
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#349 Posted 03 February 2013 - 01:24 AM
Don't post about either of these on 3DR's forums because it will be deleted posthaste.
#350 Posted 03 February 2013 - 07:17 AM
Hendricks266, on 03 February 2013 - 01:24 AM, said:
I remember playing the beta version a bit some time ago (it didn't want to work properly at first so I had to launch it by loading the first level from the command line), but I have deleted it since. One thing I remember very clearly is that the staring location in level 1 and the secret room that is near the gold key (and is a reference to the secret apartment in Duke3D's E1L1) were swapped. Also, you can't switch between single and dual UZIs once you pick the second one, just like in v1.0/1.1. Another thing, IIRC, the fists are on button 1, while the katana and the shurikens share button 2. The fist attack also includes the animation of Duke's mighty foot, albeit in brown pants, and the animation of Lo Wang striking with his palm (this one) is used along with the animation of him hitting with close fists (as in the regular versions). There's a clip of Lo Wang saying "Come get some!" (I suppose it's COMEGET2.VOC from your list), which is used rather frequently as a random attack sound, however it was removed from v1.0 onwards.
Now I'm not sure about levels 2 and 3, but level 4 in the beta certainly is very different from v1.0*. For starters, the dojo area apparently was supposed to be the boss battle arena (I haven't completed that level so I can't tell for sure), and the sign says "Dojo of the Sumo" instead of "Dojo of the Serpent", which might suggest that the sumo boss was in fact intended for the shareware episode. IIRC you start somewhere in the dark woods area and you're supposed to get inside the dojo building to proceed.
I also remember that level 3 is called "Temple of the Anime", but its general layout doesn't seem to have changed a lot compared to the beta version.
Level 2 - can't remember but the level name is also somehow different - starts you in a different location, already outside the collapsed tunnel. I think it might be the same location as one of the starting locations for the multiplayer mode (available with the -commbat# switch).
If I get around to play the beta more, I'll sure check what other differences there might be.
Hendricks266, on 03 February 2013 - 01:24 AM, said:
Nice to know you have such a rare historical version

BTW, do you perchance have the shareware CD version of SW? I wonder what version that release could be (CD audio issues are already mentioned in v1.0's SWHELP.EXE, but those could easily be leftovers from the registered Duke3D's help file).
*That is, unless I screwed something up and was actually loading levels in fake multiplayer mode; I played the beta quite a while ago, but now I think that maybe level 4 as I remember it was more or less similar to what you get if you load it in v1.0 and higher with the -commbat# switch.
#351 Posted 03 February 2013 - 07:26 AM
MrFlibble, on 03 February 2013 - 07:17 AM, said:

SHADOW WARRIOR(tm) Version 1.2 Copyright (c) 1997 3D Realms Entertainment This is a version of Shadow Warrior(tm) supplied to Shel Mann/Wizard Works 8/10/97. DO NOT DISTRIBUTE! <Press any key to continue>
1997-04-03 11:53 AM 40,495,207 sw_r09b.grp 1997-05-13 12:00 PM 25,702,245 sw_s10.grp 1997-05-26 12:10 PM 25,833,456 sw_s11.grp 1997-08-10 05:01 PM 47,539,335 sw_r12pre.grp 1997-08-25 12:20 PM 26,056,769 sw_s12.grp 1997-08-25 12:20 PM 47,536,148 sw.grp 1997-08-25 07:20 AM 47,536,148 sw_r12uk.grp 1997-09-11 03:05 PM 26,056,769 sw_smac.grp 1998-01-28 09:43 AM 48,698,128 wt.grp
Compare sw_r12pre.grp to sw.grp (r 1.2).
MrFlibble, on 03 February 2013 - 07:17 AM, said:
I don't have this CD, but I would suggest asking Litude, a 3DR forumgoer.
#352 Posted 03 February 2013 - 12:04 PM
One more thing I have remembered about the SW beta is that instead of the Koi pond area in level 1 there's a complex room-over-room structure (IIRC it has three floors one over another) that caused a serious drop in framerate even in 320x200 resolution. I'm not sure, but it has some kind of a fountain at the bottom level (which replaces the underwater part of the pool), and a ramp that leads to the upper level, although I'm not sure from where exactly. Maybe some rooms that remain in the final version of this map have also switched places to allow for this. The bottom part probably was connected to the diner area, or maybe to one of the lower luggage transport belt areas (where the remote control for the microcar is located).
Hendricks266, on 03 February 2013 - 07:26 AM, said:
1998-01-28 09:43 AM 48,698,128 wt.grp
Hmm, and what's the wt.grp? Wal-Mart version?
#353 Posted 03 February 2013 - 07:09 PM
#354 Posted 03 February 2013 - 08:33 PM
The RPG actor will have an .extra that ranges from 140 to 147. If the value of RPGBLASTRADIUS is set to zero, then the damage will equal the .extra times two minus one (range from 279 to 293). However it is a bit more complicated since RPGBLASTRADIUS doesn't equal zero, and the damage also varies depending of the .clipdist of the actor that receives the damage.
From the tests I have performed, if the actor has a .clipdist of 0 the damage will range from 140 to 293, and if he .clipdist is at the limit of 255 it will range from 70 to 220. For most of the enemies the default .clipdist is 80 and the damage range from 140 to 220 if auto-aiming is on, and from 140 to 293 if it is turned off. For big bosses which .clipdist is 164, the damage is beetween 140 and 220 with auto-aim and 70-220 without it.
So it is all confusing. I guess it could be said that the damage ranges from 70 to 293 in general, although it varies from enemy to enemy and I am not sure about how to calculate the average damage. The mean damage is 180 with auto-aim, and 181 without it. I guess that makes sense since it takes about six RPG shots to kill a Battlelord Sentry.
#355 Posted 04 February 2013 - 06:20 AM
I also think that the room-over-room section I mentioned above that was replaced with the Koi pond in v1.0 actually goes two storeys down from the area near the lobby. I also remember the design gave me the impression of a more realistic environment, but it was probably scrapped because the ROR structure negatively affected game performance.
#356 Posted 06 February 2013 - 07:21 PM

