I have been extracting the sounds from Duke Nukem Total Meltdown PMP files. First of all, it is a little confusing because there are plenty of sounds that are not used in the actual maps. One example is Faces of Death which is full of sounds despite being a very short level with only one kind of enemy, and there are quotes like "God Damn Aliens!" and "Never meet an alien I couldn't kill!".
About the new enemies, the Pig-in-a-Dress, Underwater Drone and Zombie Pigcop got an entire new set of sounds, while the last one is missing two files. They all have "recog" sounds, but they are not played in the actual game. As you can imagine, the Cyber-keef simply use the same sounds as the Battlelord.
The Magnum P.I.G. doesn't just have any new sound, but in fact, there is no pig cop sound at all in E1L6.pmp. Since in Ministry of Fear there are tons of enemies shooting you, I never realized the Magnum P.I.G. was inaudible, including the shotgun. Meaning that they have as far as creating a definition equivalent to PIG_ATTACK but didn't linked it to a sound file. In other words, the sounds are in defs.con but missing from user.con.
This post has been edited by Fox: 03 August 2012 - 09:55 AM
I have already listed all sounds inside the .pmp files from Total Meltdown. For now here is a list of the Duke quotes based on the first .pmp file each sound is found.
You will realize that a lot of the .pmp files the sounds are avaiable doesn't make any sense. But it's like that with all sounds. I think I never heard of the last line before, and I suspect it was meant to be the line Duke would say to Cyber-keef, similar to how he does for the second and third bosses.
E1L1.pmp "Where is it?"
E1L1.pmp "Ahhh..."
E1L1.pmp "Hmm... don't have time to play with myself."
E1L1.pmp "Damn, those alien bastards are gonna pay for shooting up my ride."
E1L1.pmp "Hehehe... what a mess."
E1L1.pmp "Oooh, I needed that."
E1L1.pmp "Ahhh... much better."
E1L1.pmp "Damnit."
E1L1.pmp "Fire in the hole, asshole!"
E1L1.pmp "They don't make em' better than me"
E1L1.pmp "Cool."
E1L1.pmp "What are you waitin' for? Christmas?"
E1L1.pmp "Bitchin'."
E1L1.pmp "Holy cow!"
E1L1.pmp "Holy shit!"
E1L1.pmp "Groovy!"
E1L1.pmp "Suck it down!"
E1L1.pmp "Damn I'm good."
E1L1.pmp "See you in Hell!"
E1L1.pmp "Let God sort 'em out."
E1L1.pmp "Come get some."
E1L1.pmp "Blow it out your ass!"
E1L1.pmp "Yeah, piece of cake!"
E1L1.pmp "Who wants some?"
E1L1.pmp "Eat shit and die."
E1L1.pmp "Ooh, that's gotta hurt."
E1L2.pmp "You wanna dance?"
E1L2.pmp "Shake it baby."
E1L3.pmp "I think I'll climb aboard."
E1L3.pmp "Hmm... that's one Doomed space marine."
E1L4.pmp "I should have known those alien maggots booby-trapped the sub."
E1L5.pmp "I'm Duke Nukem, and I'm coming to get the rest of you alien bastards."
E1L6.pmp "Let's rock."
E1L6.pmp "Ready for action."
E1L6.pmp "Gonna rip 'em a new one."
E1L6.pmp "Your face, your ass, what's the difference?"
E1L6.pmp "It's down to you and me, you one-eyed freak!"
E1L6.pmp "Hail to the king baby."
E2L1.pmp "Nobody steals our chicks... and lives."
E2L3.pmp "Hmm... looks like I have the con."
E2L10.pmp "God damn aliens."
E2L10.pmp "Never meet an alien I couldn't kill."
E3L1.pmp "Born to be wiiiild!"
E3L1.pmp "It's time to kick ass and chew bubble gum... and I'm all out of gum."
E3L1.pmp "This pisses me off."
E3L4.pmp "I ain't afraid of no Quake."
E3L5.pmp "Damn, that's the second time those alien bastards shot up my ride."
E3L10.pmp "You outta here."
E3L10.pmp "Suck on this!"
E3L10.pmp "So many assholes, so few bullets."
E3L11.pmp "Terminated."
E3L11.pmp "Squeal piggy, squeal!"
E3L11.pmp "Haha... makin' bacon!"
E4L3.pmp "Shit happens."
