
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#411 Posted 26 April 2013 - 04:19 PM

The guy is obvisouly cheating, so that's how he got an Expander in the first episode. However it has a 50 shots limit like in the PC. Also the ammo icon is of the HUD crystal.
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The Duke 3D manual seems to simply that the first skill was meant to include more ammo or items.
This post has been edited by Fox: 29 April 2013 - 07:40 AM
#412 Posted 20 May 2013 - 10:13 PM

Fucking photobucket resizing images, here is a zoom of the page:
This post has been edited by Fox: 20 May 2013 - 10:20 PM
#414 Posted 20 May 2013 - 11:23 PM
Fascinating, anyone else notice the HUD on the bottom picture? Also, notice the plasma balls on the lizmen?
The level of detail is incredible in most of these. Also, coded security cameras?
Incidentally, the magazine can be found here; http://oldgamemags.t...e-8-august-1995
But that is the only Duke 3D page.
#415 Posted 20 May 2013 - 11:26 PM
I don't remember seeing that HUD or the giant Mighty Boot before. That kick looks like this:

This post has been edited by Fox: 20 May 2013 - 11:29 PM
#416 Posted 21 May 2013 - 11:31 AM

This is interesting. Does it have something to do with the locked door kicking trick on E1L3?
This post has been edited by zykov eddy: 21 May 2013 - 11:33 AM
#417 Posted 21 May 2013 - 11:45 AM
#418 Posted 21 May 2013 - 03:24 PM
You could open doors partially with the RPG in LameDuke too.
Edit: Sorry, I missed Zykov Eddy's post somehow

Erm... well... I at least confirmed this happened! Or... Some other excuse.
Ah, well, the plasma balls used to behave a bit like that in LameDuke though, as in, they would stick to enemies that were nowhere near the shot that was fired. In that bottom-most screenshot again, it looks like there may be a sloped sector towards the right.
This post has been edited by High Treason: 21 May 2013 - 03:27 PM
#419 Posted 21 May 2013 - 06:45 PM
#420 Posted 22 May 2013 - 08:28 PM

When I saw these SPAS-12 I just realized it uses the Duke 64 model for Duke.

#421 Posted 23 May 2013 - 06:26 AM
Fox, on 20 May 2013 - 10:13 PM, said:


Fucking photobucket resizing images, here is a zoom of the page:
That's a nice finding! Where'd you find these?
This post has been edited by Mikko Pekkola: 23 May 2013 - 06:26 AM
#423 Posted 23 May 2013 - 02:01 PM
This is an amazing find!!!
From my own research I've divided Duke's development into few significant stages we know about/seen:
In general:
- lameduke
- duke beta from the .pcx screenshots presspacks (jumpsuit troopers etc.)
- late beta - double barrel shotgun pigcops, generally looking very close to final
- The close final betas (0.99 and later?) with available executables (minor differences)
It seems, that the shot from the page you've posted actually fall between phases 1 & 2 (closer to 2 I guess but still) so it's kinda transitional:
- both the kick from final duke and the wrench/taser from lameduke appear, with kick looking different - #2 features either the final kick graphic or a close variant
- Lameduke pistol but #2 pigcops - #2 screenshots feature the final pistol
- Lameduke rocketlauncher, but seems to me that it might be the cleaned up version from phase #2 (dithered color gradients etc.) - the scan is grainy, so I'm guessing
- Barcode still visible on the hand - #2 removed the barcode
- A hud which is seen nowhere else! However it seems close in design to Lameduke's and close in color scheme to #2 hud
I've sandwiched the scanned shots between the #2 shots to demonstrate


This post has been edited by Cage: 23 May 2013 - 02:12 PM
#424 Posted 23 May 2013 - 03:08 PM
Lol I was accidentally looking at the wrong page and didn´t realize it was a year old:
gerolf, on 06 November 2012 - 02:31 PM, said:

Are these frames ever actually seen in the game? If so, what are the used for, and if not, what were they meant to be used for?
It looks like he's either looking down, or he's about to kill himself?
This post has been edited by Gambini: 23 May 2013 - 03:10 PM
#425 Posted 24 May 2013 - 01:53 AM

Also it seems that the classic screen aspect ratio has not been corrected. That's something the HRP should workaround.
#426 Posted 24 May 2013 - 11:20 AM
Any idea where to find them?
#429 Posted 28 May 2013 - 09:32 PM
This post has been edited by MYHOUSE.MAP: 28 May 2013 - 09:32 PM
#432 Posted 02 June 2013 - 11:04 PM
#433 Posted 03 June 2013 - 07:25 AM
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state bossdyingstate ifaction ABOSS1DEAD break ifactioncount 5 { iffloordistl 8 cstat 0 activate 6666 sound THUD action ABOSS1DEAD } spawn FRAMEEFFECT1 ends
In the early v0.99 the Battlelord would serve as an activator with lo-tag 6666 upon death. This is very similar to Doom - in fact, Doom use a tag 666 to execute certain functions in the map.
#435 Posted 03 June 2013 - 08:40 PM
A couple examples:



Lameduke ------ Duke3d
Funnily enough, simply shifting the pale-tan range 4 values brighter would have made the poster look better:

This post has been edited by Minigunner: 14 May 2017 - 07:27 PM
#436 Posted 04 June 2013 - 02:26 AM
#437 Posted 04 June 2013 - 09:44 AM
I wouldn't say it was paletted wrong, LameDuke essentially just has an alternate colour scheme, these were just straight converted. LD had two brown swatches, and Duke3D has one brown swatch and one tan swatch.
#438 Posted 04 June 2013 - 09:57 AM
#439 Posted 04 June 2013 - 11:33 AM
Jimmy, on 04 June 2013 - 09:44 AM, said:
Well, that's exactly what I meant.
