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

User is online   Hendricks266 

  • Weaponized Autism

  #20

Speaking of DN2...

Posted Image

Ever remember seeing this? When you get to the first frame of the EP4 ending, you press a key and the screen seems to flash, then showing the supposed next frame. But this should have been shown. I extracted it directly out of the NUKEM2.CMP file.

There is a file called "help.mni" with text from lost cheats in it.

God_Mode_On

//SETCURRENTPAGE
//SHIFTWIN -3
//CENTERWINDOW 5 5 24
//SKLINE
//CWTEXT Tec mode ON.
//DELAY 30
//WAIT
//END

God_Mode_Off

//SETCURRENTPAGE
//SHIFTWIN -3
//CENTERWINDOW 5 5 24
//SKLINE
//CWTEXT Tec mode OFF.
//DELAY 30
//WAIT
//END





Weapon_Select

//FADEOUT
//LOADRAW MESSAGE.mni
//XYTEXT 1 2 óCHOOSE YOUR WEAPON
//XYTEXT 4 7 òDEFAULT
//XYTEXT 4 10 òBLUE LASERS
//XYTEXT 4 13 òROCKETS
//XYTEXT 4 16 òFLAME THROWER
//MENU 10

//PAGESSTART
//XYTEXT 4 7 ñDEFAULT
//XYTEXT 4 10 òBLUE LASERS
//XYTEXT 4 13 òROCKETS
//XYTEXT 4 16 òFLAME THROWER
//WAIT

//APAGE
//XYTEXT 4 7 òDEFAULT
//XYTEXT 4 10 ñBLUE LASERS
//XYTEXT 4 13 òROCKETS
//XYTEXT 4 16 òFLAME THROWER

//WAIT

//APAGE
//XYTEXT 4 7 òDEFAULT
//XYTEXT 4 10 òBLUE LASERS
//XYTEXT 4 13 ñROCKETS
//XYTEXT 4 16 òFLAME THROWER
//WAIT

//APAGE
//XYTEXT 4 7 òDEFAULT
//XYTEXT 4 10 òBLUE LASERS
//XYTEXT 4 13 òROCKETS
//XYTEXT 4 16 ñFLAME THROWER
//WAIT
//PAGESEND
//END

Warp

//FADEOUT
//LOADRAW MESSAGE.mni
//XYTEXT 8 2 ÷WARP MODE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS
//TOGGS 8 4 7 1 9 2 11 3 13 4
//MENU 11

//PAGESSTART
//XYTEXT 8 7 óVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS
//WAIT

//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 óVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//WAIT

//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 óVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS
//WAIT

//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 óVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS
//WAIT

//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 óL1òL2òL3òL4òL5òL6òL7òBOSS
//WAIT

//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1óL2òL3òL4òL5òL6òL7òBOSS
//WAIT



//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2óL3òL4òL5òL6òL7òBOSS
//WAIT



//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3óL4òL5òL6òL7òBOSS
//WAIT



//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4óL5òL6òL7òBOSS
//WAIT



//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5óL6òL7òBOSS
//WAIT



//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5òL6óL7òBOSS
//WAIT



//APAGE
//XYTEXT 8 7 òVOLUME 1
//XYTEXT 8 9 òVOLUME 2
//XYTEXT 8 11 òVOLUME 3
//XYTEXT 8 13 òVOLUME 4
//XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7óBOSS
//WAIT
//PAGESEND
//END


I also found the widely known beta text in text.mni.

Beta_Only

//FADEOUT
//LOADRAW MESSAGE.MNI
//XYTEXT 0 0 ï28100
//PAK
//XYTEXT 5 9  This is a BETA COPY of Duke
//XYTEXT 5 10  Nukem II. Do not distribute.
//XYTEXT 5 11  This game is work in progress
//XYTEXT 5 12  and should not be viewed
//XYTEXT 5 13  by anyone outside Apogee!
//XYTEXT 5 15  Please report any illegal
//XYTEXT 5 16  use to Apogee Software at
//XYTEXT 5 17  1-214-278-5655.
//FADEIN
//WAIT
//END


This post has been edited by Hendricks266: 06 October 2009 - 03:30 PM

1

#21

Oh bugger :facepalm: , I forgot about that, but I did see it when stripping the game down.
0

User is offline   Gambini 

#22

View PostTX, on Oct 5 2009, 10:27 PM, said:

Speaking of PowerSlave, the PC version used BUILD version 6 rather than BUILD version 7 as Duke, SW, Blood and everything else decent. Pity, as it's version 7 that added slopes and it's a game filled with pyramids.


