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The Supreme Topic of Miscellaneous Knowledge  "Trivia, Research, etc."

User is offline   VGames 

  • Extra Crispy

#1489

Are we allowed to change the name of the Eduke32 executable and the icon When it’s included with a mod we’ve released?

This post has been edited by VGames: 24 June 2023 - 05:53 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1490

I don't think that's a problem, it's written everywhere it's Eduke32
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User is offline   VGames 

  • Extra Crispy

#1491

View PostFox, on 26 June 2023 - 03:14 PM, said:

I don't think that's a problem, it's written everywhere it's Eduke32


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.
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User is offline   ck3D 

#1492

One more recent small-time realization re: crane behavior: apparently having a Protozoid Slimer down on the ground in the crane's path below will block it and everytime it's hitting the enemy's space the crane will reset to its last visited point, if it's carrying the player they can get stuck on a loop for as long as the enemy doesn't move or isn't killed (but since the player can't aim whilst being carried, their only choice would be to drop a blind pipebomb). Maybe that's every enemy, maybe that's only in specific conditions, as far as I'm concerned it was the return trip of the crane which was getting interrupted (from 'point B'), from player perspective the snap back to the spot is so instant it could almost pass off as teleporting.

This post has been edited by ck3D: 28 June 2023 - 09:53 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1493

If I had to guess, the temp flags (aka htg_t) used by the crane target is shared with the slimer behavior which is hard-coded.
1

User is offline   Aleks 

#1494

View Postck3D, on 28 June 2023 - 09:52 PM, said:

One more recent small-time realization re: crane behavior: apparently having a Protozoid Slimer down on the ground in the crane's path below will block it and everytime it's hitting the enemy's space the crane will reset to its last visited point, if it's carrying the player they can get stuck on a loop for as long as the enemy doesn't move or isn't killed (but since the player can't aim whilst being carried, their only choice would be to drop a blind pipebomb). Maybe that's every enemy, maybe that's only in specific conditions, as far as I'm concerned it was the return trip of the crane which was getting interrupted (from 'point B'), from player perspective the snap back to the spot is so instant it could almost pass off as teleporting.

Isn't it similar to RPVs getting stuck when having enemies directly below them?
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User is offline   ck3D 

#1495

View PostAleks, on 29 June 2023 - 05:06 AM, said:

Isn't it similar to RPVs getting stuck when having enemies directly below them?


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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1496

View PostAleks, on 29 June 2023 - 05:06 AM, said:

Isn't it similar to RPVs getting stuck when having enemies directly below them?

Sounds more like a 2.5D collision problem
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User is offline   NY00123 

#1497

The following animation demonstrates behaviors that may greatly depend on internals of how a program runs, if not the environment.
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 thumbnail(s)

  • Attached Image: tile799glitch.gif

Attached File(s)


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User is offline   ck3D 

#1498

No idea how rare this may or may not be, but it just went up either way:



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

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User is offline   dnskill 

  • Honored Donor

#1499

This looks like the same version used in that British game show, but different footage entirely.

This post has been edited by DNSKILL5: 15 July 2023 - 01:12 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1500

The launcher behavior in the N64 version is way too much like that RPG, it's even heat-seeking

Posted Image
3

User is offline   dnskill 

  • Honored Donor

#1501

I also noticed the guy said he liked being able to blow stuff up and “get into vehicles”. Wonder if he was referring to a different game with that or if he saw something the footage doesn’t show.
0

User is offline   ck3D 

#1502

 DNSKILL5, on 17 July 2023 - 10:43 PM, said:

I also noticed the guy said he liked being able to blow stuff up and “get into vehicles”. Wonder if he was referring to a different game with that or if he saw something the footage doesn’t show.


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

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User is offline   oasiz 

  • Dr. Effector

#1503

 ck3D, on 13 July 2023 - 01:30 PM, said:

No idea how rare this may or may not be, but it just went up either way:



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.
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User is offline   dnskill 

  • Honored Donor

#1504

 ck3D, on 18 July 2023 - 01:00 AM, 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.

Yeah, that makes sense.
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User is offline   ck3D 

#1505

For the lack of a better place where to post this:



This post has been edited by ck3D: 28 July 2023 - 04:55 PM

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User is offline   ck3D 

#1506

Mindblowing Feb 1996 screenshot of Raw Meat TerminX just shared on Discord, from back when it was meant to be a DM map:

Posted Image

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

8

#1507

For anyone interested, I found the exact dates Sewer, Sweeney, Cigam, and Chuckles were released to the public. At least Sewer and Sweeney were originally Dukeworld exclusives.

