
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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.
#1531 Posted 21 February 2024 - 01:05 AM
Misc knowledge so I don't go too far off-topic: Teleporters can be locked, which is documented in a few places. Water teleporters can also be locked, but only going down, which I discovered when I wanted water to rise up and not be submersible until after the rising. Quite surprised I haven't seen this done more often.
While probably not useful, GENERICPOLE is subject to multiplayer only palette rules like switches are, as is MUSICANDSFX. The last tile of the rotating red beacon light is tied to the destructible cameras flag, as it used to be CAMERAPOLE.
#1532 Posted 12 March 2024 - 04:26 AM
#1534 Posted 16 April 2024 - 09:28 AM
Crossing red sectors walls would be fine but I don't want the sound to pass through white sector walls into separate sectors even if the sound radius is wide enough.
#1535 Posted 16 April 2024 - 10:56 AM
Ghostwar, on 16 April 2024 - 09:28 AM, said:
Crossing red sectors walls would be fine but I don't want the sound to pass through white sector walls into separate sectors even if the sound radius is wide enough.
I don't think achieving what you're describing is possible without new code, but just in case some of the following helps or is compatible with what you're making:
- ambient sounds are responsive to ACTIVATORLOCKED (and the sector doesn't have to have another function to warrant it), that means they can be flexed around the progressive reveal(s) of this or that part of a level, however once 'unlocked' they won't stop playing even if triggered to 'lock' again (edit - according to High Treason, that limitation reportedly is modern port behavior);
- source of the sound is tied to the exact coords of the MUSIC&SFX sprite also as far as Z/height is concerned, so if the conditions allow the due degree of control you can place them on tiny sectors with SE31's and GPSPEED with the value of your choice for more or less pronounced fade in/out effects with every new trigger, and now that can be activated/deactivated at one's liking.
This post has been edited by ck3D: 16 April 2024 - 01:15 PM
#1536 Posted 16 April 2024 - 11:33 AM
ck3D, on 16 April 2024 - 10:56 AM, said:
- ambient sounds are responsive to ACTIVATORLOCKED (and the sector doesn't have to have another function to warrant it), that means they can be flexed around the progressive reveal(s) of this or that part of a level, however once 'unlocked' they won't stop playing even if triggered to lock' again;
- source of the sound is tied to the exact coords of the MUSIC&SFX sprite also as far as Z/height is concerned, so if the conditions allow the due degree of control you can place them on tiny sectors with SE31's and GPSPEED with the value of your choice for more or less pronounced fade in/out effects with every new trigger, and now that can be activated/deactivated at one's liking.
#1537 Posted 16 April 2024 - 12:14 PM
I've also explored the idea of placing several music sprites in an area and then reducing the radius of the sound so that it does not propagate through the walls, but what tends to happen when the sound circles overlap each other is the sound stops when Duke transitions into the radius of an adjacent sound circle.
Meanwhile, only using one music sprite is also problematic... for instance, to hear the gurgling water of a fountain in a rectangular room at the furthest ends of the room requires the radius to be set such that the circle reaches to those walls. But then the circle naturally extends outside of the rectangular room along the nearest walls. And if there are any adjacent rooms that the circle reaches into then the sound can be heard in there.
I'm surprised no one has added some new code to fix that yet considering how many maps have sectors that are either laterally close to each other or vertically close to each other.
#1538 Posted 16 April 2024 - 01:24 PM
I've edited my former post (while I still could) to specify that apparently the limitation on ACTIVATORLOCKEDs is modern port behavior, at least according to High Treason. Been a while since I last used DOS Build myself to test. EDIT - according to Aleks now, you CAN in fact turn the sound off that way in EDuke too, but only if the player is situated outside of the sound radius when they trigger that. So strange.
Not going to be very useful but sometimes you want sector over sector layers to place just the sound sources in, that you can then manipulate independently from the main level layer and the sounds will still be heard there depending on what you dictate 'under the hood'. So if anything, that's one forte of the behavior that you describe as problematic - it allows for a possible complete disconnection of the playable map from its soundscape, if that's someone's thing.
This post has been edited by ck3D: 16 April 2024 - 01:47 PM
#1539 Posted 16 April 2024 - 05:46 PM
This post has been edited by ck3D: 16 April 2024 - 06:04 PM
#1540 Posted 17 April 2024 - 10:46 AM

This post has been edited by NNC: 17 April 2024 - 10:53 AM
#1541 Posted 17 April 2024 - 10:58 AM
I'm wondering if the "Funny Boner" Comedy Club is just a weird little wordplay, because it sounds similar to "Unabomber".
#1542 Posted 17 April 2024 - 12:44 PM
Forge, on 19 May 2016 - 10:55 AM, said:
http://www.amcwebfor...hp?topic=8034.0
starting around page 3 is where a certain person starts having "issues" with the title.
AMC no longer exists


#1543 Posted 17 April 2024 - 03:33 PM
F!re-Fly, on 30 July 2019 - 03:51 AM, said:
The spanish translation is hilarious! In the part that says "The odds are a million-to-one" it says: "exterminate the odds is your mission" aparently the translator though the "Odds" was how the enemies were called.
Also "murky bodies of water" translates as: "bodies trapped in life" 😁
#1544 Posted 20 May 2024 - 09:55 AM
- Changing Shadow Warrior DOS v1.2's "AutoAim" setting was found to break demos recorded beforehand. My find dates back to April 2020, while I was checking demo compatibility in VoidSW. Truly, version 1.2 didn't come with its own bundled demos, but that's still a thing I can bring up.
- Duke Nukem 3D: Atomic Edition v1.5 has its own variation, as I've just realized. You can break demos by changing any of the values WeaponChoice0...WeaponChoice9. I simply tried reversing their order, and DEMO1.DMO broke. Although Duke didn't make direct use of the (differing) choice of weapon, that seemed to be sufficient for impacting random number generation.
#1545 Posted 24 May 2024 - 05:50 PM
#1546 Posted 17 June 2024 - 02:14 AM
Episode air date I think aligns with the Duke 3D dev cycle and so it's very probable that as a late addition to Stadium, the blimp (or at least its final DUF BEER branding) implies it's supposed to be Sideshow Bob's precisely.
EDIT - I had underestimated how popular the trope is throughout the show, so I'd mitigate that impression now since a Duff blimp can be seen in two more pre-Duke 3D release Simpsons episodes: https://simpsons.fan...wiki/Duff_Blimp still, the one from that episode seems most prominent/influential and contemporary (the former episodes featuring a Duff Beer blimp being as old as from 1992 and 1993; Sideshow Bob one is from late 1995) and also resonates with the nuclear weapon theming.
This post has been edited by ck3D: 17 June 2024 - 02:42 AM
#1547 Posted 06 November 2024 - 09:58 AM
#1548 Posted 06 November 2024 - 12:55 PM
Ghostwar, on 06 November 2024 - 09:58 AM, said:
I don't know, but there's a lot of really obscure keyboard combos that do things listed on this page:
https://wiki.eduke32...yboard_Commands
apparently F2 toggles the clipboard preview which is a big part of what you want - if you search the page for "toggle" there are other things you can turn off too