E4L6.pmp "Nobody wears flares... and lives."
This post has been edited by Fox: 04 August 2012 - 10:55 AM
PC Mania even had a section dedicated to level design (it was called "tiempo real") and they were using BUILD for some time... I actually got into BUILD due to this magazine, as I didn't have access to the Internet back then. Too bad they later switched to Worldcraft
Late reply
The only reaon of why I began to buy PC Mania, and the main reason of why I kept buying it for years was Tiempo Real. Jose M. Muñoz attemped to teach several level editors, such as Unrealed, Makemap for RR and Radiant. I never needed to be taught about how to use Build, but still loved to read the tutorials and specially the forum. Sent maps twice to him (n*54 and n*76 IIRC) and the latter was commented.
I was toying with the Assault trooper glitch. The one where if you shrink them and then freeze them as they're shrunk, they turn into little toy sized versions that still fight you. If you then freeze yourself, and he kills you, you drop an atomic health. Has anyone ever had this happen? Maybe this isn't new news, but it is to me.
They're this size.
OT- Has anyone found a way to rip the DNTM sound files?
This post has been edited by gerolf: 09 August 2012 - 12:36 PM
For comparison, this video shows a man firing rubber bullets:
Unusued graphics
I am not going to talk about graphics left-over from the PC version, since there are tons of these and they don't matter.
Babes hatching
Tiles 1294-1295, 3821-3824
Only the fourth and last sprites are used in the game. Interestingly, the game actually displays the first frame of the hatching animation, instead of the actual babe sprite. For comparison the sprites from PC:
The same goes for the other babes (only the first and last sprites are used):
Tiles 3805-3809
Tiles 3821-3824
Assault Trooper frames
Tiles 1700-1702
These tiles are also not used for the enemy in the PC version too, but in this case they have created new sprites for it.
Pistol clip
Tile 2531
This new sprite was meant to be part of the pistol reloading animation, but is not used in the 64 version.
SMG muzzle flash
Tile 2539
It has the exact same size of the muzzle flash used for the Pistol and SMG in the actual version.
Menu font characters
Tiles 3004-3009
There are more characters that are technically never used in the English version (such as letter "Z"), but since the texts are meant to be translated in other regions, I am not going to include characters that are absent only because none of them are present in any text of the game.
In the case of the characters in the picture above, even if you edit the texts in the ROM with a HEX editor, they are not going to be displayed. For example, the interrogation mark is actually present in some of the texts, but it is missing in the game.
Gamepad
Tile 3596 (NOTE: the bottom of the graphic is cut because I could only rip part of it)
The format of the the image is that of sprites displayed above the screen. Probably it was meant to be used in the control setup options. For comparsion, here is a screenshot from the PSX port:
This post has been edited by Fox: 17 August 2012 - 08:42 PM
The above is placed beetween the Grenade Launcher sprites. Perhaps it was intended to be used for the "Gas Grenades"?
Explosions
Tiles 3673, 3690, 3702
The first one is close (but not identical) to the circle of fire of the 3D explosions.
Crosshairs
Tiles 3703-3707
These crosshairs do not appear in the game, since the game only has one type. However in Duke Nukem: Zero Hour there are different crosshairs. Since only one of the above is actually serious, I guess it was meant to be used only via a Cheat Code or something.
Missile light
Tile 3724
Still can be seen in early videos of the game:
Train part
Tile 3733
Unusued door texture for the train in Rabid Transit.
Sparkles
Tiles 3763-3765
Similar to the effects left by babes or enemies killed by the Plasma Cannon. Perhaps using one sprite for each particle would consume too much CPU?
Bullet hit
Tiles 3815-3820
This one is very similar to the one used in the actual game, but is somewhat different, the edges are cut and also use a transparent background.
For comparsion, here is the actual sprite set used in the game:
Bookcase
Tiles 3863-3866
Replica of the bookcase seen through the game. Since it is divided in 4 pieces, the resolution is not compressed. The Playbook magazine with a naked woman on the cover can be seen on the top left of the screen, even if with some difficulty.
This post has been edited by Fox: 17 August 2012 - 08:42 PM
The left bar of the HUD is different from the final version.
Menu font
The font on the frag display (top left of the picture) is different from the white menu font seen in the final game.
Intro scene
This looks like a very unfinished job.
