The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#183 Posted 27 May 2012 - 06:41 AM
High Treason, on 26 April 2012 - 03:41 PM, said:
- 2:05 - That Parallax Sky seems to be like a Day version of the LA one, I think we saw a bit of it in an old screenie. The level is clearly an earlier version of Red Light District which we've seen screenshots of, now we can see the layout much more clearly in the video. If you're quick, you can see the room Duke jumps out of (Blue key was here in final - looks like Duke has a red one) appears to continue through a doorway too so maybe there was more to this building before?
Come to think of it, I don't remember any daylight sky levels in the final version of Duke3D (the closest thing to it is the sunset sky in Rectricted Area). Am I right? If yes, any idea why such a preference for nighttime levels?
#184 Posted 27 May 2012 - 08:24 AM
The Nintendo 64 version has a day sky though.
#185 Posted 27 May 2012 - 09:39 AM
#186 Posted 27 May 2012 - 10:06 AM
As High Treason wrote, the first thing you looked for is a half decent sky texture for the daylight.
This post has been edited by Hank: 27 May 2012 - 10:11 AM
#187 Posted 27 May 2012 - 03:58 PM
High Treason, on 27 May 2012 - 08:24 AM, said:
The Nintendo 64 version has a day sky though.
#199 was also used in Total Meltdown level Nightmare Zone.
#188 Posted 28 May 2012 - 03:34 PM
Hank, on 27 May 2012 - 10:06 AM, said:
In fact, I was almost sure Raw Meat is in daylight for presumably the same reason. Outdoor areas that are well lit, and the night sky isn't immediately visible, produce the impression of daytime.
As for the N64 version, I guess they decided that a blue cloudless sky would be more realistic than a black starless sky. I think there's some internal limitation of the N64 version that does not allow normal sky textures. Oh, and BTW, I do like how there's an inaccessible area behind the Innocent sign in level 1 on N64. Makes the level feel more spacious somewhat
#189 Posted 28 May 2012 - 03:41 PM
#191 Posted 28 May 2012 - 04:41 PM
Who knows for sure.
#192 Posted 28 May 2012 - 06:00 PM
High Treason, on 28 May 2012 - 04:41 PM, said:
Who knows for sure.
I'd venture to say that was probably the case. Duke Nukem : Zero Hour would go on to have similar lighting effects after all.
#193 Posted 28 May 2012 - 07:06 PM
MrFlibble, on 28 May 2012 - 03:34 PM, said:
I once asked William Beacham (aka Bill Beacham) about it, and he answered that they did it because it looks better.
Also note that the gradient sky you see in the N64 version is also an image (tile #3979 in the Rom). So I am very sure they could have used a paralaxed sky if they wanted.
#194 Posted 28 May 2012 - 07:18 PM
#195 Posted 29 May 2012 - 01:05 AM
Micky C, on 28 May 2012 - 07:18 PM, said:
Even though all it did was reveal low res, shitty looking sky boxes.
It actually looked better at night. We saw what it looked like at night thanks to all the leaked stuff in 2009/2010.
#196 Posted 29 May 2012 - 09:50 AM
#197 Posted 29 May 2012 - 10:54 AM
#198 Posted 29 May 2012 - 11:42 AM
#199 Posted 29 May 2012 - 12:10 PM
Fox, on 28 May 2012 - 07:06 PM, said:
Also note that the gradient sky you see in the N64 version is also an image (tile #3979 in the Rom). So I am very sure they could have used a paralaxed sky if they wanted.
Ahh, I didn't know that. I think I've read in some FAQ (possibly at GameFAQs) that the lack of parallaxed skies in the N64 version was due to a technological limitation of the port's engine. Since it seemed a sound explanation to me, I never questioned it.
Today I've been looking through the pre-release shots from the official 3D Realms' preview packages for Duke3D, and what caught my attention is that even though in most of the old shots where the HUD has red lights/buttons on the sides those lights are "on", there's one shot where they're both "off", and another one where only one light is "on". Is there any reliable information as of what purpose did they actually serve? I almost thought that it could be some kind of damage direction indicator, or enemy indicator, but those are just wild (and probably incorrect) guesses.
#200 Posted 29 May 2012 - 11:14 PM
This post has been edited by Fox: 29 May 2012 - 11:16 PM
#201 Posted 31 May 2012 - 09:43 AM
Hendricks266, on 29 May 2012 - 10:54 AM, said:
http://ie.ign64.ign....0/150085p1.html
Quote
http://www.jonof.id....picseen#msg8123
Quote
#202 Posted 31 May 2012 - 11:13 AM
#203 Posted 01 June 2012 - 02:54 AM
We used Build to make the maps, yes. (We actually used it to make maps for Duke Nukem: Zero Hour too, although with custom functionality added by our coders).
This post has been edited by Fox: 01 June 2012 - 02:54 AM
#204 Posted 02 June 2012 - 07:54 AM
Fox, on 01 June 2012 - 02:54 AM, said:
We used Build to make the maps, yes. (We actually used it to make maps for Duke Nukem: Zero Hour too, although with custom functionality added by our coders).
So they converted the Build maps for use with the true 3D DN64 engine? Or was it already outfitted with the Build map format compatibility option?
#206 Posted 17 June 2012 - 01:00 PM
Also if you set the lo-tag of a switch to -1 it works as a Nukebutton, just like setting the lo-tag of the sector to -1 ends the level.
#207 Posted 23 June 2012 - 11:31 AM
Fox, on 17 June 2012 - 01:00 PM, said:
Also if you set the lo-tag of a switch to -1 it works as a Nukebutton, just like setting the lo-tag of the sector to -1 ends the level.
Huh, I never knew that. So all that time I was typing 65535, I could have typed -1?
That's pretty cool, actually. Allows for many different ways to end the level (as long as you make it obvious enough for the player to interact with something)
Something I always found interesting about the Mighty Foot are the changes it went through between various versions. In Duke 0.99 the quick kick lowered your current weapon to kick, taking extra time. But then in Duke 3D 1.3 they made it much, erm, quicker. So quick that if you have the kick selected and use the quick kick at the same time Duke will kick with both feet, and then later they finally fixed it so that only one foot would kick at a time.
It'd be interesting to know if they experimented with any other melee functionality after LameDuke but before 0.99. At one point it looks like the Pistol was going to have unlimited ammo, so perhaps not.
#208 Posted 23 June 2012 - 11:55 AM
#210 Posted 25 June 2012 - 07:09 AM
On a somewhat unrelated note, I remember there's a level in LameDuke where you can find the Sonic Resonator in a secret room but you can't pick it up.
This post has been edited by MrFlibble: 25 June 2012 - 07:10 AM
#211 Posted 25 June 2012 - 12:08 PM
Captain Awesome, on 24 June 2012 - 02:52 PM, said:
In some of the shots the pistol is selected when the Unlimited Ammo is highlighted.

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