
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#770 Posted 04 November 2013 - 04:42 PM
#771 Posted 04 November 2013 - 07:22 PM
gerolf, on 03 November 2013 - 08:50 PM, said:
So maybe Shadow Warrior was started around.. 1994 prior to Lameduke, or maybe they made both and decided to go with Duke first?
They did not have to give Blood and Powerslave to other companies to finish because they were being made by other companies right from the beginning,of the four Build Engine games Apogee/3DRealms initially announced in 1994 all of them except Duke were being done by external teams.They sold off the rights to Blood and Powerslave and were considering cancelling Shadow Warrior but since the developers (Maddin and Norwood) were long time friends of Scott and George they decided to bring it in house and finish it.
This post has been edited by KareBear: 04 November 2013 - 07:25 PM
#772 Posted 06 November 2013 - 07:46 PM
#773 Posted 06 November 2013 - 07:49 PM
KareBear, on 04 November 2013 - 07:22 PM, said:
Thanks for the info, but I agree with Jimmy, Powerslave was at one point going to be a 3DR game.
Also I did correct myself on that point. Q-Studios had always been working on Blood, 3DR was only the publisher with minor say in things, and then they were given to Monolith (I've seen an explanation somewhere on the transfusion forums it had to do with locations because Q-Studios and Monolith are both in WA state, and it seemed logical). Lobotomy or PIE (can't remember which) was working along with 3DR or Powerslave was given to them at an early state. I'm not quite sure which is true, but the PC version was not released first IIRC so Lobotomy and PIE really made Powerslave for the consoles leading me to believe the PC version was an old version of the game that had whatever was going on at 3DR in it and they polished with updated graphics from the PS and Saturn versions. Excuse my rambling on lol
This post has been edited by gerolf: 06 November 2013 - 07:55 PM
#774 Posted 07 November 2013 - 12:29 AM
gerolf, on 06 November 2013 - 07:49 PM, said:
Also I did correct myself on that point. Q-Studios had always been working on Blood, 3DR was only the publisher with minor say in things, and then they were given to Monolith (I've seen an explanation somewhere on the transfusion forums it had to do with locations because Q-Studios and Monolith are both in WA state, and it seemed logical). Lobotomy or PIE (can't remember which) was working along with 3DR or Powerslave was given to them at an early state. I'm not quite sure which is true, but the PC version was not released first IIRC so Lobotomy and PIE really made Powerslave for the consoles leading me to believe the PC version was an old version of the game that had whatever was going on at 3DR in it and they polished with updated graphics from the PS and Saturn versions. Excuse my rambling on lol
The Saturn version was released only a couple of months before the PC version, and the PC version was announced long before. That's not enough time to make all the different content, so most likely they were worked on parallely.
I also wouln't know about taking updated graphics from the console versions, as the PC version has both more graphics and higher resolution art. Everything points to the PC version being the source even though it wasn't released first.
#775 Posted 07 November 2013 - 02:45 AM
This video chronicles the development history of Powerslave and explains in detail why the PC and console versions ended up being so dissimilar.
#776 Posted 09 November 2013 - 06:11 PM
gerolf, on 06 November 2013 - 07:49 PM, said:
There's a 1995-dated public beta of Powerslave which kinda disproves the ported-from-consoles theory.
#777 Posted 10 November 2013 - 01:24 PM
Anyways, here's something I've thought about last night:
The Blood Alpha; the alpha's source doesn't have all the necessary files, and so the alpha release was probably what was sent to Q-Studio employees by the coder to overwrite an older version, which is most likely why files are missing, and it was left in a PC that was being repaired, and it was then leaked.
What do you all think?
More reasons I believe this to be true: In the blood.txt file it mentions some things about enemies that are in the game, the gill beast and Phantasm, stating that the attacks work for the Phantasm but it needs artwork.. In the source files there is AI files but none for the Phantasm. This text file also states that the Axe Zombie has no attack, but in the source files there is a ZOMBIEAI file and when you play the alpha the zombies do indeed attack.
This post has been edited by gerolf: 10 November 2013 - 01:28 PM
#778 Posted 11 November 2013 - 09:52 PM
when I added fake players to this map while holding the attack button.
#779 Posted 21 December 2013 - 12:58 PM
I'm so much interested.
This post has been edited by Mikko Pekkola: 28 December 2013 - 10:13 AM
#780 Posted 13 January 2014 - 01:25 AM