Shrinker
The weapon above looks more like an hybrid of the Shrinker and Expander sprites, meaning that they intended from the beggining to make the Expander a main weapons instead of a sub weapon like in the PC version.
Plasma Cannon
The Plasma Cannon was originally yellow like the Freezethrower. The tip of the weapon is also different.
Nukem Pimball
Apparently in some point the "Balls of Steel" text was censored. Perhaps they changed their minds when they found out that Balls of Steel is a real game?
While the Hollywood Holocaust from the actual version of the game uses a different texture for the Balls of Steel, this texture still exists however it says "Balls of Steel" like in the PC version.
This post has been edited by Fox: 17 August 2012 - 08:43 PM
While making a map for Duke 3D, to create a one-way train that moves on its own, you need another train that will work as a pendulum. Apparently the developers of Duke Nukem 64 were not aware of this during the making of the maps, so they created a new effector in Rabit Transit level. For some reason the red lights of the train are missing in the actual game.
Additionally, the train is planned so that, when it reachs the end of the path, it would trigger the explosion of the wall of the blue key card area. However it seems this effect is not working properly for some reason.
End of level switch
In Stadium level the "nukebutton" that triggers the end of level is covered by another switch, which used a lo-tag of -1, meaning it also triggers the end of level. While a level ending switch is not used in any level of Duke 3D, the effect is present, however in this case the switch uses a palette of 69 (pun intended?), making it works exactly the same expect for being invisible (in Duke 3D this would only make the switch be present only in multiplayer maps, but clearly it was intended for something else).
As a result, in the actual game the only noticeable difference is that as soon you hit the button the level instantly ends instead of displaying the "Auto-destruct" sequence. Something that cannot be seen in any other existing level.
The purpose behind this is absolutely unknow, as it doesn't have any seemingly pratical effect.
This post has been edited by Fox: 17 August 2012 - 08:44 PM
In Overlord level there is an unusued trigger with a lo-tag of 77 which does nothing. It may be not a coincidence that in Stadium level this same tag used for the doors.
As a curiosity 77 is also the tag used for the new effector added in the game to end the level when the player fall of a sector. Not that this is in anyway connected to the other effect, I am just pointing out that the number they used is probably triggered by something.
I am not very sure of what this was meant to be, but it seems something was meant to happen when a boss takes some damage or is killed.
In some early screenshots the doors is Stadium level are open:
Additionally, when you kill a boss, an earthquake effect is triggered. In Overlord and Stadium maps they have gone as further as adding special wreck spawning effectors. This is almost unnoticeable in the actual gameplay, since the level ends as soon the boss is killed.
My theory of what effect was planned for this is that, after you kill a boss, the entire level would shake, the doors in the level would open and you should hit the nukebutton in the end.
Perhaps this could also explain the super weird nukebutton in Stadium level mentioned above.
This post has been edited by Fox: 17 August 2012 - 11:03 PM
Player one starting location is missing the sector bit of information in the maps extracted from the ROM. in Build engine, besides the xyz coordinates, the sprites also have the sector information, which makes it possible to have multiple areas that coexist in the locations, an effect that has been widely used in Lunatic Fringe level.
In Lunatic Fringe, instead of starting near the original location of the PC version, the player start on the very other side of the 720º circle in mid of a bunch of enemies!
Since this is in the very same coordinates as the place you start in the actual game, was the player meant to start here instead?
Skies
The sky textures are not rendered in the actual game. In fact, most of the maps just replaced the skies with some random textures, making it really weird to look at them in a standard editor of Duke 3D. However Castle Dukenstein and Noctis Labyrinthus levels have been created with the skies in mind (which also mean they have been created very easly in development). These textures are interesting to check. Since the sky in Noctis Labyrinthus uses a palette, in the actual game projectiles will hit it as if there was a barrier.
Fog intensity
There has been some work with sector fog intensity in the maps. Despite that the visibility is leveled in the actual game.
Palettes
There is some work with palettes in the levels which cannot be seen in the actual game since most of the palettes have been removed. In the example above from Raw Meat, the microphone is green, the tables are blue and the Karaoke sign is grey.
Of course this may not be necessarily considered leftover content, since in Duke 3D some palettes are also replaced by the palette of the sector. In the example above, the tables would be completely blue regardless of the palette of the sprites themselves.
This post has been edited by Fox: 17 August 2012 - 10:57 PM
Awesome stuff Fox. I think the Plasma Cannon is yellow and stuff because maybe they planned to have the Freezethrower?