That reminds me: Why Mapster32 is able to convert maps from Tekwar, Witchaven, Redneck Rampage (no convertion needed), SW and Powerslave but not Blood? It puts the ¨invalid map format¨ when i try to load one.
0

User is offline   TerminX 

  • el fundador

  #23

Blood maps use a custom "encrypted" map format with a bunch of extra data in it. I thought everyone knew this.
0

User is offline   Gambini 

#24

I didnt know that, but i knew it had to be something with their shitty unreleased code.
0

User is online   Hendricks266 

  • Weaponized Autism

  #25

It's not shitty, just unreleased. Matt Saettler actually has the source code, but he won't release it until he gets proper permission, with his career at risk.

That reminds me of another tidbit.
-----
The official BARF tool for extracting the contents of RFF files was specially made by Monolith to only extract certain files: the maps and half of the sound data. To get the voxels, all sound data, music, and a bunch of other files with unknown use, you have to use a tool like KBarf or the Transfusion project tools. They must have been copyright Nazis with all the stuff like that throughout Blood.

One thing I did like about Blood was that if you don't have the CD in, it will play the MIDIs. SW didn't.
0

User is offline   Chip 

#26

The only things I can think of are:

On Duke64, you can pick up an invisible plasma cell from within Duke Burger (the freezer room) - of course on the PC version that would have been freeze thrower ammo, I comment on this because Duke Burger was made into a secret level for E1 on the 64 (found on Gun crazy...aka Red light district) where there is no Plasma gun (the replacement of Freeze thrower) This sprite was not removed when moving over the map.

On pre 1.4 versions of Duke 3D, Pigcops would gain more HP when given a pal colour.

Duke Carribien has a non functional lowering door on one of the beach changing room / boxes on the first map when playing it on version 1.4+ whereas on lower versions it works fine.

There are a set of unused brown Pig tank sprites amongst the art, introduced in 1.4 and were quite likely to be the original Pig tank although I can't say.

The "ACTIVATED" and "DEACTIVATED" quotes are switched and as such turning off a convayorbelt causes the text "ACTIVATED" to be displayed.

This post has been edited by Chip: 07 October 2009 - 08:42 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#27

View PostChip, on Oct 7 2009, 01:34 PM, said:

On pre 1.4 versions of Duke 3D, Pigcops would gain more HP when given a pal colour.
I never heard of that. Are you sure? How much HP?
0

User is offline   Chip 

#28

I don't know how much since back then I didn't even know you could modify the game, but alls I remember was that it took 3 shotgun hits to kill them.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#29

There is no info in CON code. It could be hard-coded, but you can be confusing with some old mod. Anyway, 3 shotgun kills means probably 200.
0

#30

I remembered about the Duke 3D 0.99 Beta and how it defines it's level names in the .CON - You can tell what some of these levels were renamed to, but others I don't really remember being there. For some reason postal being in Episode 3 stands out as a big difference.

Of course, we know that the Episodes had different names as well. Ep.2 being Cosmic Wasteland and Ep.3 being Shut Down at Ground Zero.

