The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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
===//===//===
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.
#440 Posted 04 June 2013 - 11:55 AM
Hendricks266, on 15 January 2013 - 01:25 PM, said:
In the meantime, one could use Fart on the art files and some diff program (I use WinDiff because it's already there with the vc6 installation \o/)
#441 Posted 04 June 2013 - 12:00 PM
#442 Posted 04 June 2013 - 12:03 PM
Also Digest makes art files. Classy names aren't they? Not to mention the audio library that Duke3D uses is ASS....
Those tools were developed for Dave3D, and i'm still bitter about that project's forced demise
This post has been edited by leilei: 04 June 2013 - 12:05 PM
#443 Posted 04 June 2013 - 07:44 PM
#444 Posted 05 June 2013 - 01:17 AM
Here's an animated PNG if your browser supports it:

And individual files:


#445 Posted 06 June 2013 - 11:55 AM
Glad they changed that row of blues into navy blue, it gives the game more identity.
Jimmy, on 04 June 2013 - 07:44 PM, said:
I could've wrote to the FSF about being denied to use GPL source code after Siegler's "You may not use our source in that way" message in a 3DR PM and cause a big fallout, but I decided to play it safe and stop what I was doing. My original PM to Siegler was actually inquiring about using only the color palette for a completely-from-scratch media project. On a forum fostering development of BasedDirectlyOffDuke3DData standalone games you'd think this would be at the least, acceptable...
Of course i'm not stopping anyone from forking what was done and carry along the "dave" theme where it's just low quality SuspiciouslySimilar stuff (i.e. no movie oneliners, weaksauce wooden character, very cheesy CGI sprites). I was also going to do the same with SW's source but style-swapping and gender-swapping everything to avoid possible confusion. There could still be wrath from them as if they patented the videogame strip club...
If I can't use their "source" it's not stopping me from using id's source to build a similar game
This post has been edited by leilei: 06 June 2013 - 12:10 PM
#446 Posted 06 June 2013 - 12:12 PM
#447 Posted 06 June 2013 - 12:35 PM
leilei, on 06 June 2013 - 11:55 AM, said:
I took the palette from a screenshot with the jetpack dudes and unfinished recon cars manned by liztroops. Funny thing - the screen with the calendar chick on the wall uses the beta pal I've listed, however, you can find screenshot with the jetpack troopers using the final pal (attached)
I don't think there were any more versions of the palette, correct me if I'm wrong
Attached File(s)
-
D3d36.png (17.21K)
Number of downloads: 1006
This post has been edited by Cage: 06 June 2013 - 12:36 PM
#448 Posted 06 June 2013 - 07:38 PM
Cage, on 05 June 2013 - 01:17 AM, said:
I took the time to compare the palettes in all the screenshots, then extract all the unique ones I found. I included palettes which only had a different background color, as well as ones that were brighter. I left out the two palettes that had their values stretched to 255.
This post has been edited by Minigunner: 14 May 2017 - 02:29 PM
#450 Posted 15 June 2013 - 05:17 PM
Also, am I right that the 640x400 mode is less system-intensive for the lack of internal scaling procedures? Or is this whole speculation just off the track?

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