
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#319 Posted 21 November 2012 - 09:51 PM
Hey, what do you all think PIGWRN.VOC is saying? To me it sounds like the Pig Cop is being possessed by an alien (example, in Blood's intro cinematic where the cultist is used to speak for the dark god). It sounds like it's saying "Prepare to die... Human!" I reversed it and there wasn't a reversed message to it IMO.
Also, do you think it's possible that a lot of these undefined sounds were just copies of other sounds at some point? There's a lot of unused sounds for the Sentry Drone that probably were for the Snake Head (which possible had art at one point). I think some of the exclusive sounds in DNTM were originally DN3D recordings perhaps (maybe not all of them)? I think DNZH too has DN3D sounds in it, not actually used in DN3D. Though it is JSJ doing the voice everytime, DN3D and DNZH voice sounds slightly different than what we had in DNMP, TTK, LOTB, and DNF.
#320 Posted 22 November 2012 - 12:04 PM
t800, on 11 November 2012 - 07:40 AM, said:
Try Computer Gaming World 132, Page 86, 88; http://img205.images.../6109/cgw86.png http://img824.images.../4945/cgw88.png
I think there are some more out there too. Those particular ones are from this post.
I was thinking of compiling all the beta shots from this thread into one archive and uploading it, probably along with the few Shadow Warrior and Blood ones I have (if I can find them).
By coincidence, if you like Blood and Shadow Warrior, look at these;
Blood:
http://www.oldgames....libur53-012.jpg
http://www.oldgames....e/016/blood.png
http://www.oldgames....Score32-023.jpg
http://www.oldgames..../riki28-046.jpg
Shadow Warrior:
http://www.oldgames....1996/52/009.jpg
This post has been edited by High Treason: 22 November 2012 - 12:27 PM
#322 Posted 23 November 2012 - 05:51 AM
High Treason, on 22 November 2012 - 12:04 PM, said:
BTW, here's a post in another forum with a selection of pre-release screenshots from Shadow Warrior, Duke Nukem 3D and Blood from the Terminal Velocity CD.
RTCM also hosts collections of pre-release shots fr om Build engine games, some of which were found within official preview packs and others on CD releases of games by 3DR. However, magazines still use a number of shots that had not been officially released through other media, and only a few of those seem to have found their way into public, like the shot discussed here, which I think isn't part of any official preview release (download or CD/other physical medium).
#323 Posted 15 December 2012 - 05:49 PM
Red Light District: there is a Reconcar R in the city area, and it's actually triggered in the blue key room along with other monsters. An inner game bug doesn't allow it to appear which results you always have 1 enemy left at the end of level despite killing all of them.
Red Light District: there is 4th Pigcop R in the explosion area with the red key door but it has a different tag.
Red Light District: there are 6 pal21 Liztroop Rs in the topless bar, but only 5 can be triggered with shooting the females. Two of them use the same tag number... (another glitch in the game that it doesn't reflect to respawn palettes except for bosses... fixed in DukePlus though).
Death Row: there is a liztroop R in the church and tagged but there is no place to trigger it. Possible trigger location might be somewhere at the entrance.
