
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#48 Posted 27 March 2010 - 07:07 AM
I've been working on this mod since last year!!
http://img169.images....php?g=odn1.png
http://img683.images....us/i/odn2.png/
http://img169.images....us/i/odn1.png/
#49 Posted 27 March 2010 - 10:49 AM
Fox, on Mar 27 2010, 03:16 PM, said:
Another thing I noticed that both maps use only 4 types of monsters (well, Sweeney has 2 commanders at the end). Possibly at this stage when the maps were abandoned, other enemies haven't created yet. Octabrains are really overused in Sweeney, while Pigs were overused in the upper part of Sewer. I always thought it would be great if LL make an updated version about the maps, I will contact him in the near future about it, maybe he can find some time to it.

#50 Posted 27 March 2010 - 11:40 AM
In v0.99, I was actually able to trigger the registered weapons after entering DNSTUFF. Before the released full versions, there was going to be a flamethrower and/or laser. The freezer was not conceived yet. The laser/flamethrower, although lacking art in the beta, made a lot of SHOTSPARK1 effects appear everywhere.
This post has been edited by Hendricks266: 27 March 2010 - 11:47 AM
#51 Posted 27 March 2010 - 01:09 PM
Hendricks266, on Mar 27 2010, 11:40 AM, said:
In v0.99, I was actually able to trigger the registered weapons after entering DNSTUFF. Before the released full versions, there was going to be a flamethrower and/or laser. The freezer was not conceived yet. The laser/flamethrower, although lacking art in the beta, made a lot of SHOTSPARK1 effects appear everywhere.
The flamethrower makes 6 SHOTSPARK1 effects appear!! In my mod I use the growspark projectile to be the flamethrower one ( THROWFLAME )!!
When the throwflame hits the enemy, it creates a very interest effect, it appears another sprite behing the monster with pal 4, trasparent and changing it size!! I've been trying to make this effect in the MOD but it's very difficult!!
#52 Posted 27 March 2010 - 01:49 PM
There were several HUD designs used over time


a different diving suit

a screenshot with the space suit exists, but the art seen was not present in v0.99, yet this build seems to be older, which could mean they were already removing it at that point.

E1L1 has a different carpet

The shrinker works here, but did not work for me in v0.99

If the freezer wasn't concieved yet, when is this build from? And what's that at the bottom left, an old army style flashlight (Anglehead)?



The above right-most image is taken from lameduke's L6.MAP when run in EDuke32. Sham they didn't have that babe in the LameDuke version

This post has been edited by High Treason: 27 March 2010 - 05:49 PM
#53 Posted 27 March 2010 - 02:29 PM
The spacesuit art was probably not in v0.99 or v1.0 for the same reason art of weapons, enemies, etc. not in episode 1 are not in the shareware art.
Could that shrunken LameDuke enemy be in the E1L4 room with the wall shrinker?
This post has been edited by Hendricks266: 27 March 2010 - 02:33 PM
#54 Posted 27 March 2010 - 05:22 PM
High Treason, on Mar 27 2010, 05:49 PM, said:

Does that freezer look a bit less gritty then the normal version to anyone else or is that just me?
#55 Posted 27 March 2010 - 05:44 PM
Whilst messing with this I found that Coke uses the tile that Access Cards do in released builds.
This post has been edited by High Treason: 27 March 2010 - 05:51 PM
#56 Posted 27 March 2010 - 06:41 PM
#57 Posted 27 March 2010 - 06:50 PM

Freezer sprite was designed for the "laser chainsaw"
.jpg/784px-9(sketch).jpg)
#58 Posted 27 March 2010 - 09:37 PM
Anyway, couple things I forgot to add;
O4.MAP in lameduke has 2 areas that are not normally accessible, there isn't much there, but if multiplayer was possible, the other palyers would start in the last area (the one with stacked sprite floors).