definelevelname 0 0 E1L1.map 02:00 HOLLYWOOD HOLOCAUST
definelevelname 0 1 E1L2.map 01:40 MEAN STREETS
definelevelname 0 2 E1L3.map 02:45 DEATH ROW
definelevelname 0 3 E1L4.map 01:10 TOXIC BEACH HEAD
definelevelname 0 4 E1L5.map 01:40 INTO THE ABYSS
definelevelname 0 5 E1L6.map 02:10 BONUS LEVEL: SPACEPORT 2000
definelevelname 0 6 E1L7.map 01:50 BLANK
definelevelname 0 7 E1L8.map 01:15 BLANK


definelevelname 1 0 E2L1.map 00:00 MOONBASE 1
definelevelname 1 1 E2L2.map 00:00 MOONBASE 2
definelevelname 1 2 E2L3.map 00:00 MOONBASE 3
definelevelname 1 3 E2L4.map 00:00 SPACE STATION 1
definelevelname 1 4 E2L5.map 00:00 SPACE STATION 2
definelevelname 1 5 E2L6.map 00:00 POWER STATION
definelevelname 1 6 E2L7.map 00:00 BOSS 2
definelevelname 1 7 E2L8.map 00:00 SECRET 1
definelevelname 1 8 E2L9.map 00:00 SECRET 2

definelevelname 2 0 E3L1.map 00:00 APOGEE ARMS HOTEL
definelevelname 2 1 E3L2.map 00:00 S.P.E.R.M. BANK
definelevelname 2 2 E3L3.map 00:00 SEWAGE COMPANY
definelevelname 2 3 E3L4.map 00:00 THE SEWERS BELOW
definelevelname 2 4 E3L5.map 00:00 RTD SUBWAY
definelevelname 2 5 E3L6.map 00:00 POSTAL
definelevelname 2 6 E3L7.map 00:00 SANTA MONICA PIER
definelevelname 2 7 E3L8.map 00:00 ALIEN
definelevelname 2 8 E3L9.map 00:00 EXTRA 3 9

definelevelname 3 0 E4L1.map 00:00 GONETLEVEL 1
definelevelname 3 1 E4L2.map 00:00 GONETLEVEL 2
definelevelname 3 2 E4L3.map 00:00 GONETLEVEL 3
definelevelname 3 3 E4L4.map 00:00 GONETLEVEL 4
definelevelname 3 4 E4L5.map 00:00 GONETLEVEL 5
definelevelname 3 5 E4L6.map 00:00 GONETLEVEL 6
definelevelname 3 6 E4L7.map 00:00 GONETLEVEL 7
definelevelname 3 7 E4L8.map 00:00 GONETLEVEL 8
definelevelname 3 8 E4L9.map 00:00 USER FILE

2

User is offline   Jimmy 

  • Let's go Brandon!

#31

One could possibly assume Sewage Company is the unreleased Levelord Map "Sweeny", and The Sewers Below to be "Sewer". Just speculation however.

Another point of interest is that the first level of Zero Hour is called Mean Streets.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#32

Episode 1 didn't changed anything other than names.

Episode 2 is missing two levels. Since the space levels names are kinda generic, I don't see why suppose there is some kind of unreleased level there.

Episode 3 is more complicated.

S.P.E.R.M. BANK is Bank Roll, RTD Subway is Rabit Transit, that's ok.

I Suppose "ALIEN" is Stadium.

APOGEE ARMS HOTEL is Hotel Hell?

SEWAGE COMPANY and THE SEWERS BELOW are Seweeney and Sewer. Something to do with Flood Zone?

The only one that fit "POSTAL" is L.A. Rumble, because there are lot of maps in the office.

Is "3 9" some reference to a USA street or something?

"SANTA MONICA PIER"? A beach like map? Or this is Flood Zone?

Raw Meat, Movie Set, Fahrenheit. Are they all missing?
0

User is offline   Danukem 

  • Duke Plus Developer

#33

View PostIlovefoxes, on Oct 22 2009, 11:14 AM, said:

Is "3 9" some reference to a USA street or something?


More likely it was a temporary name given to the 9th level defined for episode 3 (3 9, get it?)
1

User is offline   SwissCm 

#34

View PostIlovefoxes, on Oct 23 2009, 04:14 AM, said:

The only one that fit "POSTAL" is L.A. Rumble, because there are lot of maps in the office.

Postal is most likely just E4L6 (Going Postal). A few of the Atomic Edition maps are made up from leftovers.
1

User is online   Hendricks266 

  • Weaponized Autism

  #35

Yes. There are portions from Derelict in LameDuke.
0

#36

Yes, as demonstrated at 4:58 in my video; http://www.youtube.c...h?v=oHeLVKwXbNE - I kind of liked the old design better.

