The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#811 Posted 14 March 2014 - 12:13 PM
#812 Posted 27 March 2014 - 02:11 AM
MrFlibble, on 12 March 2014 - 11:52 AM, said:
sw0396.zip
sw0496.zip
sw0596.zip
sw0696.zip
sw0796.zip
sw0896.zip
sw0996.zip
sw1096.zip
sw1196.zip
sw951115.zip
sw961115.zip
swhires.zip
swshots.zip
Those Wayback Machine links are no longer working, so I've attached the files to this post, just in case.
Attached File(s)
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sw0396.zip (33.57K)
Number of downloads: 836 -
sw0496.zip (34.91K)
Number of downloads: 795 -
sw0596.zip (60.95K)
Number of downloads: 820 -
sw0696.zip (64.17K)
Number of downloads: 779 -
sw0796.zip (51.64K)
Number of downloads: 782 -
sw0896.zip (68.74K)
Number of downloads: 800 -
sw0996.zip (29.52K)
Number of downloads: 814 -
sw1096.zip (42.82K)
Number of downloads: 776 -
sw1196.zip (14.04K)
Number of downloads: 924 -
sw951115.zip (820.12K)
Number of downloads: 797 -
sw961115.zip (311.18K)
Number of downloads: 764 -
swhires.zip (422.17K)
Number of downloads: 769 -
swshots.zip (310.09K)
Number of downloads: 771
#813 Posted 04 April 2014 - 02:48 PM
Have we seen the Shadow Warrior boss in a shot like that before?
#814 Posted 04 April 2014 - 03:00 PM
#815 Posted 04 April 2014 - 03:40 PM
#817 Posted 04 April 2014 - 07:02 PM
#819 Posted 23 April 2014 - 09:41 AM
Duke Nuken 3D Shareware 1.0 - Demo Loop / Attract Mode / Ciclo de Demostración (E1L1, E1L2, E1L3)
Duke Nuken 3D Shareware 1.1 - Demo Loop / Attract Mode / Ciclo de Demostración (E1L2, E1L6, E1L1)
Duke Nuken 3D Shareware 1.3d - Demo Loop / Attract Mode / Ciclo de Demostración (E1L2, E1L6, E1L1)
The same user has recorded demos from other games, but apparently no Duke Nukem 3D registered demos.
This post has been edited by MrFlibble: 23 April 2014 - 10:02 AM
#820 Posted 23 April 2014 - 10:40 AM
And also from the registered Atomic Edition (V1.5):
#822 Posted 23 April 2014 - 10:51 AM
Darkus, on 23 April 2014 - 10:40 AM, said:
Darkus, on 23 April 2014 - 10:40 AM, said:
Yup, I also found those.
Another user recorded the whole of LameDuke demos as well:
#823 Posted 23 April 2014 - 11:08 AM
It's in the downloads section, the filename is cooldemo.zip
http://www.3drealms....ke3d/index.html
The file FILE_ID.DIZ says:
This is a 4 player demo for Duke Nukem 3D
Registered v1.3d. Recorded by 3D Realms on
the last night of development, it's very
silly in places, with 3 Dukes standing on top
of each other, and a Duke can-can dance in
front of a camera!
#824 Posted 23 April 2014 - 11:24 AM
#825 Posted 23 April 2014 - 01:28 PM
Darkus, on 23 April 2014 - 11:08 AM, said:
It's in the downloads section, the filename is cooldemo.zip
http://www.3drealms....ke3d/index.html
The file FILE_ID.DIZ says:
This is a 4 player demo for Duke Nukem 3D
Registered v1.3d. Recorded by 3D Realms on
the last night of development, it's very
silly in places, with 3 Dukes standing on top
of each other, and a Duke can-can dance in
front of a camera!
I guess it's this one?
#826 Posted 23 April 2014 - 01:59 PM
Loke, on 23 April 2014 - 01:28 PM, said:
#827 Posted 23 April 2014 - 02:03 PM
This post has been edited by High Treason: 23 April 2014 - 02:03 PM
#828 Posted 24 April 2014 - 09:56 AM
Quote
When we were developing the Xbox LIVE Arcade version of Duke 3D, one of the things we looked at in detail was co-operative play. More specifically, whether or not the original level construction would leave you stuck with no way out. We spent a lot of time looking for this, and found only one place where this was possible. It was in Critical Mass with the spiral stairs shown here. During the normal single player path, going up the spiral staircase would cause them (and the room at the top) to collapse, leaving you with no way to get back. This is a non issue in single player, but in Co-Op play, we discovered a problem.
In Co-Op, if you got past the collapsing stairs, and then died, you would get taken back to the start of the level. The problem with that is that now the stairs are already collapsed, and you were stuck - there was no way to get past the stairs in Co-Op.
We examined the map data, and discovered that in Dukematch play, this map had special map data so that when the stairs were down, there was a way around. In Dukematch, there is a switch on the wall that was not there in single player or Co-Op originally which would open up a teleport and let you bypass the collapsed stairs. The decision was made to alter the original map data for this instance. We changed the map so that when you played Co-Op, this teleport was also available to you. It is NOT available in single player, and this is the only instance in the entire game when we went back and changed existing map structure for the Xbox LIVE Arcade version. Otherwise you'd get stuck.
I took a look into this. Once you step out of the staircase, it closes a door in front of the staircase, and the ceiling starts to fall. And when you step in the next room with red lights, it opens a teleport in the area before the staircase for co-operative.
The problems comes that there are two triggers to these events, so if you die after you actived the first, you will be locked. You can also see this in single player, by stepping out of the staircase and instead of entering the next room you go back using Steroids.
