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

User is offline   Hendricks266 

  • Weaponized Autism

  #441

I did something similar, though my tool of choice for the ART files was an oldass DOS16 program called ART2BMP. Thanks for linking me to something with source. :lol:
1

User is offline   leilei 

#442

I used to work with ART2BMP but it was way too buggy. IIRC it's the one with that engrished 'cunt' message isn't it?

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 :lol:

This post has been edited by leilei: 04 June 2013 - 12:05 PM

1

User is offline   Jimmy 

  • Let's go Brandon!

#443

Dude, I would just go ahead and ramp up production again. They really have no grounds to stop you.
0

User is offline   Cage 

#444

I'm surprised nobody compared the palettes yet :lol: Since the press release middle-beta screenshots are paletted .pcx (IIRC) files, you can extract a palette out of them.

Here's an animated PNG if your browser supports it:
Posted Image

And individual files:
Posted Image
Posted Image
Posted Image
8

User is offline   leilei 

#445

Which part of 95 is the transitional beta from? Early (space jetpack dudes) or later (censored calendar chick on building)?

Glad they changed that row of blues into navy blue, it gives the game more identity.

View PostJimmy, on 04 June 2013 - 07:44 PM, said:

Dude, I would just go ahead and ramp up production again. They really have no grounds to stop you.


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 :lol:

This post has been edited by leilei: 06 June 2013 - 12:10 PM

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User is offline   Nukeaholic 

#446

Either way it would be nice to see Dave3D back in production. I don't know what the hell 3D Realms were thinking to shut down the project. That's a waste of very good resources. Was it a one man project may I ask?
0

User is offline   Cage 

#447

View Postleilei, on 06 June 2013 - 11:55 AM, said:

Which part of 95 is the transitional beta from? Early (space jetpack dudes) or later (censored calendar chick on building)?


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 :lol:

Attached thumbnail(s)

  • Attached Image: D3d36.png


This post has been edited by Cage: 06 June 2013 - 12:36 PM

1

User is offline   Minigunner 

#448

View PostCage, on 05 June 2013 - 01:17 AM, said:

Spoiler


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

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#449

More models, shitty scan

Posted Image
3

User is offline   MrFlibble 

#450

I've got a question to the tech savvy guys here about the DOS Build games (hope this isn't a wrong place to ask!). The SVGA modes for most of the games have a choice between 640x400 and 640x480 (IIRC Powerslave only has 640x400 which is still disguised as 640x480 in the setup programme, but later games all have both modes). What I'm interested in is how the engine handles the 640x480 mode. In the 640x400 mode, the entire output is stretched by the hardware. In the 640x480 mode, on the other hand, I assume that the game engine does the stretching to maintain aspect correction. Does it stretch the entire screen, or does it scale individual components of the image (sprites, textures, HUD) separately?

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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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#451

I think that the renderer is too simplistic to scale components individually.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#452

View PostMrFlibble, on 15 June 2013 - 05:17 PM, said:

I've got a question to the tech savvy guys here about the DOS Build games (...). The SVGA modes for most of the games have a choice between 640x400 and 640x480 (...). What I'm interested in is how the engine handles the 640x480 mode. In the 640x400 mode, the entire output is stretched by the hardware. In the 640x480 mode, on the other hand, I assume that the game engine does the stretching to maintain aspect correction. Does it stretch the entire screen, or does it scale individual components of the image (sprites, textures, HUD) separately?

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.
2

User is offline   Darkus 

#453

Hi all! It's been a long time I did not post something here...
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...
6

User is offline   Lunick 

#454

So we have an interesting ground effect in Red Light District Hollywood Holocaust
Posted Image

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

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.
Posted Image

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

This switch is not liked the leaked 0.99 beta.
Posted Image

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

The game room in Hollywood Holocaust is different.
Posted Image

Looks like the check in area for Red Light District.
Posted Image

Some sort of bar area. Probably Red Light District.
Posted Image

Death Row looks different.
Posted Image

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 Freeway/Red Light District?

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.
Posted ImagePosted Image

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

10

User is offline   Micky C 

  • Honored Donor

#455

The game room just looks more empty, that's all. Are you sure that ground effect in the first shot isn't an earthquake?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#456

I just loved the Snake Head. I have seen that early Green Slimer before in the manuals.

View PostLunick, on 18 June 2013 - 06:09 AM, said:

So we have an interesting ground effect in Red Light District
Posted Image

That's Hollywood Holocaust.

Posted Image

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

3

User is offline   Lunick 

#457

View PostMicky C, on 18 June 2013 - 06:15 AM, said:

The game room just looks more empty, that's all. Are you sure that ground effect in the first shot isn't an earthquake?


