The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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
#1519 Posted 19 February 2024 - 09:07 AM
tile 1219 is carpet - it's with the other carpet textures
pascal would have used 1219 if it suited his artistic vision of keeping the ambiance pastel
This post has been edited by Forge: 19 February 2024 - 09:13 AM
#1520 Posted 19 February 2024 - 09:41 AM
In order to match Hergé's style it doesn't really matter the intended purpose of the tiles anyway really. The element to focus on is going for plain color (or as close as possible) instead of more detailed, richer patterns. I feel like Pascal aimed for something that would visually protrude as as clear cut as Hergé's strong lines and use of plain tones, and once you've recognized and seen it the place more obviously shows it's a bit of a departure from every location Pascal had designed thus far as pseudo-realistic (but since the attention to detail is just as meticulous, in the context of Build it comes out as coherent because presented on the exact same plane of fidelity as the rest). And whether or not he meant to do it, that's what he achieved.
Funnily enough the château itself (outdoors) is different because there I feel like it's obvious he used the real life counterpart to guide the texturing. Or maybe it's just the roof that's making me say that because in terms of actual detail, it's actually a bit of a mix.
This post has been edited by ck3D: 19 February 2024 - 09:55 AM
#1521 Posted 19 February 2024 - 09:55 AM
ck3D, on 19 February 2024 - 09:41 AM, said:
no, not really
803 has more shades of green and looks 'rougher', whereas 1812 is pretty flat and even.
803 would be closer to natural grass, 1812 is more like carpet or stadium astroturf (which is basically a carpet of fake grass)
the out of bounds area in e1l2 uses 1812 - i think they just tossed something green there and called it good, since the player really can't get back there or get a good look.
If you need a good example of 803 as grass, off the top of my head I would suggest the 1st couple D.C. maps. There are probably a few in the original episodes, but I can't think of one right off-hand. Maybe e3l1.
I don't think 803 would have fit pascal's intended purpose; even if it is the 'grass' texture.
This post has been edited by Forge: 19 February 2024 - 10:07 AM
#1522 Posted 19 February 2024 - 11:01 AM
IIRC Pascal didn't hesitate to use "plain" textures when needed by super-stretching them, something that Taivo appreciated and took a few steps further from him (also the plain blue sky in Roch maps).
#1523 Posted 19 February 2024 - 02:45 PM
You can tell Pascal was an architect, through and through. Thought only about 'the vision', the modernity and the wankery, but never once stopped to think of the people who had to walk around in the fucking thing he'd come up with. Sheer refined incompetence but with a thin veneer of grandeur. Still to this day one of the least enjoyable maps I've played and would be higher on the shit list if its successor wasn't several times more insufferable.
Liberties can definitely be taken with where a texture goes and in general, they should be, but sometimes it just doesn't work. This carpet still isn't anywhere near as awful as the broken glass floors that show up in Pascal's works repeatedly.
#1524 Posted 19 February 2024 - 05:05 PM
Maybe it's unclear what I find so intriguing about the mansion. I'm not trying to say Pascal tried to replicate the feel or look of the Tintin place, or even consciously to Hergé's style specifically (not trying to pretend I ever was in the guy's head). But the product ends up respecting the definition of ligne claire https://en.wikipedia...ki/Ligne_claire (at least as much as the base Duke 3D texture set reasonably will allow), or at least falling under it more than everything else around the level and most things Pascal would otherwise build. Whether intended or a consequence doesn't really matter. But it's interesting to point out because ligne claire almost resembles an architect's approach to depictional art/line work, it's a rather technical (suspended) illustration of shapes and motion all things considered and as such it's probably sensible around some Roch sceneries that never were ever meant to be Tintin or Hergé nods to a degree, might be a general mark of the style (which in turns solidifies the coherence of the château).
I had never realized the differences between both 'carpets' but maybe in subtle patterns of the grain without ever thinking much about it, that's crazy. Wonder if more discernable outside of the software renderer at my usual low res.
This post has been edited by ck3D: 19 February 2024 - 05:19 PM
#1525 Posted 19 February 2024 - 05:21 PM
High Treason, on 19 February 2024 - 02:45 PM, said:
i've misused and abused just about every wall, floor, and ceiling texture in the game, so i'm not the one to be throwing stones at anybody
#1526 Posted 20 February 2024 - 01:31 AM
ck3D, on 19 February 2024 - 05:05 PM, said:
I'd say ligne claire is a style that describes a lot of Roch maps, a style that despite all the details and intricacies/unconservative use of textures is still very clean and with clear visual breaks. The plain blue sky emphasising the contours of every shape is probably the biggest clue to it. I think this is especially strong in Roch 6 with the overpass and the horizontal signage on the road beneath it. Also just checked Roch 8 MSDN page and the 2nd screen is coincidentally stupidly similar to the picture in the Wiki article you posted about ligne claire: https://msdn.duke4.net/hotroch8.php
Speaking of weird uses of textures, ever since HRP I started to question how I perceived a lot of the textures myself. I think one of the more interesting is #243 and #392 - I've always seen this as wooden beams, but then realised it could as well be rusty corrugated metal sheet (actually same with #396, although here I'm now more convinced it's a corrugated metal sheet).
#1527 Posted 20 February 2024 - 09:42 AM
ck3D, on 05 February 2024 - 02:03 PM, said:
And the vibe of the RLD bar (obviously, contains NSFW):
Nope, it's based on the Mortal Kombat movie theme. TerminX talked about it on the Discord before, but in the betas, barmusic.voc was just a segment ripped directly from the Mortal Kombat theme.
#1528 Posted 20 February 2024 - 11:18 AM
Doom64hunter, on 20 February 2024 - 09:42 AM, said:
Had no idea, that's pretty cool but I don't see how that's mutually exclusive with the Bad Lieutnant scene/track when the time came to replace the placeholder. But I can hear the vibes now, funny how I had never caught that. I guess everyone has their own blatant misses, the last time I casually brought up how the Shop N Bag muzak was Grabbag (which I thought everyone de facto recognized) in the chat of one of Dan's streams, I saw two or three respected modders have an 'oh, shit' moment, I was never prepared. Did Lee Jackson make barmusic, it's possible he might read this, probably chuckle and confirm/infirm if he did.
This post has been edited by ck3D: 20 February 2024 - 11:20 AM
#1529 Posted 20 February 2024 - 11:29 AM
ck3D, on 20 February 2024 - 11:18 AM, said:
Yeah, it was Lee that did both BARMUSIC and 2BWILD.
#1530 Posted 20 February 2024 - 07:11 PM
SONGS.TXT said:
OTHER (DIGITIZED) MUSIC
-----------------------
BONUS.VOC - Huh Huh...You Said Bonus (LJ)
BARMUSIC.VOC - Mortail Wombat (LJ)
2BWILD.VOC - ...Or Not to be Wild (LJ)
WHISTLE.VOC - excerpt from Grabbag (LJ)
GRABBAG.VOC - Grabbag (reprise) (LJ)
MUZAK028.VOC - Grabbag (Muzak Version) (LJ)
MUZAKDIE.VOC - Grabbag (Muzak Death) (LJ)
The scene from Bad Lieutenant could have been aesthetic inspiration, or similar example of a broader trend. "Mortail Wombat" and the direct MK theme rip in the betas leaves no doubt about what the direct inspiration was.