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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#200

An explanation to why they choose not to use the paralaxed sky is because N64 uses a true 3D rendered engine, just like Polymer. It's not impossible to render the paralaxed skies in a 3D engine, but it will never look perfect.

This post has been edited by Fox: 29 May 2012 - 11:16 PM

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User is offline   KareBear 

#201

View PostHendricks266, on 29 May 2012 - 10:54 AM, said:

No, Duke 64 definitely uses BUILD, but probably not the original classic renderer. Where did you find this information so it can be corrected?


http://ie.ign64.ign....0/150085p1.html

Quote

true 3D polygon engine


http://www.jonof.id....picseen#msg8123

Quote

The N64 port does not use the Build Engine. I was not involved with it.

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User is offline   Jimmy 

  • Let's go Brandon!

#202

I wouldn't be surprised if Zero Hour used the same engine as Duke64. I read something a while ago where someone said they hacked the BUILD editor for use in their engine.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#203

A while ago I asked William Beacham if they used Build editor for Duke Nukem 64, and this was his answer:

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

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User is offline   MrFlibble 

#204

View PostFox, on 01 June 2012 - 02:54 AM, said:

A while ago I asked William Beacham if they used Build editor for Duke Nukem 64, and this was his answer:

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?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#205

As far I can tell it's something like Polymer renderer.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#206

Not sure how many people are aware of it, but the code for switches is a little more elaborated than you may expect. Actually you can use switches as wall textures instead of flat sprites and it works perfectly (expect that you can't set it only for multiplayer) and it works even for access switches. The only existing map that uses a wall switch is Dark Side before you enter in the open space area.

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.
2

User is offline   OpenMaw 

  • Judge Mental

#207

View PostFox, on 17 June 2012 - 01:00 PM, said:

Not sure how many people are aware of it, but the code for switches is a little more elaborated than you may expect. Actually you can use switches as wall textures instead of flat sprites and it works perfectly (expect that you can't set it only for multiplayer) and it works even for access switches. The only existing map that uses a wall switch is Dark Side before you enter in the open space area.

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) Posted Image


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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#208

Yes, initially the Freezathrower/Flamethrower would be a "Laser Chainsaw". But I guess you would pick-up that later similar to the Chainsaw in Doom?
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User is offline   Jimmy 

  • Let's go Brandon!

#209

The unlimited ammo in old huds referred to the kick.
1

User is offline   MrFlibble 

#210

There's some info about the Laser Chainsaw in the Duke Nukem wiki, including the concept art. As for Doom chainsaw analogies, I'm guessing that like with the Shrink Ray being a sort of BFG reference, the Laser Chainsaw could also have been intended for a different role (not just and upgraded close-range weapon.

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

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User is offline   OpenMaw 

  • Judge Mental

#211

 Captain Awesome, on 24 June 2012 - 02:52 PM, said:

The unlimited ammo in old huds referred to the kick.


In some of the shots the pistol is selected when the Unlimited Ammo is highlighted.
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#212

View PostMrFlibble, on 25 June 2012 - 07:09 AM, said:

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.


Yeah, it acts like a wall and you can't pass through it or pick it up. I think it was in the fourth episode, but I can't remember what level it was on.
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User is offline   MrFlibble 

#213

View PostSlippy_Pig, on 25 June 2012 - 12:24 PM, said:

Yeah, it acts like a wall and you can't pass through it or pick it up. I think it was in the fourth episode, but I can't remember what level it was on.

IIRC tt's the same level as the one this screenshot comes from (don't remember the title though):
Posted Image

The level itself is one of my favourites :(
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User is offline   NNC 

#214

OK, I don't know where to post this, and I'm not sure if this is really legal or ethical, but since I couldn't make any contact with Levelord, I did it by myself.

This link consists of the two unfinished levelord levels, Sweeney and Sewer, finalized by me. Fixed many bugs, including corrupted or missing sounds, a few graphical glitches, badly functioning door in Sweeney etc etc... But the main difference is the redone gameplay, enemy and weapon placement is like what we used to see in the original game. The formerly released versions have wrong skill settings as well, as you start with Let's Rock, you really get the Come Get Some setting.

Attached File  levelordextra.rar (58.46K)
Number of downloads: 1025

Sorry for those who dislike the idea, but I think it's kinda fun to play these levels really finished.
5

User is offline   Mikko 

  • Honored Donor

#215

I always considered them finished, even if a bit on the hard side.
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User is offline   zykov eddy 

#216

Just finished the sewerplus.map and noticed two important bugs that hasn't been fixed. First is the glass that you can shoot through (This bug always annoyed me). Second is the weird elevator in the sewer.