I don't know if what I'm about to say is true or not, nor if it really fits here, but I don't think it needs its own topic.
If you look at the sprites of Duke Nukem in Lameduke, he looks very much like a toy (GI JOE) and if you look at early screenshots you can see the transformation of the Lameduke version to the final version. We already know that many of the enemies were based off of models, so it could be a possibility. If you look close enough at the Lameduke frames, it looks like the glasses were crudely put on. This may be because at one point they were going to keep Duke without shades like in the previous games, or it being my theory of it being based off of a toy).
Also, I believe this screenshot shows an alternative frame for when Duke dies (looks like he's fallen on his back).
See for yourself and decide.
This post has been edited by gerolf: 17 August 2012 - 08:53 PM
The rank comparison for enemy names in Duke is a joke. To begin with, they use officer ranks instead of enlisted, and they flipflop between army and navy. Trooper and Enforcer aren't real ranks at all. I would suggest Assault Colonel as an unofficial name for the new trooper. General is too high a rank, that is something more like the Battlelord.
Just to point out that I have been looking for and I couldn't find any official source that refers to the enemy as Assault Enforcer, they seems to always call it just Enforcer.
Sorry to send you on a wild goose chase. If anywhere it would have been in DN3DHELP.EXE but that is not the case.
On a related note, I believe I once saw the source text from that file, either from 3DR or extracted somehow, and I can't find it. Does anyone have it? It's personally important to me, because I read DN3DHELP.EXE when I first played Duke 3D (shareware) and was years away from playing the full game and what I imagined for the registered enemies and weapons was quite different. For example, I thought the Devastator was a pump-action rocket launcher like the double-barreled shotgun from Doom 2.
It's not big deal, since I myself tought it was Assault Enforcer due to Internetz, I just went to check it for sure.
I looked over several manuals of Duke 3D, which erroneously typically include several pre-release data, but also at the differing manuals from console ports, and all just call it "Enforcer". Even 3D Realms XBLA walkthrough makes no mention of it. If anyone wants to know, the official name for the smaller Battlelord is "Battlelord Sentry", but it seems common to not make such distinction in the name.
This post has been edited by Fox: 19 August 2012 - 02:00 AM
On a related note, I believe I once saw the source text from that file, either from 3DR or extracted somehow, and I can't find it. Does anyone have it? It's personally important to me, because I read DN3DHELP.EXE when I first played Duke 3D (shareware) and was years away from playing the full game and what I imagined for the registered enemies and weapons was quite different. For example, I thought the Devastator was a pump-action rocket launcher like the double-barreled shotgun from Doom 2.
I have a lot of files, I can look for you. I found something called DUKE3D.IDF and I have no clue what it does. I found "3DREALMS.FAQ" and "APOGEE.FAQ" maybe they have something?
This post has been edited by gerolf: 19 August 2012 - 08:51 AM
I also thought the Assault Troopers/Captains were Humanoid Tigers. Though Pig Cops, Octobrains, Battlelords and Slimers,I always knew what they were called. I didn't get the Atomic Edition when Duke 3d was considered a new game. However I did have the DC expansion.. And to possibly add more to this topic:
I remember in one level in DC, it made my computer crash (really crash, remember when games did that?). I remember it made the screen multiply into what it was showing when it froze,(It was in a bathroom vent thing) then it gave the BSOD. So, Duke it Out in DC had many glitches and bugs.
Well, probably there was other problems with your computer. If an obese men has a heart attack eating an hamburger, should you be scared of taking a bite of that same hamburger?
This post has been edited by Fox: 20 August 2012 - 06:29 PM
I don't want to eat any food that has been in someone elses mouth, I'll buy my own burger.
Sound to me like a component in your computer failed at the moment the game crashed, if it had been crashing for a while, that component was already failing. Due to the fact that games tend to stress several components of the computer I'd say that was why you ran into the issue more there, possibly DukeDC used slightly more RAM or CPU than vanilla Duke and therefore caused your computer to crash more often.
This post has been edited by High Treason: 20 August 2012 - 06:47 PM
I couldn't recognize these two sounds from Duke Nukem: Total Meltdown, they are listed among the generic player sounds, but they don't match any sound from the PC. They resemble GASP.voc, but that sound is already included (in fact it is listed right before these two sounds).