What you are seeing here is the tileset that is present in that E1L1.pmp file (distorted and with wrong palette). On the top left there are temporary spaces for the whole screen and player view. There is another temporary space used for sprites missing from this set (in this case it shows the dukecar / pistol reloading).
Edit:

It has been a very long time since last time I saw this screen. It's just lovely how it fails to display the player name.
This post has been edited by Fox: 13 January 2014 - 01:48 AM
#781 Posted 19 January 2014 - 09:28 AM
http://youtu.be/S53QcaMdnRI?t=5m18s
While a similarly working bridge in E1L1 of Duke3D was apparently accomplished by using a separate quasi-3D object (I forgot the proper terminology for that though; or was it just composed of sprites?), these walkways seem to be a part of the level's architecture, as in Shadow Warrior (e.g. the beams under the Dojo's roof in level 4). Can anyone tell if this is the same trick in Powerslave, only used a couple of years earlier? Why wasn't it used in other Build games?
#782 Posted 19 January 2014 - 09:32 AM
#784 Posted 19 January 2014 - 10:52 AM
#785 Posted 19 January 2014 - 12:10 PM


Powerslave also uses a different scale, similar to Shadow Warrior or Redneck Rampage, pretty apparent in Mapster32 as the maps seem too large for Duke.
#786 Posted 19 January 2014 - 01:30 PM
KareBear, on 07 November 2013 - 02:45 AM, said:
This video chronicles the development history of Powerslave and explains in detail why the PC and console versions ended up being so dissimilar.
Every time I hear about it, I find all the aspects of about the console versions of Powerslave very exgerated and the PC version very underrated. This guy in the video even goes claiming the game was revolutionnary for having even "RPG elements" just because you could get upgrades to your lifebar (literaly the only RPG element that only occurs a few times). The whole exploration and adventure aspect is greatly exgerrated as well, it's not like Metroid Prime at all where everything is a one huge world, in Powerslave it's still several relatively small levels that you choose to go back to on the world map, and unlocking new areas when going back to those works pretty much like you got a key and remembered where to use it, except it's in another level rather than the same one. It's that simple and greatly exagerrted by everybody who compares it to Metroid Prime.
Meanwhile, the PC version of Powerslave has some of the greatest (if not the greatest) "unrealistic FPS level design so characteristic of the early to mid 90's " I have ever seen, and for that alone, makes it a much better game. Sadly the gameplay is only okay because of the enemy AI that's not very interesting and the slow strafing. Had the game got better strafing and better enemy AI it would be a masterpiece, it would be better than Doom and Duke Nukem 3D.
Still I recommend to anyone who hasn't yet, to go play Powerslave on PC. It's incredible how underrated it is : you've all played Duke3D, SW, Blood, Redneck Rampage, because you love the build enigne, but I know for sure not many have played Powerslave and you're missing on fantastic and incredibly smart level design.
This post has been edited by MetHy: 19 January 2014 - 01:35 PM
#787 Posted 19 January 2014 - 01:38 PM
#788 Posted 20 January 2014 - 03:50 AM
Daedolon, on 19 January 2014 - 12:10 PM, said:


Powerslave also uses a different scale, similar to Shadow Warrior or Redneck Rampage, pretty apparent in Mapster32 as the maps seem too large for Duke.
Cool, thanks for checking that!


MetHy, on 19 January 2014 - 01:30 PM, said:
I agree, the levels in the game are very detailed and nicely done. Even the first level of the full game alone feels like a complete adventure on its own. Honestly I've hardly played past level four, and later levels seemed a bit repetitive to me, but none the less I'd say Powerslave has exemplary level design on the whole. Barring some engine limitations (which mostly concern level geometry), one could say that quite a few of the more recent games haven't surpassed Powerslave in this respect.
I've never played the console versions, and while from the gameplay videos it's apparent that those are much more fast-paced and action-oriented than the PC version, however even with the true 3D engine (which is quite impressive TBH) the level design looks rather bland and underdetailed.
This post has been edited by MrFlibble: 20 January 2014 - 03:51 AM
#789 Posted 07 February 2014 - 01:11 PM
This version had 2 new features added, some map fixes and something I don't know and...NO, THIS VERSION STILL HARD AS FU*K...