Toxic Dump: there is a liztroop R in the main shrinker area with a closed door. Tagged, but can't be triggered. Possible trigger location is the other shrinker room, maybe the switch itself.
Toxic Dump: there is an abandoned R in the big pool area. It has no tags, but it's close to an Octabrain R, so it could be used along with that.
Warp Factor: there are 2 Drone Rs in the area with the laser beams. They have a tag which seems related to the blue key.
Warp Factor: there are another 2 Drone Rs in the area with the Commanders etc. I think they could have used the same tag that can be triggered in the secret area.
Dark Side: two supposed Slimer Rs are incorrectly replaced with Slimer sprites in the blue key area. The slimers don't appear though, since they are tagged for unreachable skill settings.
Overlord: there is an Octa R in the vent area but it has no tag. There are several places where it can be used, I have no idea for this.
Bank Roll: there is a Pigcop R in the main street area with a tag. I have no idea what was the supposed place to trigger it.
Bank Roll: this is my particular favourite. There are 3 Pigcop and 2 Enforcer Rs in the area next to the red key door. They are tagged and should have been triggered in the blue key location. Too bad this one it had been dropped because it works well.
LA Rumble: there is a Commander R in the oval area with the Enforcers. IMHO it could have been triggered in one of the platforms when you jump from the rooftop to the other building. I tried it in the 2 Atomic health platform and it worked well.
LA Rumble: there are 2 Liztroop Rs right before the helicopter transport area (after the red key door). The area has some captains as well. They are tagged, and in my speculation they can be triggered somewhere in the "CEO" room.
Rabid Transit: just like in RLD, two female sprites use the same tag, which means one Octa R sprite can't be triggered.
Hotel Hell: this level has many of them... there are 2 PigCop Rs in the starting location. No idea where they should be triggered. Maybe in the final area with the Nukebutton...
Hotel Hell: there is one Enforcer R in the room with the trashcans. No idea again where it's supposed trigger location.
Hotel Hell: there is one Pigcop R and one Enforcer R in the street area with the opening windows. Again, there are many places where they could have been used. My preference was the upper platform with the atomic healths.
Babe Land: there is one Pigcop R which faces into the opposite direction to the other one which is triggered by red key access. It could have been used somewhere in the "Cart" section.
Babe Land: there are two Liztroop Rs in that weird house with those naked prisoners and pigcops behind the doors... They can be used somewhere... I don't care.
Next time I should scan the maps for unused security cameras (I know that Warp Factor and Rabid Transit have some). But I'm done now.
#324 Posted 15 December 2012 - 06:39 PM
#325 Posted 16 December 2012 - 09:06 AM
#326 Posted 16 December 2012 - 09:15 AM
Norvak, on 16 December 2012 - 09:06 AM, said:
This is a godsend. I'm glad that feature is in there.
#327 Posted 16 December 2012 - 11:58 AM
Norvak, on 16 December 2012 - 09:06 AM, said:
Great feature, try it soon.
#328 Posted 06 January 2013 - 09:46 AM