I think that to fix this all you need to do is move the TOUCHPLATE with lo-tag 5 to the same sector as the one with lo-tag 8761.
#829 Posted 25 April 2014 - 11:47 AM
It seems to me that the demo of E1L1 in shareware v1.0 switches to the third-person view really a lot, as if it was done intentionally.
#831 Posted 25 April 2014 - 11:54 AM
MrFlibble, on 25 April 2014 - 11:47 AM, said:
It seems to me that the demo of E1L1 in shareware v1.0 switches to the third-person view really a lot, as if it was done intentionally.
It's controlled by the mapper. You can put cameras which sole purpose is for demo recording. When the camera has the player in sight; the demo will use the camera angle. When the player is out of sight of any camera, it will be first person.
#832 Posted 25 April 2014 - 11:57 AM
#833 Posted 25 April 2014 - 12:03 PM
#834 Posted 26 April 2014 - 10:16 AM
Shadow Warrior secret messages (you will have to use swghost and swgreed to see them)
2nd level Killing fields.
Throw yourself to the opening at the left after the stone door which is opened with the red key.
At the bottom in one of the walls you will see the message "monkey mappers say hi"
Level 10: Raiders of the Lost Wang
above of one of the waterfalls at the begining. left side of the wood brigde (you´ll have to use swghost and swgreed to fly and comethrough)
You will a message that says "monkeys say what?"
2nd SECRET LEVEL: Auto Maul
Come through the last window, the one near to the gate that leads to the exit ying-yang sign.
behind of one of the cars you find a message that says "Follow me to XXX-Stacy´s", a probable reference to the level of duke nukem atomic.
Martin
P.S. I you have discovered more secret messages in sw post them!
This post has been edited by mxrtxn: 26 April 2014 - 10:17 AM
#835 Posted 26 April 2014 - 12:06 PM
As I'm sure you all know, the Ripper Heart creates a Lo Wang clone who assists you with a railgun before unceremoniously exploding after a short period. However, the way the weapon and clone is defined in the source code suggests a more intriguing intent. For one, the Ripper Heart is internally referred to as the Blood Worm. This includes a death string, indicating the Ripper Heart was originally able to perform actual damage to its targets. Also, the clone is internally named as ZOMBIE. The obvious question here is, "Zombie of what?" Since the clone uses Lo Wang's sprites, is it a zombified version of the player?
Going back to the code, the function used to spawn the Ripper Heart clone is named SpawnZombie2. However, there is an additional unused function apparently intended for a nearly identical purpose simply named SpawnZombie. It is only referenced once (but not actually called) in WEAPON.C in the PlayerCheckDeath function as follows in this excerpt:
PlayerCheckDeath(PLAYERp pp, short Weapon) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; SPRITEp wp = &sprite[Weapon]; USERp wu = User[Weapon]; int SpawnZombie(PLAYERp pp, short);
This is interesting as it implies the spawning of a zombie does not come directly through the use of a weapon but rather by killing a player with a particular weapon, presumably the Ripper Heart itself. There's also this comment in the unused SpawnZombie function:
//nu->tgt_sp = pp->SpriteP; // Make it target last killed player initially
Hence, I make this hypothesis: The original purpose of the Ripper Heart/Blood Worm was to damage enemies directly, probably by leeching their life force as some early screenshots suggested. If you killed another player with the Ripper Heart, only then would it spawn a zombie player implied to be the resurrected corpse of your foe. This zombie would basically act like the current clone does, but it would initially target the player you just killed when they respawned just to add that extra level of humiliation.
Of course, this limits the zombie strictly to multiplayer-only Wangbang modes. There don't appear to be any obvious remnants in the source code which indicate how the Ripper Heart would have performed as an actual damage-dealing weapon. In the leaked 0.90 beta, the Ripper Heart is powered by "Deathcoils" and fires a projectile which briefly stuns enemies but doesn't seem to damage them, hence evidently coming from a later stage of development.
Also, looking at the zombie's code, an #if'd out section in its action states reveals the clone was supposed to have a larger, more varied arsenal beyond the railgun:
#if 0 {sg_ZombieUzi}, {1024}, {sg_ZombieUzi, sg_ZombieRocket, sg_ZombieGrenade, sg_ZombieNuke}, {400, 750, 1000, 1024}, #endif {sg_ZombieRail}, {1024}, {sg_ZombieRail}, {1024},
The notion of a Lo Wang clone using grenade launchers and nukes is definitely amusing. There's also more unused code here which indicates the clone was able to use flash bombs as well.
#836 Posted 26 April 2014 - 02:29 PM
This post has been edited by James: 26 April 2014 - 02:31 PM
#837 Posted 26 April 2014 - 03:02 PM
Source for the Duke3D/Blood/Nuclear SW explosion.
Source of SW's gas/smoke puff.
Source for Octabrain mindblast.
Source of some of the Duke3D/Blood/SW fire sprites.
I believe Fate or another Build game might have used this explosion.
You can see a very small preview for the Blood explosion on this page. This is also the page where you can buy the VFX compilation disk.
#838 Posted 26 April 2014 - 03:04 PM
This post has been edited by Fox: 26 April 2014 - 03:07 PM
#839 Posted 26 April 2014 - 03:06 PM
#840 Posted 26 April 2014 - 03:10 PM
Fox, on 26 April 2014 - 03:04 PM, said:
Only the previews are cropped, actually.
However, they didn't have the camera far enough/zoomed-out enough for the mushroom-cloud, so the top was out-of-view.