I'm wondering if Santa Monica Pier was the level before Derelict, or another of the water related levels in Lameduke.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#37

Do you know that if you thrown a Pipebomb in space it will float?

Do you know that if you actually hit "Duke car" with a RPG it will be thrown back?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#38

Critical Mass level was changed in XBLA version. A way is closed in middle of the level, making it impossible to procede. Them they reutilized an multiplayer teleport to open after the passage is blocked.

Quote

Special Xbox 360 Cooperative Note:

When we were developing the Xbox LIVE Arcade version of Duke 3D, one of the things we looked at in detail was co-operative play. More specifically, whether or not the original level construction would leave you stuck with no way out. We spent a lot of time looking for this, and found only one place where this was possible. It was in Critical Mass with the spiral stairs shown here. During the normal single player path, going up the spiral staircase would cause them (and the room at the top) to collapse, leaving you with no way to get back. This is a non issue in single player, but in Co-Op play, we discovered a problem.

In Co-Op, if you got past the collapsing stairs, and then died, you would get taken back to the start of the level. The problem with that is that now the stairs are already collapsed, and you were stuck - there was no way to get past the stairs in Co-Op.

We examined the map data, and discovered that in Dukematch play, this map had special map data so that when the stairs were down, there was a way around. In Dukematch, there is a switch on the wall that was not there in single player or Co-Op originally which would open up a teleport and let you bypass the collapsed stairs. The decision was made to alter the original map data for this instance. We changed the map so that when you played Co-Op, this teleport was also available to you. It is NOT available in single player, and this is the only instance in the entire game when we went back and changed existing map structure for the Xbox LIVE Arcade version. Otherwise you'd get stuck.

Posted Image

0

User is online   Hendricks266 

  • Weaponized Autism

  #39

Has anyone been able to get into the XBLA data yet?
0

User is offline   NNC 

#40

Just had a thought about the 2nd Duke3d episode, when I watched the level names of the old beta con file.

It said the ep. started with 3 moonbase levels, then 2 space stations then a power station. I assume the power station is either Lunar Reactor or Warp Factor. This order doesn't make sense at first, but at second it can be close to some reality.

IMO Spaceport fits well as the 1st level of the episode. Then after reaching the transport, we travel to the Tiberius Station moonbase level. Then we got into Lunar Reactor and Dark Side. From Dark Side we teleport into an alien site, then into Occuppied Territory. After the Battlelord ending, we fall into the Overlord level. Fusion Station fits as a secret level, has no keycards etc., and can be reached from the well known area of Dark Side. Both level finish similarly, just that Dark Side is filled up with water.

It would make sense for several reasons:

1. The 7 AHB levels look very coherent, while the Levelord levels has an entire different atmosphere. The AHB levels consistently use the same door sounds, the same textures, while Incubator and Warp Factor are very different (actually these levels are coherent with each other too...)

2. I always thought the episode slowed down and got easier when I reached Tiberius Station. Fusion Station and esp. Occ. Territory were difficult levels and had pre-boss feeling. I felt that I started a new episode with Tib. Station.

3. There are no link between Warp Factor and Fusion Station. How did I get from that power bunker to a large alienated area?

My fictional order of E2 would be:

L1: Spaceport
L2: Tiberius Station
L3: Lunar Reactor
L4: Dark Side
Secret Level: Fusion Station
L5: Occuppied Territory
L6: Overlord

Just my 2 cents. <_<
1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#41

http://www.youtube.c...h?v=GUIx628Bxxw
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#42

Duke Nukem 3D is chock-full of unused textures and sprites... some of them are still coded into the game. The one that interests me most of all is the flamethrower pipe that comes out of the floor, like the one found in Rise Of The Triad. Then we all know about the "organic turret", which can be destroyed but does absolutely nothing (it reminds me of those annoying winged creatures in Time To Kill). Also, I get the impression from the enemies and the .CON definitions that DN3D was supposed to be a LOT like Duke Nukem II in structure and inventory.