This version of the switch is very close to the one seen in LameDuke:

And since it is the same as in the leaked beta v0.99, my first thought was that it was just a leftover in versions 1.0 and 1.1 which was later replaced with the version that used in the full release. However, to my surprise, the same sprite of the switch is used in the shareware version 1.3D (the screenshot above is from v1.3D BTW). Now this makes me wonder, not a much why this was changed, but what other little differences there might be between the shareware version and the registered version (apart from the obvious ones like the absence of E1L7, or the word "ORDER" that is shown instead of the registered version weapons on the HUD)?
#329 Posted 06 January 2013 - 10:21 AM
#330 Posted 06 January 2013 - 11:18 AM
#332 Posted 06 January 2013 - 02:40 PM
#333 Posted 07 January 2013 - 11:57 AM
#334 Posted 08 January 2013 - 02:14 AM
#335 Posted 15 January 2013 - 10:50 AM
FILENAME v1.0 v1.1 v1.3d -------- ------- ------- ------- DEFS.CON 23 685 23 682 28 893 GAME.CON 70 287 71 320 99 639 USER.CON 31 770 33 407 36 960 E1L1.MAP 101 970 (same) 102 806 E1L2.MAP 103 898 104 066 (same) E1L3.MAP 156 466 156 698 (same) E1L4.MAP 184 078 (same) 184 166 E1L5.MAP 167 658 168 338 168 514 E1L6.MAP 107 030 (same) 107 222 TILES009.ART 708 811 708 217 (same) TILES012.ART 787 667 (same) 858 849 DETHTOLL.MID 8 001 (same) 7 185 SNAKE1.MID 42 689 (same) 36 088 STREETS.MID 48 147 (same) 52 051 THECALL.MID 23 413 (same) 16 764 WATRWLD1.MID 28 224 (same) 25 371
I haven't run a byte-by-byte check to see if the files with identical sizes were really identical, though. Out of the differences above, TILES009.ART starting from v1.1 added a "WARNING: ADULT CONTENT" message to the title screen, and replaced the unused crosshair sprite with the one that is used in all other versions. TILES012.ART added the level loading screen in v1.3d (earlier versions lack a loading screen altogether).
Also, here are the VOC files added in v1.3d:
2RIDE06.VOC 36 266 ALERT.VOC 3 127 BLOWIT01.VOC 16 754 CHEW05.VOC 52 255 COMPAMB.VOC 18 209 DSCREM15.VOC 10 642 DSCREM16.VOC 9 677 DSCREM17.VOC 5 529 DSCREM18.VOC 12 210 DSCREM38.VOC 13 499 EATSHT01.VOC 19 492 FACE01.VOC 31 405 GEARGRND.VOC 8 697 HAIL01.VOC 20 214 HAPPEN01.VOC 13 719 INHELL01.VOC 15 506 LETGOD01.VOC 16 172 LIZSPIT.VOC 10 761 LSRBMBPT.VOC 1 926 NOBODY01.VOC 36 937 PAIN54.VOC 2 568 PAIN68.VOC 4 536 PAIN75.VOC 4 049 PAIN93.VOC 3 712 PISSES01.VOC 27 560 PREDRM.VOC 9 664 REACTOR.VOC 5 575 RIP01.VOC 29 210 SECRET.VOC 21 393 SHRINKER.VOC 9 701 SUBWAY.VOC 9 453 SUKIT01.VOC 15 327
Most of them are Duke's one-liners and some ambient sounds. Old VOC files haven't changed from v1.0 - at least, they all have the same sizes.
Also no idea why the MIDIs were changed, but this seems to be not the first time with Apogee games.
#336 Posted 15 January 2013 - 01:25 PM
In the meantime, here is a "complete" comparison of the Duke v0.99 art which also includes stuff descriptions of changes from the other sharewares.
http://hendricks266....d3dbeta_art.php
#337 Posted 16 January 2013 - 09:38 AM
Hendricks266, on 15 January 2013 - 01:25 PM, said:
http://hendricks266....d3dbeta_art.php
Ah-hah, I knew I've seen the old crosshair sprite somewhere before

#338 Posted 16 January 2013 - 11:33 AM
Hendricks266, on 15 January 2013 - 01:25 PM, said:
You could add that the early RPG resemble the ROTT rocket:









#339 Posted 23 January 2013 - 11:27 AM

However, when trying to load the Come Get Some difficulty with the /s2 switch, I noticed that it would get me on a lower difficulty level instead. Using /s3 didn't help either.
I decided to investigate this, and it turns out that the difficulty levels loaded with the /s switch work as follows:
/s2 selects skill level 1
/s3 selects skill level 2
/s4 selects skill level 3
/s5 selects skill level 4
Now the fun part is, other values also load various skill levels - at least, the save/load screens indicate different values.
/s1, as you may have guessed, selects skill level 0:

As far as I can tell, it's identical to Piece of Cake.
Further on, /s0 selects skill level 255:

You can go even further by using negative values, e.g. /s-1 will result in skill level 254:

This works in the opposite direction too, /s6 selects skill level 5:

All skill levels above 4 seem to be fully identical to skill level 3.
You can also use the /q switch to turn on the "fake multiplayer" mode but v1.0 doesn't have any bot AI (as is mentioned in the supplied manual BTW). IIRC, the shareware v1.3d has a functional botmatch option but I'm not 100% sure about that.
On a somewhat related note, the early shareware versions of Shadow Warrior allow to load a similar "Single-player Comm-Bat mode" (yeah, apparently it was called the Comm-Bat mode initially, like in Rise of the Triad) but I don't remember if there are actually any bots there (Shadow Warrior shareware v1.0 and v1.1 don't run in DOSBox BTW, or at least I haven't figured out how to pull that off).
#340 Posted 24 January 2013 - 12:24 PM
/s1 selects Easy (0 on the save/load screen)
/s2 selects Medium (1 on the save/load screen)
/s3 selects Normal (2 on the save/load screen)
/s4 selects Hard (3 on the save/load screen)
/s5 selects Headache (4 on the save/load screen)
I have checked the skill levels in the beta from this video, but I'm not sure about the Easy skill being 0, since I don't have the beta.
Also, the skill thing is the same in the shareware v1.1, but is already fixed in v1.3d.
Makes one wonder if the levels in v1.0 and v1.1 have residual support for the skill level 0, i.e. are there any items or monsters that absent (or present) only on this skill level?
I've also skimmed through the CON files of v1.0 and v1.1. One thing of interest is this, although it's not related specifically to the shareware releases but to the Enforcer thing we have discussed earlier:
// Enemy strengths (hit points). define TROOPSTRENGTH 30 define PIGCOPSTRENGTH 120 define PIG_SHIELD_AMOUNT1 75 define PIG_SHIELD_AMOUNT2 50 define LIZSTRENGTH 60 define LIZGETTINGDAZEDAT 15 define LIZEATINGPLAYER -2 define JELLYSTRENGTH 175 define JELLYSCRATCHINGPLAYER -11 define RECONSTRENGTH 50 define TURRETSTRENGTH 30 define ROTTURRETSTRENGTH 40 define DRONESTRENGTH 20 define SNAKESTRENGTH 50 define CAPTAINSTRENGTH 50 define CAPTSPINNINGPLAYER -5 define FATGUYSTRENGTH 120
So apparently it was supposed to eat the player after all I guess?
Notably, v1.1 changes Pig Cop hit points from 120 to 100:
// Enemy strengths (hit points). define TROOPSTRENGTH 30 define PIGCOPSTRENGTH 100
Other changes between v1.0 and v1.1 I have detected are:
- RPG_WEAPON_STRENGTH increased from 120 to 140
- CHAINGUN_WEAPON_STRENGTH increased from 7 to 9
- HOLODUKE_AMOUNT increaed from 1600 to 2400
Also added the following text lines:
definequote 0 AUTO AIMING definequote 1 MANUAL AIMING / SNIPER MODE!
Somehow I don't remember auto aiming could be turned off in Duke3D..?
Other strings added:
definequote 12 USED STEROIDS definequote 20 CROSSHAIR OFF definequote 21 CROSSHAIR ON definequote 22 YOU'RE TOO GOOD TO BE CHEATING! definequote 44 MOUSE AIMING OFF definequote 45 MOUSE AIMING ON definequote 112 CLIPPING: ON definequote 113 CLIPPING: OFF definequote 114 !!! INCORRECT VERSION !!!
