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

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?
#451 Posted 16 June 2013 - 12:32 AM
#452 Posted 16 June 2013 - 02:59 AM
MrFlibble, on 15 June 2013 - 05:17 PM, said:
There's no special logic for drawing the scene with different aspect ratios at all. The engine maintains a variable yxaspect which finds its way into the various rendering routines.
The key idea to keep in mind is that rendering proceeds in a "reverse" fashion: for each pixel on the screen[1], you calculate coordinates for the texture you want to map, so it's just a question of a multiplication somewhere in the data flow chain. Ken had an informative post about that on the JonoF forums when they were online, maybe it has survived somehow?
Edit: by the way, you can check out the effects of yxaspect interactively in Mapster32. When a.m32 is loaded, the keys [8] and [9] will "slide" it smoothly in 3D mode. Keys [7] and [0] change the related viewingrange variable.
[1]More exactly, for that portion which was determined as necessary to be covered, of course.
#453 Posted 18 June 2013 - 05:54 AM
I was doing some research, and I came across a video from a french magazine, showing the best Console and PC games of 1996. And of course it show a beta version of DN3D.
Unfortunately, the quality is not great, It's a rip from a tape...
http://www.youtube.c...6j0g8GqE#t=2887 (it's at 48:07)
There's also some scans of the magazine in question (scans coming from abandonware-magazines.org):
Player One P094
Player One P095
Player One P096
Player One P097
Commecial in the magazine
I'll keep looking, I think they may have the same video in better quality...
#454 Posted 18 June 2013 - 06:09 AM

The entrance at the start of level looks different. There is also a weird item in the Inventory. Some sort of light or Holoduke?

A different entrance to the strip club with a different layout too since the guy is using the card to get in the door instead of the destruction.

I remember seeing this green floor in Hollywood Holocaust in a different Beta screenshot. The toilets here are also on a different side.

This switch is not liked the leaked 0.99 beta.

The health pickups are different. The player also seemed to have no problem killing the pigcops with just the pistol.

The game room in Hollywood Holocaust is different.

Looks like the check in area for Red Light District.

Some sort of bar area. Probably Red Light District.

Death Row looks different.

When using the melee kick, the screen shakes up and down with the kick.
I don't know if it is the bad quality of the video but in some pictures above, the bottom right of the HUD looks like a nuke symbol.
Edit: From the Magazines:
I don't think there has been public shots of the _zoo.map before?
In magazine shot 2 there is a shot of the Spacesuit being used in a location that isn't space? Red Light District
No idea about the wall of door textures in the screenshots on the same page too. Could be
In magazine shot 3 there is green carpet but in the other shots there is red carpet. Was there multiple colours in this beta or did they get two different copies of Duke3D?
In magazine shot 4 there is a clear picture of the Snakehead enemy!!!! There is also a weird pod looking thing.


Edit2: The beta is the same as the video that was with John Romero here http://www.youtube.c...pdzL7koI#t=126s (was also in this thread).
This post has been edited by Lunick: 18 June 2013 - 06:47 AM
#455 Posted 18 June 2013 - 06:15 AM
#456 Posted 18 June 2013 - 06:18 AM
Lunick, on 18 June 2013 - 06:09 AM, said:

That's Hollywood Holocaust.

You can also see that second bathroom in this image too. Edit: At 48:38 you also see the bathroom in the bottom left.
This post has been edited by Fox: 18 June 2013 - 06:59 AM
#457 Posted 18 June 2013 - 06:23 AM
Micky C, on 18 June 2013 - 06:15 AM, said:
Well yeah it's an Earthquake but there wasn't one like that in

Edit: Got a date on that photo Fox?
Edit2: The "game room" in that map has the missing wall that isn't in the picture I posted above.
This post has been edited by Lunick: 18 June 2013 - 06:36 AM
#458 Posted 18 June 2013 - 06:36 AM
http://forums.duke4....dpost__p__83760
Lunick, on 18 June 2013 - 06:09 AM, said:
Both are from Red Light District. That area is left in 0.99 despite not being used anymore.

Lunick, on 18 June 2013 - 06:09 AM, said:



This post has been edited by Fox: 18 June 2013 - 06:49 AM
#459 Posted 18 June 2013 - 06:50 AM
Edit: I am going to say that because of the cheats used in the video/screenshots anyway, the reviewer flipped over to the space suit anyway. I'd also say that is the start of the level since in the 0.99 beta there is the elevator there.
This post has been edited by Lunick: 18 June 2013 - 06:56 AM
#460 Posted 18 June 2013 - 07:08 AM
This post has been edited by Fox: 18 June 2013 - 07:16 AM
#461 Posted 18 June 2013 - 07:49 AM
Quote


It's very disheartening see how it is almost totally different from what I and Jet N. we did ...
At least we got it right on the color. To anyone interested if I made a new version based on this profile?
Quote
JIMMY U éç*°: NOOB!!!
#462 Posted 18 June 2013 - 10:36 AM
Also that Protozoid Slimer pod is the same as the one from LameDuke.
#463 Posted 18 June 2013 - 11:51 AM
Darkus, on 18 June 2013 - 05:54 AM, said:
You sir have made my day.
EDIT:
Not that bad considering the source:
This post has been edited by Cage: 18 June 2013 - 12:31 PM
#464 Posted 18 June 2013 - 01:22 PM
http://www.abandonwa...=351&images=oui(click the yellow floppy disk at the right)
I made some screenshots of some detail that I noticed:
The start of E1L1...

...the sky look like a dusk version of the usual night L.A. sky.

E1L2, entrance of the shop. Notice that the security camera is white instead of black.

Inside the cinema. The Sister Act poster is different, the art look bigger and the title is not the same, but I can't read what's written...

... but the Bleached Blonde poster is clearly visible, and the title say: "Debbie Does Duke"

Inside of the projection room. Thats me, or the font of the pickup messages is the same in Doom?


After cleaning up the show room. The portable medkit has a different logo on it. Notice also the barstool is gray instead of red.

Entering the arcade room. I did not notice immediately, but it look like a trooper is using the unused shooting animation:

I also found lots of scans of DN3D. They are perhaps not so interesting that I had found, but some screenshot are worth it:
Scans from Joystick N70: It's look like they used the V1.1 version (see scan below), but there are also some screens of the beta DN3D lying around...
Page 48(the official artwork

Page 49(some screens of DN3D...)
Page 50(there are a screen with a lizman using flamethrower)
Page 52(more screens. Also a screen with a Battlelord in a unknown level)
Page 53(Showing weapons. Including the flamethrower. Notice also the shrinker explosion sprite is rotated horizontally)
Page 54(more screens, featuring the amazing 'adult mode on/off')
Page 56(Interview with Greg Malone)
Page 57(more screens, and a screen of a Battlelord in the beta _zoo.map)
Page 58(a screen showing GAME.CON opened with EDIT.COM)
Page 60(Duke's evolution.)
Scans from Joystick N61: there are some interesting beta screens from Apogee:
Page 144(Ruins: return of the Gods)
Page 145(Beta Duke 3D)
Page 146(Xenophage and Shadow Warrior. The snake boss look impressive here)
Page 147(Terminal Velocity)
And finally, one last scan that intrigues me: It's a commercial with only two screen of beta DN3D. The first screen is either E1L1 or E1L2, but the second screen more intersting because we can see Duke carrying a different shotgun model...
http://download.aban...ril%201996).jpg
Well I think that's all for today...