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.
6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1508

Most (yes, the majority of them) of early city maps had parking lots, it's a shame they scrapped them, since they are so simple but help with the immersion.
0

User is offline   eisnerguy1 

#1509

View PostPlayer Lin, on 07 February 2014 - 01:11 PM, said:

OK, I don't know if someone still had interest about the "updated" version of Lof7P... I've found a copy of that thing(of course, it come from a shovelware disc with shitload of full version games, you know...), and it runs fine on my new system...

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... :D

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

Spoiler


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...

Posted Image

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

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...

Posted Image

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...

Posted Image

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)

Posted Image


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?
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User is offline   NY00123 

#1510

View PostNY00123, on 08 July 2023 - 02:11 PM, said:

The following animation demonstrates behaviors that may greatly depend on internals of how a program runs, if not the environment.
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:


0

User is offline   ck3D 

#1511

Video of Duke Nukem 3D receiving the best 1996 PC game (all genres) award by a French magazine in 1996, a (very) few seconds of beta footage at the very end:


4

#1512

Not sure if this is the right topic for it, but I didn't notice any "random Duke references" thread, so here it goes.

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.
1

User is offline   ck3D 

#1513

For the last few weeks on the Duke4 Discord I've been emitting and fueling the crackpot theory that maybe for a (possibly very) short while Santa Monica was the basic direction for the theme of episode 3 of Duke 3D (just like episode 1 starts in downtown L.A.), at first as a joke just extrapolating from how Flood Zone used to be called Santa Monica Pier, since it's relatively common knowledge that the levels we did get really are a mash-up of scrapped/Dukematch locations and so abstract and thus not supposedly coherent in theming. But I've kept conducting quick bits of research on the occasion in the context of working on my Shrapnel City remake, looking up real life locations that would be comparable to various areas around the levels and really have been keeping running into positive surprises and small traces that can't help but keep pseudo-confirming the idea to me, it's been a funny ride. List of findings would be too long (and mostly anecdotal or theoritical) to recap but this recent one hit especially hard: the whole of the episode 3 beige building texture set at least appears to come straight from Santa Monica's art déco-styled Clock Tower Building:

Posted Image

https://en.wikipedia...ca,_California)

This post has been edited by ck3D: 04 December 2023 - 01:51 PM

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User is offline   ck3D 

#1514

It's probably known to some but wasn't to me until I caught a post on the dukenukem Reddit by user Phobos_Anomaly today, but this is the original inspiration behind barmusic.voc:



And the vibe of the RLD bar (obviously, contains NSFW):


0

User is offline   ck3D 

#1515

https://en.wikipedia...i/L.A._Takedown it's 2024 and I can't believe I'm still putting two and two together when it comes to some indirect references like this.

This post has been edited by ck3D: 10 February 2024 - 01:07 AM

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User is offline   ck3D 

#1516

This pertains to Pascal Rouaud's user map, Roch 4. I just so happened to share the info somewhere and thought I'd copy paste it here for reference.

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



Posted Image

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:

Posted Image

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):

Posted Image

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

Posted Image



This post has been edited by ck3D: 16 February 2024 - 02:20 PM

7

User is offline   Aleks 

#1517

View Postck3D, on 16 February 2024 - 01:45 PM, said:

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.

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?).
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User is offline   ck3D 

#1518

In bande dessinée Hergé's trademark style was solid lines and plain colors, he's renowned for popularizing it (and commonly credited for inventing it) so I'm quite certain the nod is intended, when you look at the texturing and layout inside the mansion too (and are familiar with the series, author and their legacy) it's pretty obvious Pascal went for a stylistic recreation to me (and must have been guided by how it's usually described or defined); I also think he had some culture when it comes to art/pop art (there are traces of that around some of the levels), so I don't think it's a coincidence, that entire part is basically a Build interpretation of the singularities Hergé's touch is known for, and once you realize it's next level amazing. Probably explains why so many of Pascal's most hardcore fans are French too, I don't think it's nationalism (at least not always; would be stupid), they just perceive more subtle touches around the levels than most foreigners can without the references. The Château de Moulinsart has to be his biggest nod, too. I don't think the arch in Roch 7 ever was supposed to be the Parisian Arc De Triomphe for instance, looks closer to Bordeaux architecture and a couple of the levels are marked as being set in the city of Nantes, but I could never really find any matches for the locations on Google Maps (I've only tried a few times, but I've tried researching things from swimming pools that would be close to suspended highways, to bits of little wall sculpture detail like one can see near the doctor's house in Roch 3).

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

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