This post has been edited by zykov eddy: 24 July 2012 - 10:14 AM

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User is offline   NNC 

#217

View Postzykov eddy, on 24 July 2012 - 10:14 AM, said:

Just finished the sewerplus.map and noticed two important bugs that hasn't been fixed. First is the glass that you can shoot through (This bug always annoyed me). Second is the weird elevator in the sewer.


I haven't discovered that glass glitch, really never ever tried to shoot through them :( , but fixed it. However I don't know which elevator do you refer to? The one with the yellow key door or the one that triggers an explosion to the red key area? I think they are fine.

I don't know if this worth further uploads as these levels are not my maps by any means, my only goal was to fix the bugs and add better gameplay to the levels. Any report is welcome though.
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User is offline   zykov eddy 

#218

View PostNancsi, on 24 July 2012 - 01:24 PM, said:


. However I don't know which elevator do you refer to? The one with the yellow key door or the one that triggers an explosion to the red key area? I think they are fine.


I used the elevator again and this time it worked fine. When I used it the first time, it got stuck on the top. Weird :(
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User is offline   NNC 

#219

Just keep it on the topic of Sewer and Sweeney maps, did anyone else get the impression that these maps are not entirely levelordish, and they are both different to the standard city maps of E3?? Something tells me there are some Allen H Blum in both maps, and that is more evident in the superior Sewer.

There are a couple of things you don't see in Levelord's city maps:

- keyslot 1 (which have been used in E1 and E4)
- automatically moving sectors (that is very typical AHB, and you have many of them in these two)
- sprites like fire hydrants, toilets, rubber cans, fire etinguishers with fire sign next to them (toilets aside you can find all of these in Sewer)
- sewers actually, there are none of it in E3
- earthquakes with spawned jibs (well, actually you can see that in the helicopter crash, and in the "quake site", but not with random explosions, again it's more AHB-esque)
- in Build, the monster size is generally 48:40 in Levelord maps, but these has 40:40.

Also, both maps, and especially Sewer have the atmosphere of E1. The level is more realistic looking, and has more ambience. Levelord's levels are about brute force, and intense gameplay.

With that said the levels still has some levelordish style as well, like trashcans with items and enemies in them, Cola and Snacks machines, elevators protected by slide doors etc. Inmy opinion these 2 unreleased levels were cooperatively done by both authors. Maybe that's the reason they have been left in the cold.

This post has been edited by Nancsi: 29 July 2012 - 01:52 AM

1

User is offline   LeoD 

  • Duke4.net topic/3513

#220

View PostNancsi, on 29 July 2012 - 01:47 AM, said:

Something tells me there are some Allen H Blum in both maps

Something tells me no AHB stuff is contained: sewer.txt and sweeney.txt. Why would Levelord omit crediting him?
Your maps played fine, btw. I couldn't remember serious flaws in the originals tbh., but I'm quite lenient towards little shortcomings.
0

User is offline   Jimmy 

  • Let's go Brandon!

#221

Yeah, and Levelord had to ask 3DR to release these maps.
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User is offline   Hendricks266 

  • Weaponized Autism

  #222

View PostNancsi, on 29 July 2012 - 01:47 AM, said:

- sewers actually, there are none of it in E3

Not even Flood Zone --> LA Rumble?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#223

Bank Roll, Freeway...

This post has been edited by Fox: 30 July 2012 - 02:14 AM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#224

Quote

Something tells me there are some Allen H Blum in both maps ... With that said the levels still has some levelordish style as well


It would be fair to say that, when developing the levels for the original game, Levelord and Allen Blum had practically identical styles.
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User is offline   NNC 

#225

View PostHendricks266, on 29 July 2012 - 11:09 AM, said:

Not even Flood Zone --> LA Rumble?


I meant green, hurtful sewers. The flow in Flood Zone is just normal water. The Bank Roll stuff is electricity.

Anyway, this was mostly speculation. We all know the E4 controversy, so this can happen anytime. No matter what, Sewer is a map fits much more to the E1 style than to the E3 style.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#226

I disagree. Their style are clearly of Episode 3 for me. And Levelord created maps with waste, like The Abyss or Critical Mass.
1

User is offline   NNC 

#227

View PostFox, on 30 July 2012 - 02:15 AM, said:

I disagree. Their style are clearly of Episode 3 for me. And Levelord created maps with waste, like The Abyss or Critical Mass.


It doesn't really matter, just a shame these stuff were left out of the game. ;)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#228

If anyone want to know, it seems based on 0.99 demo that Sewers and Sweeney actual titles are "The Sewers Below" and "Sewage Company" respectively.

Also Sweeney would come after Bank Roll, and followed by Sewers, which would lead you to what probably is Rabid Transit.
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

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User is offline   Hendricks266 

  • Weaponized Autism

  #229

RTD = Rapid (Rabid) Transit District
2

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