This one is titled "Menu_Nuke_Saving_Data" - maybe for a Save Game feature we didn't get? I may upload the PNGs of these in the resources thread.

A higher resolution menu nuke thing; Menu_Rotating_Nuke I believe this one is normally used;

(An animated flag of the USA, see video)
MenuBkgrdFlag - don't think this is used

rpgdisplay (1-3) - something to do with the RPG, heat seeking?

rpgdisplay_armed - Nuke, ala Shadow Warrior? I want it and I want it now!

tripminedisplay - Perhaps they were going to have different modes once?
I also found some alternate versions of the logo like this;

There's a low-res version with less stars on the flag, more on this later.
Edit 2: Here are all the smacker textures (except four from Capture the Babe) in one video;
Things to note;
> The computer screens state the height of the aliens among other things, this interests me as I have never seen detailed profiles of Duke's enemies like this.
> Possible tribute to Allen H. Blum III in news broadcast (the scroller at the bottom)?
> Blood also used Smacker Textures, hence the cutscenes in that game have the .SMK extension. In DNF they use the .BIK extension.
This post has been edited by High Treason: 06 February 2013 - 11:05 PM
#357 Posted 06 February 2013 - 08:27 PM

This post has been edited by Fox: 06 February 2013 - 08:28 PM
#358 Posted 06 February 2013 - 08:46 PM
The nuke is actually in the game somewhere, saw a YouTube video on it.
This post has been edited by Lunick: 06 February 2013 - 08:46 PM
#359 Posted 12 February 2013 - 02:15 PM
#361 Posted 12 February 2013 - 04:32 PM
#362 Posted 15 February 2013 - 11:10 PM
First version - It appears to be just an engine test. It is close to the PC version, and there is some light effects similar to the Saturn version.

Second version - The HUD already resemble Duke Nukem 64.

Third version - The weapons have been completely redrawn.

Fourth version - The ammo and inventory displays in the HUD now use a new font.

Fifth version - The HUD left bar has been slightly modified. The difference from the final release the health display is aligned to the left.

This post has been edited by Fox: 16 February 2013 - 07:54 AM
#363 Posted 16 February 2013 - 08:09 PM
#364 Posted 17 February 2013 - 08:32 AM
#365 Posted 21 February 2013 - 11:35 PM

I wonder how I should deal with that in the mod...? I guess I should just ignore it.

#366 Posted 22 February 2013 - 07:45 AM
This post has been edited by Gambini: 22 February 2013 - 07:46 AM
#367 Posted 22 February 2013 - 01:37 PM
#368 Posted 24 February 2013 - 05:39 AM
Captain Awesome, on 22 February 2013 - 01:37 PM, said:
Hmm, for some reasons, I agree this. If you want perfection of Duke 64 feel, play on emulator may be better than this ported TC/mod.

Or, made an eduke64(?) port or something...like the Doom64EX port for DooM64.

This post has been edited by Player Lin: 24 February 2013 - 05:43 AM
#369 Posted 24 February 2013 - 01:06 PM
#370 Posted 25 February 2013 - 03:25 AM
#371 Posted 25 February 2013 - 03:51 AM
#372 Posted 25 February 2013 - 07:21 AM
Fox, on 25 February 2013 - 03:51 AM, said:
If they never appeared/existed from the original N64 game, so it's not a bug. But bring it to the PC port/mod isn't bad at all.

This post has been edited by Player Lin: 25 February 2013 - 07:22 AM
#373 Posted 25 February 2013 - 04:25 PM
This post has been edited by Captain Awesome: 25 February 2013 - 04:25 PM
#374 Posted 25 February 2013 - 04:36 PM
Fox, on 25 February 2013 - 03:51 AM, said:
Thanks for the info. Somehow I completely forgot the D64 version, because it was so hard to play with stupid controls.
#375 Posted 21 March 2013 - 07:02 PM
This post has been edited by Fox: 22 March 2013 - 04:00 PM
#377 Posted 22 March 2013 - 04:02 PM
This post has been edited by Fox: 22 March 2013 - 04:03 PM