
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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.
#841 Posted 26 April 2014 - 05:14 PM
James, on 26 April 2014 - 02:29 PM, said:
I can't find anything that would specifically support this idea. There are three defined rocket types, and they're all accounted for by what's in the finished game. However, it does look like the heat-seeker card was a late addition.
Since I just happen to be looking at the pickups in the source code, I found that there's an entry for the spinning scrolls you find scattered around the older 0.90 beta levels. In the code, they're called Spells. When you pick one up, you're supposed to be granted a random powerup (the effect, not the inventory item itself), but it seems most of these items were cut. They include the following:
- Icon of Flight: Missing sprite. Equivalent to Jetpack?
- EnvironSuit Skin: Sprite. Equivalent to Protective Boots?
- Strength: Missing sprite. No idea what this could have been.
- Cloak Device: Sprite. Became the Smoke Bomb.
- Oxygen: Missing sprite. Equivalent to Scuba Gear?
- Night Vision: Survived into final game.
Also, I came across another interesting cut feature in WEAPON.C and JWEAPON.C:
SpawnNuclearExp(SHORT Weapon) { ... // if (pp->NightVision) // { // SetFadeAmt(pp, -300, 1); // Idiot had night vision on in nuke flash // PlayerUpdateHealth(pp,-25); // Just burned your eyes out of their sockets! // }
PlayerInitFlashBomb(PLAYERp pp) { ... // if(hu->PlayerP->NightVision) // { // SetFadeAmt(hu->PlayerP, -200, 1); // Got him with night vision on! // PlayerUpdateHealth(hu->PlayerP, -15); // Hurt eyes
If you had your night vision goggles enabled while you got flash bombed or saw a nuclear explosion, you were supposed to take damage due to blinding your eyes.
This post has been edited by RinyRed: 26 April 2014 - 05:30 PM
#842 Posted 26 April 2014 - 06:56 PM
Darkus, on 23 April 2014 - 10:40 AM, said:
And also from the registered Atomic Edition (V1.5):
The Dark Side demo is such a great memory, I remember when I first saw it, it felt so awesome and exciting. Yay, new monsters, yay, space station, and a f*cking metro in there. The Freeway demo also had me remember, I always envisaged a demo play on that level, and again, it was a watermark of new levels to play.
#843 Posted 26 April 2014 - 07:45 PM
#845 Posted 26 April 2014 - 11:44 PM
Quote
It must not of even made it that far then, I can't find the link but I definitely remember reading they planned for a multi-missile mode. It was in that old Q&A with George before the game got rebooted with Lo Wang in it. Just found the line that described what they had planned for it on SW central:
Quote
I'm going to take a guess and say they decided to go with a Nuke instead of the mass-firing mode as a high-powered attack. The latter would of been cool, but I think the Nuke was a good choice and one of the things everybody remembers about SW (not to mention a bit more balanced due to the Nuke being hidden)
Neat info about the flashbang + Nuke, that seems like a typical cool idea but I wonder why they removed it. Does the flashbang accomplish anything in singleplayer? I know it can blind you if you're facing it but I've never noticed it having any effect on enemies (nor the Stealth bomb, but that gives you a super-charged punching attack so it still has utility in SP)
#846 Posted 27 April 2014 - 12:19 AM
Plagman, on 26 April 2014 - 07:45 PM, said:
It's also a well put together gameplay, except for the last moments when the player was clearly tanking (should have ended there like th V1.5 demos)... I for example always fascinated how he explodes that wall next to the opening station with throwing the pipebomb into the shuttle itself. I tried it all the times when I played DS, and only succeeded twice out of 100 or so.

#847 Posted 27 April 2014 - 03:05 AM
James, on 26 April 2014 - 11:44 PM, said:
IIRC the smoke bomb does work kinda similar to partial invisibility in Doom, i.e. the monsters either miss you more and/or attack you less frequently. They also seem to tend to run away when the player who is using the smoke bomb and the fists approaches them.
#848 Posted 27 April 2014 - 03:12 AM
#849 Posted 27 April 2014 - 03:47 PM
This unused secret area I first discovered using the swghost mode on Level 18 Floating Fortess
There are some items in the red chamber nevetheless there was no way to get them without using cheats...
Well that chamber is connected to the secret place. First you gotta open the secret area using the computer:

Now using the railgun you shoot to the red chamber exactly where the yellow aim is pointing. Shoot and you will hear a sound and see that a new opening just opened in the secret area:

once you enter the red chamber get out quick! your heatlh will drop quickly, return crouching
Here´s a view inside the red chamber

P.S. This secret passage IS NOT even listed in the official secret areas thread of the 3DRealms site:
http://www.3drealms....w/secret18.html
Martin
This post has been edited by mxrtxn: 27 April 2014 - 05:37 PM
#850 Posted 27 April 2014 - 06:20 PM
#853 Posted 28 April 2014 - 12:10 PM
Duke Nukem Advance. On several occasions i've heard that DNA was changed around/due to September 11th.
Question: What was changed, exactly? Was it simply a matter of toning the violence down from a M to an T? Or was the city location originally going to be New York? I've tried to find details on this, but I haven't been able to turn up any information on this beyond "Things changed after 9/11" and as a result the game was improved and had multiplayer added.
EDIT: M and T were backwards... Brain fart.
This post has been edited by Commando Nukem: 28 April 2014 - 12:47 PM
#854 Posted 28 April 2014 - 12:20 PM
#855 Posted 28 April 2014 - 01:45 PM
#856 Posted 28 April 2014 - 01:56 PM
#857 Posted 29 April 2014 - 03:32 AM
Yause, on 18 April 2014 - 06:13 PM, said:
JIC, here's the original page of this interview (Wayback Machine copy). It was published on Oct 28, 1996, according to this page.
#858 Posted 08 May 2014 - 10:14 AM
Cage, on 03 May 2014 - 12:17 AM, said:

Take note the recon car is scaled differently in Duke3d sprite - I suspect those sprites were rendered in standard 4:3 resultion and this one was scaled to work better in 320x200 which isn't 4:3
Fox, on 07 May 2014 - 06:20 PM, said:

The PC version sprites were definitely created with the 4:3 aspect ratio in mind - that is, they are all shrunk down vertically a bit (I don't know the proper term for this) so that they are stretched back to their intended dimensions when a 320x200 image is displayed on a 4:3 screen.
However I'm not sure what happens to the PS version of the game, since the sprites that you have provided except the RPV have the same proportions as the PC version ones. Moreover, the game appears to be more or less identical to the PC version in this video, however in this one the monster sprites seem to get stretched vertically even further compared to their PC counterparts. I can't tell but the second video may be authentic footage of the game being played on the console, while the first one might be recorded from an emulator. I'm not sure in either case though.
#859 Posted 08 May 2014 - 10:41 AM
The aspect ratio is fucked up in Duke Nukem: Total Meltdown and Duke Nukem 64, don't bother with it.