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

User is offline   Lunick 

#381

3rd screenshot has tripmines in inventory....
Also in the 3rd screenshot the ammo amounts seem bizarre or is just blurry.
It's also worth noting that Quirk of Fate does have enemies in it for multiplayer too I think.
Last screenshot seems gorier?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#382

View PostLunick, on 27 March 2013 - 08:17 PM, said:

3rd screenshot has tripmines in inventory....

It has always been like that in the PSX.
1

User is offline   Lunick 

#383

View PostFox, on 27 March 2013 - 09:19 PM, said:

It has always been like that in the PSX.


I guess I never picked any up or used them :|

Posted Image

This post has been edited by Lunick: 27 March 2013 - 10:16 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#384

If I remember correctly, Total Meltdown's death animations have always been gorier than the PC's.
1

User is offline   Lunick 

#385

View PostJoJo the Idiot Circus Boy, on 27 March 2013 - 10:32 PM, said:

If I remember correctly, Total Meltdown's death animations have always been gorier than the PC's.


Posted Image
Posted Image

I never really noticed but you're right :)
2

User is offline   Mike Norvak 

  • Music Producer

#386

Is just me, or in the trailer from JP3D we can heard in the background one of the sounds of the Overlord?

Did they use The T-rex to make that sound back in 1996? Or they used the overlord on this trailer :) [kind of kidding] ?

http://youtu.be/2jH9iAHSKds?t=1m23s
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User is offline   Jimmy 

  • Let's go Brandon!

#387

All of Duke's sounds were harvested from sound libraries. You'll hear the Battle Lord roar in a lot of movies.
0

User is offline   Gambini 

#388

Yeah like The Duel, a movie from about 1970, when the truck is falling of the cliff you can hear a battlelord roaming. Really cool!
0

User is offline   Kathy 

#389

Somehow I couldn't find a spoiler warning. :)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#390

View PostNorvak, on 28 March 2013 - 07:27 AM, said:

Is just me, or in the trailer from JP3D we can heard in the background one of the sounds of the Overlord?

Did they use The T-rex to make that sound back in 1996? Or they used the overlord on this trailer :) [kind of kidding] ?

http://youtu.be/2jH9iAHSKds?t=1m23s

By the way, that's one of the Cycloid Emperor sound, not Overlord.
1

User is offline   OpenMaw 

  • Judge Mental

#391

In terms of the sound library the originate from, they're all the same set.

The set being of course, Jurassic Park's T-rex. That "ORRUGHHH" grunt noise is actually in the film. (Not in that shot from the trailer, obviously.)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#392

I just realized that in the 1.3d DOS version that big grey font works like the lower-case for the red menu font.
1

#393

Check out this one, everyone

Posted Image
15

User is offline   TerminX 

  • el fundador

  #394

That's neat. In nearly every area you can see where they've removed sectors, sprites and other details in order to hit the target of 30 fps on a 486.
5

User is offline   OpenMaw 

  • Judge Mental

#395

That's an awesome comparison. Looks like quite a few of those other beta images were from E2 areas then. (Some very clearly cut from the game or entirely reworked.)
1

User is offline   Jimmy 

  • Let's go Brandon!

#396

As I understand it, Lunar Apocalypse generally has the oldest levels of the game. Levelord's are all among the newest. The oldest map that made it into the game, I think, is a very early version of what would become Derelict from LameDuke.

This post has been edited by JoJo the Idiot Circus Boy: 06 April 2013 - 12:00 PM

1

#397

If memory serves correctly, there is a section of Overlord (The bit with the waterfalls) in LameDuke that is Map Format 4 and must be converted before LameDuke will run it, possibly making that the oldest map in the game.

Could be entirely wrong, I will edit this post when I have tested, unless someone beats me to it.
4

User is offline   TerminX 

  • el fundador

  #398

Nope, you're correct. I remember seeing that myself many years ago. I turned it into a crappy DM map in one of my Duke 1.5 mods in the 90's.
2

User is offline   Jimmy 

  • Let's go Brandon!

#399

I never noticed that. Good find.
0

#400

I did that screenshot comparison myself
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User is offline   Mikko 

  • Honored Donor

#401

Interestingly they removed those forcefield textures from the first outdoor segments of the map but kept them in the rest, most notably the huge outdoor area. Obviously they put those there originally to compensate for removing the spacesuit (artificial atmosphere). But now there's no consistency.

This post has been edited by Mikko_Sandt: 07 April 2013 - 03:47 AM

5

#402

"Inv" and "Keys" in 2 screenshots with Shrinker are in different order

In beta shot: "Keys/Inv"

In final shot: "Inv/Keys"
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#403

View PostMikko_Sandt, on 07 April 2013 - 03:46 AM, said:

Obviously they put those there originally to compensate for removing the spacesuit (artificial atmosphere). But now there's no consistency.

These screenshots looks much older than the one with the space suit in use. Not really sure if they even had something like that planned, wasn't the player some sort of cyborg in Lameduke?

View PostMikko Pekkola, on 07 April 2013 - 04:50 AM, said:

"Inv" and "Keys" in 2 screenshots with Shrinker are in different order

In beta shot: "Keys/Inv"

In final shot: "Inv/Keys"

They probably tried to make it different from Doom in the final version.

This post has been edited by Fox: 07 April 2013 - 04:55 PM

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User is offline   Daedolon 

  • Ancient Blood God

#404

View PostMikko Pekkola, on 06 April 2013 - 04:52 AM, said:

Check out this one, everyone


Well. That just makes me sad.

View PostFox, on 07 April 2013 - 04:54 PM, said:

They probably tried to make it different from Doom in the final version.


It also makes more sense since players (at least myself) are likely to look at the inventory items more than the keys, so placing them closer to your health/center of the screen makes sense.

This post has been edited by Daedolon: 09 April 2013 - 02:38 PM

1

User is online   MrFlibble 

#405

View PostDaedolon, on 09 April 2013 - 02:37 PM, said:

Well. That just makes me sad.

You mean that the levels have become less detailed in the final release?
1

User is offline   Hendricks266 

  • Weaponized Autism

  #406

While looking into this, I discovered something to add to my Duke 3D beta page concerning the tally mark tiles that were overwritten in later versions.

Quote

I discovered some disabled code in the Duke 3D source code release (GAME.C, line 1437) that would take a number value and draw the necessary tally marks to the screen. For example, to display the number 12:

Posted Image

Unfortunately, there is no trace of any applications this may have had.

6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#407

Interesting. I always tought it would be used as decoration in the prison walls.

===//===//===

Interesting that the Pig Cop already has some blood in the BETA sprites. However it's in clean in some earlier version:

Posted Image

This post has been edited by Fox: 13 April 2013 - 01:18 PM

2

User is offline   Jimmy 

  • Let's go Brandon!

#408

Maybe the tally marks were going to be used for multiplayer?? Only other thought is like Fox said, in the prison. Also, Fox, there is no blood in the actual sprite. That's the blood squib actor. Go in game and shoot a Pigcop, you'll see what I'm talking about.
3

User is offline   Daedolon 

  • Ancient Blood God

#409

He said it's clean in that version, thus the ":".
1

User is offline   Jimmy 

  • Let's go Brandon!

#410

I read way too fast. Foot in mouth. Cheers.
0

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