I've never managed to access this in-game until now, it's L9.MAP, turns out that it is in map format four, as is M8.MAP, possibly making them the oldest maps in existence - M8.MAP bares striking resemblance to the final level of Episode 2 in the final builds, but I didn't include a pic as it seems to work in lameduke. L9 looks a lot like Ken Silverman's old test level, you know, that hole you couldn't jump out of? It is probably built on top of it.

LameDuke also appears to support the sector copy and paste that Shadow Warrior used, as well as multi-story elevators (Press A or Z at the same time as use to select direction) and other weird SE tricks that I haven't played with yet.
#61 Posted 30 March 2010 - 08:48 PM
#62 Posted 30 March 2010 - 09:40 PM
Ah well, here is what I am allowed to upload; here is 1.0 ftp://treason.dyndns...duke/3dduke.zip
Version 1.1 ftp://treason.dyndns...ke/3dduke11.zip
Version 1.3 is availabe just about anywhere. 3D Realms site for example.
I guess these are valid in this thread, as they are relevant to the knowlege here.
#63 Posted 31 March 2010 - 05:43 AM
#64 Posted 31 March 2010 - 09:08 AM
Both versions are in that .rar file.
#65 Posted 31 March 2010 - 12:45 PM
Damn, this is going to bring back some memories.
#67 Posted 31 March 2010 - 07:32 PM
RTCM Shareware
There's a few screen shots and a slide show for the beta versions on the page too.
#68 Posted 31 March 2010 - 10:07 PM
Forge, on Apr 1 2010, 11:32 AM, said:
RTCM Shareware
There's a few screen shots and a slide show for the beta versions on the page too.
Thanks for the heads up Forge. ^^ Wow, health in the 1000s in some of those screens. O_O
This post has been edited by Jinroh: 31 March 2010 - 10:11 PM
#69 Posted 31 March 2010 - 11:49 PM
Well, whilst this thread is still active;
Some of the unused pre-rendered models from LameDuke, these would have been awesome.


Tile 719 is named "SHIELDICON" in the .CON, you can pick it up but it does nothing (no code beyond pick it up and add it to inventory). However, this may be why there is a 2nd version of Duke that is half red colored, there are also (not pictured) sprites of Duke aiming up.

A rather boring level, seemingly for Multiplayer, War2.map, and the cool water effect of War1.map



Rubbish bat (as in, they just don't fit) that works, the water water is an effect rather than a texture, the bubble in the Inventory screen is the "shieldicon" which does nothing, Duke cracking his knuckles constantly because I held "C" down, also pictured is the HUD and visible score. Oh, and health that is nearly in the thousands


This post has been edited by High Treason: 31 March 2010 - 11:56 PM
#70 Posted 31 March 2010 - 11:58 PM
High Treason, on Apr 1 2010, 12:49 AM, said:


...Is he dying, or break dancing in that second one?
#71 Posted 01 April 2010 - 12:04 AM
EmericaSkater, on Apr 1 2010, 03:58 PM, said:
I thought that was a babe doing Yoga.

The first animated one Duke is running like Frankenstein's Monster. >_> Wow.
This post has been edited by Jinroh: 01 April 2010 - 12:06 AM
#72 Posted 01 April 2010 - 02:50 AM
Jinroh, on Apr 1 2010, 01:04 AM, said:

http://facefall.ytmnd.com/ Reminds me of that ytmnd.
#73 Posted 04 April 2010 - 09:22 AM
Always thought it was awesome how they were photosourcing a lot of the textures for the game.
#74 Posted 04 April 2010 - 10:23 AM
Edit: Actually, neither does V1.3D. Weird!
I guess I'll have to go out and purchase (if that's even possible) non-Atomic Duke.
This post has been edited by The Mighty Bison: 04 April 2010 - 10:44 AM
#75 Posted 04 April 2010 - 05:52 PM
The Mighty Bison, on Apr 4 2010, 11:23 AM, said:
Edit: Actually, neither does V1.3D. Weird!
I guess I'll have to go out and purchase (if that's even possible) non-Atomic Duke.
As far as I know 1.3D does do the bicycle kick. Are you running it with EDUKE?