them together.
#1513 Posted 04 December 2023 - 01:47 PM

https://en.wikipedia...ca,_California)
This post has been edited by ck3D: 04 December 2023 - 01:51 PM
#1514 Posted 05 February 2024 - 02:03 PM
And the vibe of the RLD bar (obviously, contains NSFW):
#1515 Posted 10 February 2024 - 01:07 AM
This post has been edited by ck3D: 10 February 2024 - 01:07 AM
#1516 Posted 16 February 2024 - 01:45 PM
It's relatively known to most real fans (I believe the authoring template mentions it too), but the ending of that map is based on the fictional Château de Moulinsart which is the main recurring location in the bande dessinée series, The Adventures of Tintin: https://en.wikipedia...tures_of_Tintin

That comprises the general design but also some of the texturing choices that may feel odd at first, e.g.. the carpet as lawn which I'm convinced is trying to imitate Hergé's notorious plain color-based style.
The fictional château also dictates a lot of the interior designs, so if you grew up with the series like most 80's/90's kids did, it literally feels like playing inside the canonical location in every room you visit, which I guess probably gets completely lost as soon as you export the map overseas and the reference loses its remarkability:

Tintin's château also is based on a real life French one, Château de Cheverny which just so happens to be a few miles away from me, it just removes both side wings in order to make for the fictional design Pascal recreated 1:1 (fun fact, it also rinses everything it can out of the Tintin relationship, with omnipresent Tintin merch):

The car (a Citroën 15/6) also is from the series and can be seen in the classic L'Affaire Tournesol/The Calculus Affair:

This post has been edited by ck3D: 16 February 2024 - 02:20 PM
#1517 Posted 19 February 2024 - 06:16 AM
ck3D, on 16 February 2024 - 01:45 PM, said:
I really dunno where does the "carpet" thing comes from regarding that green texture, this is really just Gaussian noise on a green rectangle which was even used as grass in regular Duke (E1L2, but would also fit if used in E3L9 as a similar texture is used for the stadium pitch), so I wouldn't go as far as putting that on the inspiration to the comic art style, but rather as simply the most accurate texture choice available (didn't you also use this texture for hedges in some BR maps BTW?).
#1518 Posted 19 February 2024 - 06:44 AM
Side note but the Citroën actually plays a rather major role in the episode I posted, too; had completely forgotten it actually is this prominent in the story.
I've never used the carpet texture for grassy elements, I tend to hate that in general, closest thing I've done was the stadium texture as hedges in Duke Du Quatrain because it had the best patterns for my set-ups (the lines, to simulate relief on top, when the hedge sectors themselves are flat in order to save walls). It's true Pascal has used the plain green in different environments before but I think starting from Roch 4 onwards he started using it more exceptionally, I kind of suspect that was to make sure from now on the Château would remain special as the apex of the trend. To be honest it is pretty hard to think of a cooler justification for the choice.
People call it a carpet texture because it's right next to the red, blue and brown equivalents that are the same tile in different tones and more obviously represent carpet. Base maps using the green carpet as grass I always assumed were placeholder situations that were never addressed.
This post has been edited by ck3D: 19 February 2024 - 07:05 AM