Warning : Warez in spoiler...check for your own risk.

0. This version only updated 4 files, it looks like the patch was came with 2 EXE (PATCH75.EXE and PATCHL1A.EXE) and 1 BAT(PATCH.BAT)...
The batch file will delete A, M, T - the 3 L?ART000.DAT files, then run the PATCH75.EXE to create the patched ones, and then run PATCHL1A.EXE to patch L1ART000.DAT...
(Sadly, it looks like patch L1ART000.DAT will changed the timestamp so its time of last change doesn't really the actual date, more like when it was made for the shovelware...)
Other files didn't changed at all...you can check yourself.
1. Oh, now we have the crosshair, thank god...

Well, it helps but still, the game has no autoaim so......

2. A fucking Automap, well, it looks so shitty... and more like the BUILD editor but missing status messages, and it doesn't draw the map if you're moving when automap activated, you have close then re-open it...

Oh, you can use Kp-Enter to activate or deactivate it.
Also, you can open Main Menu in automap, but it will cause display glitch...

It looks like the in-game texts still draw when automap activated...
3. Your screen will go dark and more if your health goes very low, which is very annoying...get killed so often when I'm low of health and can't even see shit...(It should be exist on original version I guess)

4. For some reasons in this version, when I mess around in Setup.exe, I found SB, SB Pro, SB 16 and Adlib setting for Music are doesn't works on my end, give me FM chip ERROR when run the game, but the Sound are fine, I used MIDI for Music and it works...whatever...
Well, it looks like I totally sucked at this shitty game... I use a cheating program to locked the goddamn health value(if you want to know what's the max health...it's 160, and sometimes it only give 100 when you respawn...) to complete levels...

This post has been edited by Player Lin: 07 February 2014 - 01:26 PM
#791 Posted 07 February 2014 - 05:00 PM
Do you have the original files how they where packaged?
#792 Posted 07 February 2014 - 10:50 PM
Corvin, on 07 February 2014 - 05:00 PM, said:
Do you have the original files how they where packaged?
Actually the updated Lot7P game should came from some of these illegal shovelware CDs, but many of them just lost by whatever reasons, you know, it's long time ago and not everyone would like to keep them...also copyright problems still exist...
The CD I got this copy of Lot7P, contained many of Chinese games, some DOS/V(Japanese DOS system)games and a little of English games which I never heard at all...not to say, that "installation interface" on the shovelware CD are Chinese too.
Yeah, I still have that ISO file of that shovelware CD, but it's not really useful for you guys at all, unless you're mean something else.
(What files in the shovelware is the same as the one I uploaded so I don't think you needed that shovelware CD, also the patch files already on the package that I uploaded, I just didn't tested at all.)
This post has been edited by Player Lin: 07 February 2014 - 10:52 PM
#793 Posted 08 February 2014 - 01:24 AM
#794 Posted 08 February 2014 - 02:58 AM
Corvin, on 08 February 2014 - 01:24 AM, said:
I guess you're not check my spoiler tag on original post at all...original version of Lot7P and the patch files are in package of "updated" version of Lot7P, link to the SkyDrive for hosting those files should works, if not just blame your ISP or something.

This post has been edited by Player Lin: 08 February 2014 - 03:00 AM
#795 Posted 08 February 2014 - 12:49 PM
#796 Posted 19 February 2014 - 06:40 PM
Edit: IGN pictures are also from an early version.

There is no "T" for the Tripbomb in the HUD and the font is blue like in the PC. Also there are only dark-blue troopers around in the final version.
This post has been edited by Fox: 20 February 2014 - 09:19 AM
#797 Posted 05 March 2014 - 09:03 AM


There's exactly something, that looks similar in these two screenshots.
#798 Posted 08 March 2014 - 09:56 AM
I found a blog where you get some nice edition of this artworks:
http://ronniesmithart.com/?p=54