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

#320

View Postt800, on 11 November 2012 - 07:40 AM, said:

I am interested more in older variant of pigcop from left picture. Do we have more screenshots with him?


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

5

User is offline   Gambini 

#321

I dont understand shit
0

User is offline   MrFlibble 

#322

View PostHigh Treason, on 22 November 2012 - 12:04 PM, said:

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).

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).
2

User is offline   NNC 

#323

Just had a little time, and made a (hopefully) full list of unused respawn sprites from the original game, if you care:

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.
4

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#324

Thanks for the list. I guess that's the reason why they decided respawns would only increment the kills left count after they spawned.
0

User is offline   Mike Norvak 

  • Music Producer

#325

Well in the latest EDuke if you press LShift over any sprite in 2D mode it shows up a red line pointing the linked tags, it would be useful for those respawns and see if there's a trigger somewhere in the map. Cool list BTW
3

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#326

View PostNorvak, on 16 December 2012 - 09:06 AM, said:

Well in the latest EDuke if you press LShift over any sprite in 2D mode it shows up a red line pointing the linked tags, it would be useful for those respawns and see if there's a trigger somewhere in the map.


This is a godsend. I'm glad that feature is in there.
0

User is offline   NNC 

#327

View PostNorvak, on 16 December 2012 - 09:06 AM, said:

Well in the latest EDuke if you press LShift over any sprite in 2D mode it shows up a red line pointing the linked tags, it would be useful for those respawns and see if there's a trigger somewhere in the map. Cool list BTW


Great feature, try it soon.
0

User is offline   MrFlibble 

#328

Some time ago I've been checking old releases of the Duke Nukem 3D shareware version, and one glaring difference was that the yellow horizontal switch with a green and a red light has a completely different sprite compared to the registered version:
Posted Image

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

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)?
1

User is online   Hendricks266 

  • Weaponized Autism

  #329

I'm pretty sure that 3DR didn't feel like reprocessing the final v1.3D art tiles to remove all the stuff not used in the shareware for a third (fourth?) time, so they just reused the ones from v1.1.
2

User is offline   MrFlibble 

#330

Ah, that sounds quite plausible. So are there any other differences left over from v1.0?
0

User is offline   TerminX 

  • el fundador

  #331

Yeah, check the RPG projectile sprites. Those are different.
1

User is offline   NNC 

#332

Launch Facility was a little different. The vent area can be reached without jetpack there, the underwater (slime) section had a masked wall instead of a solid wall that blocks your way to the secreat surface area, and that secret area didn't have the chaingun "room" as well. In The Abyss the door that led you to the final boss closed immediately after you enter the area, instead of closing only in that visibly lighter sector which happened in the registered version.
4

User is offline   MrFlibble 

#333

BTW, I almost forgot to mention, while looking for a nice screenshot of the switch in LameDuke I found out that in some levels, there's elevator music (for example, in a level - can't remember the number right now, but I think it's episode one - where you start near a tower-like building with large glass windows). My first thought was, "Wow, LameDuke already has elevator music", but then I remembered that the final version doesn't in fact have that, it's Rise of the Triad that's got the elevator music feature.
0

User is offline   LAW 

#334

I defined a fogpal for Redneck Rampage in OGL mode and it was something like this 16 16 16. And the same values under the software mode gave a really bad effects. How to define fog for 32bit and 8bit modes separately in the DEF file?
0

User is offline   MrFlibble 

#335

I did a quick comparison of GRP contents of Duke Nukem 3D shareware releases. Here are the files with different sizes across the versions:
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.
0

User is online   Hendricks266 

  • Weaponized Autism

  #336

At some point I'm going to write a program that automatically analyzes GRPs for differences, including in-depth comparisons of any ART and CON contained within. Other file types will alert to compare manually, unless I come up with a method to provide more info automatically. (Helix's map comparison script may be helpful.)

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
3

User is offline   MrFlibble 

#337

View PostHendricks266, on 15 January 2013 - 01:25 PM, said:

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

Ah-hah, I knew I've seen the old crosshair sprite somewhere before :P
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#338

View PostHendricks266, on 15 January 2013 - 01:25 PM, said:


You could add that the early RPG resemble the ROTT rocket:

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image
1

User is offline   MrFlibble 

#339

While playing around with the shareware version 1.0, I've noticed that it doesn't handle difficulty level selection from the command line. The help says that valid skill level values are 0-3:
Posted Image

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:
Posted Image

As far as I can tell, it's identical to Piece of Cake.

Further on, /s0 selects skill level 255:
Posted Image

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

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

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).
1

User is offline   MrFlibble 

#340

I just thought - the Duke3D beta v0.99 has five skill levels, like Doom, right? That would explain the skill select weirdness, if the easiest skill level is marked as 0 internally:

/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 !!!

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#341

By they way

// 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

1

User is offline   OpenMaw 

  • Judge Mental

#342

View PostFox, on 24 January 2013 - 07:44 PM, said:

By they way

// 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.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#343

I dunno, but the actor is called "SNAKEDRONE" in 0.99.

This post has been edited by Fox: 26 January 2013 - 05:17 AM

0

User is offline   MrFlibble 

#344

View PostMrFlibble, on 24 January 2013 - 12:24 PM, said:

I just thought - the Duke3D beta v0.99 has five skill levels, like Doom, right? That would explain the skill select weirdness, if the easiest skill level is marked as 0 internally:

/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:
Posted Image

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

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):
Posted Image

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

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):
Posted Image

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

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.
1

User is offline   MrFlibble 

#345

View PostFox, on 16 January 2013 - 11:33 AM, said:

You could add that the early RPG resemble the ROTT rocket:

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

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 :P
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#346

Personally I prefer the old one with the pespective trick. Since it spawns below the player view, it makes sense.
1

User is offline   MrFlibble 

#347

On a somewhat related note, I've also compared the files in the shareware releases of Shadow Warrior. There are expected differences in art files and maps, as well as some others:
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:
Spoiler

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:
Spoiler

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.
2

User is offline   MrFlibble 

#348

I have posted more details about the differences in the early versions of Shadow Warrior in the 3D Realms' forums (with some screenshots). [Edit] Screenshots now available here.

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

2

User is online   Hendricks266 

  • Weaponized Autism

  #349

Nice work on SW! Could I ask you to try out the 0.9 beta too? If you are interested, I have a version of the registered SW between 1.1 and 1.2 that was circulated within the publisher. To my knowledge, a registered SW was never released before 1.2, much like Duke 3D's v1.3D.

Don't post about either of these on 3DR's forums because it will be deleted posthaste.
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