#341 Posted 24 January 2013 - 07:44 PM
// Enemy strengths (hit points). define TROOPSTRENGTH 30 define PIGCOPSTRENGTH 120 define PIG_SHIELD_AMOUNT1 75 define PIG_SHIELD_AMOUNT2 50 define LIZSTRENGTH 60 define LIZGETTINGDAZEDAT 15 define LIZEATINGPLAYER -2 define JELLYSTRENGTH 175 define JELLYSCRATCHINGPLAYER -11 define RECONSTRENGTH 50 define TURRETSTRENGTH 30 define ROTTURRETSTRENGTH 40 define DRONESTRENGTH 20 define SNAKESTRENGTH 50 define CAPTAINSTRENGTH 50 define CAPTSPINNINGPLAYER -5 define FATGUYSTRENGTH 120
TROOP = Predator Trooper (Assault Trooper)
PIGCOP = Pig Cop
LIZ = Lizard Man (Enforcer)
JELLY = Jellyfish (Octabrain)
RECON = Recon Patrol Vehicle
TURRET = Organtic
ROTTURRET = Rotate Turret
DRONE = ???
SNAKE = Snake Head (Sentry Drone)
CAPTAIN = ???
FATGUY = Fat Guy (Assault Commander)
Arguably the "CAPTAIN" was meant to be used by the Assault Captain (instead the game doubles the Assault Troopes strength), however the CAPTSPINNINGPLAYER value is used by the Assault Commander melee attack, so I guess it could also be a duplicate strength for it.
This post has been edited by Fox: 24 January 2013 - 07:44 PM
#342 Posted 24 January 2013 - 08:26 PM
Fox, on 24 January 2013 - 07:44 PM, said:
// Enemy strengths (hit points). define TROOPSTRENGTH 30 define PIGCOPSTRENGTH 120 define PIG_SHIELD_AMOUNT1 75 define PIG_SHIELD_AMOUNT2 50 define LIZSTRENGTH 60 define LIZGETTINGDAZEDAT 15 define LIZEATINGPLAYER -2 define JELLYSTRENGTH 175 define JELLYSCRATCHINGPLAYER -11 define RECONSTRENGTH 50 define TURRETSTRENGTH 30 define ROTTURRETSTRENGTH 40 define DRONESTRENGTH 20 define SNAKESTRENGTH 50 define CAPTAINSTRENGTH 50 define CAPTSPINNINGPLAYER -5 define FATGUYSTRENGTH 120
TROOP = Predator Trooper (Assault Trooper)
PIGCOP = Pig Cop
LIZ = Lizard Man (Enforcer)
JELLY = Jellyfish (Octabrain)
RECON = Recon Patrol Vehicle
TURRET = Organtic
ROTTURRET = Rotate Turret
DRONE = ???
SNAKE = Snake Head (Sentry Drone)
CAPTAIN = ???
FATGUY = Fat Guy (Assault Commander)
Arguably the "CAPTAIN" was meant to be used by the Assault Captain (instead the game doubles the Assault Troopes strength), however the CAPTSPINNINGPLAYER value is used by the Assault Commander melee attack, so I guess it could also be a duplicate strength for it.
I'd imagine the "DRONE" would be where the Sentry Drone would have been before the Snakehead was removed/replaced.
#343 Posted 25 January 2013 - 01:47 AM
This post has been edited by Fox: 26 January 2013 - 05:17 AM
#344 Posted 25 January 2013 - 07:03 AM
MrFlibble, on 24 January 2013 - 12:24 PM, said:
/s1 selects Easy (0 on the save/load screen)
/s2 selects Medium (1 on the save/load screen)
/s3 selects Normal (2 on the save/load screen)
/s4 selects Hard (3 on the save/load screen)
/s5 selects Headache (4 on the save/load screen)
I have checked the shareware v1.0, and skill 0 is indeed a different skill level with even less enemies than on Piece of Cake. Here's some examples:
On skill level 1, there's a Trooper near the armour, but none on skill level 0:

The Trooper in the surveillance camera room near the snack stand is also missing:

As is the Trooper in the fire extinguisher room with an Atomic Health (there's no Pig Cop on easier difficulty settings there but the Trooper is present on Piece of Cake):

Similarly, there is no one near the secret area with the RPG in the projector room (one Trooper on Piece of Cake):

And no enemies in the secret room with the air vent entrance (IIRC it also has one Trooper on Piece of Cake, and two on Come Get Some):

At the start of level 2, the Trooper is also missing:

There are more enemies that are not present on skill level 0 throughout the levels (I have walked around level 2 a bit more but you get the picture already so I didn't make any more screenshots). I haven't noticed any extra items that would appear on this skill level (does Duke3D have skill-dependent items anyway?), or other behaviour changes (more ammo for pickups?).
It's quite evident why this skill level was nixed, it isn't essentially easier than Piece of Cake but there are so few enemies it's just plain boring. Also, most enemies that were removed are in secret and/or optional areas, and it probably doesn't make much of an impact for beginners who may miss many of the secrets anyway.
#345 Posted 27 January 2013 - 12:18 PM
Fox, on 16 January 2013 - 11:33 AM, said:









Hmm, Duke Nukem 3D shareware v1.0 and above already has the same rocket sprite as in the final version, with the red wings. The beta versions sure looks cooler though

#346 Posted 27 January 2013 - 12:20 PM
#347 Posted 29 January 2013 - 09:51 AM
FILENAME v1.0 v1.1 v1.2 ------------ --------- --------- --------- TILES000.ART 2 244 435 (same) 2 398 035 TILES009.ART 274 899 (same) 387 580 TILES010.ART 498 520 (same) 506 712 TILES011.ART 89 145 (same) 121 065 TILES019.ART 2 063 813 2 062 385 2 011 673 TILES020.ART 450 184 (same) 578 184 TILES021.ART (absent) (absent) 26 432 COMMIT.DAT 743 743 (absent) AD5.VOC (absent) (absent) 2 427 DRIP.VOC 11 457 (same) 50 516 TNKIDLE.VOC 10 785 (same) 11 421 TNKRUN.VOC 12 321 (same) 41 762 SWPLOCK.TXT 3 357 (same) 3 527 $BULLET.MAP 170 614 170 118 172 022 $DOZER.MAP 261 234 261 146 260 682 $SHRINE.MAP 214 290 209 998 (same) $WOODS.MAP 303 686 304 162 306 054 DEMOS.RUN 22 (same) (absent) SWCODE.SYM 122 184 122 544 138 960 SWDATA.SYM 69 732 69 696 76 392 E1L01.MID 37 623 37 525 (same)
The only difference in the art files between v1.0 and v1.1 is that the info the new Shadow Warrior newsgroup was added to one of the splash screens. As for the art additions in v1.2, here goes:
- TILES000.ART - added a panoramic sky panel with a mountain, probably Mount Fuji
- TILES009.ART - added the dart sprites as shuriken replacement for the censored British version
- TILES010.ART - added ceiling lamp textures for the normal and broken state
- TILES011.ART - added the rotating Yin Yang symbol (v1.0 and v1.1 only have the rotating shuriken symbol)
- TILES019.ART - changed the info screens; changed the beta Lara Croft image to the one used in the full release
- TILES020.ART - added the strategy guide and Game Gateway ads
- TILES021.ART - the graphics for the boss health and air meters (this was entirely absent in v1.0 and v1.1)
It is interesting to note that while the ordering information and credits screens were updated in v1.2, the help screens remain the same as in the older versions and use the old font. The only difference is that the two of the registered weapons have swapped number keys.
Here are the ordering information and game credits screens from v1.0:
Also, between v1.0 and v1.1, most if not all of Lo Wang's speech was edited, apparently to increase sound volume. Here's the rather lengthy list:
Another interesting thing is that both v1.0 and v1.1 of Shadow Warrior have recorded self-running demos, like most other games of the time; for some reason, those were removed in v1.2.
#348 Posted 02 February 2013 - 03:20 PM
Back to Duke3D shareware versions, it turns out that v1.3d also has skill level 0. They fixed the switch values in that version so it requires a /s0 switch to use this skill. About the registered version 1.3d I have no idea, as well as whether the registered levels actually have any items or monsters that are available throughout all skill levels, including 0, while others start with skill level 1. I think it's quite possible that since this skill level was dropped, they could've been making registered levels without regard of this skill setting.
The shareware version 1.3d also doesn't have proper botmatch, since the bot AI was either not implemented yet (DN3DHELP.EXE in v1.0 and v1.1 only mentions the fake multiplayer mode as a means of testing the maps without the need to start a real MP game) or not included in the shareware release altogether.
This post has been edited by MrFlibble: 11 February 2016 - 11:49 AM