I think the developers knew better than to put in a sewer level (part of me wishes they did, it would have fit really well with the theme of episode 1).

Not counting the Levelord's contributions, George Broussard apparently constructed E4L3, Shop 'n Bag. How that man could construct anything besides a deficit the size of Chicago is beyond me.
-1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#43

View PostThe Mighty Bison, on Mar 27 2010, 03:19 AM, said:

Not counting the Levelord's contributions, George Broussard apparently constructed E4L3, Shop 'n Bag. How that man could construct anything besides a deficit the size of Chicago is beyond me.

I still think it was all Levelord's work and none of George's, but thats just me.
0

User is offline   NNC 

#44

I think the most levelordish level of The Birth is XXX Stacy. Apparently, he said it was originally his work too, with the name "Stacy's XXX".

Also, anyone noticed the skill setting error in Sewer and Sweeney? I think those levels did use 5 skill settings like it was intended in the early stages of Duke. The Let's Rock skill can be played on Piece of Cake and such. Both maps have some minor bugs as well, like floating hydrant in Sewer, or incorrect tagging of ambient sound in Sweeney. You can also cheat if you jump down the vents, and can ignore the majority of the levels. Also one of the Octa's in Sweeney is flat. That underwater part look terrible anyway.
0

User is offline   SwissCm 

#45

View PostThe Mighty Bison, on Mar 27 2010, 12:19 AM, said:

Then we all know about the "organic turret", which can be destroyed but does absolutely nothing (it reminds me of those annoying winged creatures in Time To Kill). Also, I get the impression from the enemies and the .CON definitions that DN3D was supposed to be a LOT like Duke Nukem II in structure and inventory.

The organic turret actually kinda works with the 0.99 Beta. It spits the same stuff the lizman does.

View PostThe Mighty Bison, on Mar 27 2010, 12:19 AM, said:

I think the developers knew better than to put in a sewer level (part of me wishes they did, it would have fit really well with the theme of episode 1).

Well, 2 sewer levels (one complete and the other unfinished) were made by Levellord. They weren't too bad. He's released them so you can check them out if you want.
0

User is offline   NNC 

#46

Judging the level names of E3, the original order might have been:

Hotel Hell
Bank Roll (SPERM Bank is a lot cooler title)
Sweeney
Sewer
Rabid Transit
Going Postal
Babe Land (probably)
Overlord
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#47

View PostNancsi, on Mar 26 2010, 12:57 PM, said:

I think the most levelordish level of The Birth is XXX Stacy. Apparently, he said it was originally his work too, with the name "Stacy's XXX".

Also, anyone noticed the skill setting error in Sewer and Sweeney? I think those levels did use 5 skill settings like it was intended in the early stages of Duke. The Let's Rock skill can be played on Piece of Cake and such. Both maps have some minor bugs as well, like floating hydrant in Sewer, or incorrect tagging of ambient sound in Sweeney. You can also cheat if you jump down the vents, and can ignore the majority of the levels. Also one of the Octa's in Sweeney is flat. That underwater part look terrible anyway.
Well, yeah, Sewer use 4th skill enemies (which does not exist in version 1.3)
0

User is offline   Marcos 

#48

http://www.youtube.com/watchv=22JLLVaFI9Q&...feature=related
I've been working on this mod since last year!!
http://img169.images....php?g=odn1.png
http://img683.images....us/i/odn2.png/
http://img169.images....us/i/odn1.png/
0

User is offline   NNC 

#49

View PostFox, on Mar 27 2010, 03:16 PM, said:

Well, yeah, Sewer use 4th skill enemies (which does not exist in version 1.3)


Another thing I noticed that both maps use only 4 types of monsters (well, Sweeney has 2 commanders at the end). Possibly at this stage when the maps were abandoned, other enemies haven't created yet. Octabrains are really overused in Sweeney, while Pigs were overused in the upper part of Sewer. I always thought it would be great if LL make an updated version about the maps, I will contact him in the near future about it, maybe he can find some time to it. <_<
0

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