Well yeah it's an Earthquake but there wasn't one like that in Red Light District before Hollywood Holocaust before :lol:

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#458

Here is where I found it:
http://forums.duke4....dpost__p__83760

View PostLunick, on 18 June 2013 - 06:09 AM, said:

View PostDarkus, on 18 June 2013 - 05:54 AM, said:


In magazine shot 2 there is a shot of the Spacesuit being used in a location that isn't space?

No idea about the wall of door textures in the screenshots on the same page too. Could be Freeway/Red Light District?

Both are from Red Light District. That area is left in 0.99 despite not being used anymore.

Posted Image

View PostLunick, on 18 June 2013 - 06:09 AM, said:

In magazine shot 4 there is a clear picture of the Snakehead enemy!!!! There is also a weird pod looking thing.
Posted ImagePosted Image


Posted Image

This post has been edited by Fox: 18 June 2013 - 06:49 AM

2

User is offline   Lunick 

#459

Nice, I wonder why the space suit was in there though. Interesting to see the Beta egg pod too.

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#460

Yeah, it seems for me that was some sort of fire station. Which explains the ending of E1L1?

This post has been edited by Fox: 18 June 2013 - 07:16 AM

0

#461

Quote

In magazine shot 4 there is a clear picture of the Snakehead enemy!!!! There is also a weird pod looking thing.
Posted ImagePosted Image


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

Wouldn't it look better if the snake was green?


JIMMY U éç*°: NOOB!!!
1

User is offline   Jimmy 

  • Let's go Brandon!

#462

Hoooooly shit. Nice catch, dude.

Also that Protozoid Slimer pod is the same as the one from LameDuke.
1

User is offline   Cage 

#463

View PostDarkus, on 18 June 2013 - 05:54 AM, said:

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. (...) There's also some scans of the magazine in question (scans coming from abandonware-magazines.org)


You sir have made my day.

EDIT:

Not that bad considering the source:

Attached thumbnail(s)

  • Attached Image: snakehead.png


This post has been edited by Cage: 18 June 2013 - 12:31 PM

2

User is offline   Darkus 

#464

Ok, I've found a better quality video, but the problem is that you must download it, and it's quite huge (the zip file include two versions of the same video) so you must be patient.
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...
Posted Image

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

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

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...
Posted Image

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

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

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

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


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 :lol: )
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...
8

#465

I am downloading this video, these are all great finds. I shall then edit together the duke3d footage that is in there and YouTube it (Credits to Darkus for finding it in the description) unless you beat me to it... My internet is slow so someone probably will.
0

#466

Bump, consider it done;


4

User is offline   MrFlibble 

#467

Great findings! :lol:

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

Some sort of bar area. Probably Red Light District.
Posted Image

Somehow this reminded me of Hotel Hell but I'm not sure.

 Darkus, on 18 June 2013 - 01:22 PM, said:

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...
Posted Image

I think it simply says "Coming Soon".

[Edit] I just noticed that "Coming Soon" is actually preserved on the final version of the poster; there's indeed some title text under it, seems like in red, but the text is too blurred to be legible.

This post has been edited by MrFlibble: 18 June 2013 - 02:56 PM

1

User is offline   leilei 

#468

I think it says "1ST TIMERS"

This post has been edited by leilei: 18 June 2013 - 04:29 PM

4

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#469

Pictures you missed Darkus:

Another image of the Snake Head:
http://download.aban...0Page%20072.jpg

The Flamethrower in acton:
http://download.aban...0Page%20074.jpg

Enforcer with flamethrower, unknown level:
http://download.aban...0Page%20075.jpg

Early Battlelord, unknown level:
http://download.aban...0Page%20076.jpg

Anknown level:
http://download.aban...0Page%20077.jpg

Early Freezethrower:
http://download.aban...0Page%20078.jpg

Early Expander:
http://download.aban...0Page%20079.jpg

Early Battlelord:
http://download.aban...81996-06%29.jpg
3

User is offline   Lunick 

#470

Page 72
The Snakehead in _zoo.map sort of confirms that it was not just a concept. I really want to see it in action now!

Page 74
Oooo you can see the different health pickups and a tiny spacesuit. This is also again looks like a different beta because Red Light District looks normal. Flamer looks cool.

The early Batttlelord looks really weird too.

Can anyone read this magazine? I am getting this weird feeling that because there are both Beta and almost Final screenshots mixed here, they could also be comparing them...

Read for me Plagman ;D

This post has been edited by Lunick: 18 June 2013 - 07:24 PM

0

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