The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#845 Posted 26 April 2014 - 11:44 PM
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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:
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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.
#860 Posted 08 May 2014 - 10:49 AM
#862 Posted 09 May 2014 - 08:19 PM
MrFlibble, on 08 May 2014 - 10:14 AM, 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.
And don't forget that the Duke3D sprites were touched up by hand while the TM sprites seemed to have just been dumped and then had their colour depth decreased to whatever the limitations were. This would be why they're closer to true-colour than Duke3D's.
#864 Posted 10 May 2014 - 01:01 AM
#865 Posted 10 May 2014 - 07:34 AM
I suppose that the PS version screenshots at MobyGames have been taken in an emulator and thus represent the "raw" image, prior to it having been stretched to fit the TV screen dimensions. The monster sprites appear to be already aspect-corrected, like these Octabrains here:

Here's a shot of a Pig Cop from the PS version:
And here's a shot from the PC version in 640x480 mode for comparison:

And just to be sure, another shot in the 640x400 mode, which shows non-corrected sprites:

I think it's safe to assume that the monster sprites in the PS version are already stretched to proper dimensions (note though that the HUD and weapons are not). The aspect ratio of the PS screenshots, however, is not 4:3, and the image is probably further stretched to fit the 4:3 TV screen, thus creating the effect of "overstretched" sprites.
#866 Posted 10 May 2014 - 08:05 AM
As that aspect is taller than 4:3 it would theoretically not stretch the sprites as much.
#867 Posted 10 May 2014 - 08:25 AM
#868 Posted 10 May 2014 - 10:53 AM

Screen size: 320 × 200
Everything is rendered with a 1:1 pixel ratio, as a result it is made taller using an old monitor with non-square pixels. Wall textures are not the same as in floors, and the automap is distorted.
Some of the artwork was created with non-square pixels in mind (note the fat face of the player).
Duke Nukem 3D

Screen size: 320 × 200
The level structure (such as walls or "flat" sprites) was shortened to compensate for non-square pixels. However, game sprites or HUD sprites have a 1:1 ratio.
The artwork for enemies was created with non-square pixels in mind. This is also true for the loading screen (note the oval nuke symbol), but the title screen looks stretched compared to the box art.
Duke Nukem: Total Meltdown

Screen size: 320 × 214
The level structure has a 1:1 ratio and game sprites are narrowed, mimicking the DOS game with an old monitor. However, the HUD has a 1:1 ratio, so it looks shortened in relation to the level structure or game sprites.
Like the PC version, artwork for enemies was shortened. However, screens or videos ignore any possible distortion (note the circular nuke symbol in the loading screen)
Duke Nukem 64

Screen size: 276 × 208
Everything is rendered with a 1:1 pixel ratio, so game sprites are too wide and HUD sprites too short.
The new artwork ignore any possible distortion (note the circular nuke symbol in the main menu)
Duke Nukem 3D (Sega Saturn)

Screen size: 320 × 240, 320 × 256
Everything is rendered with a 1:1 pixel ratio, so game sprites are too wide and HUD sprites too short. Some backgrounds were made taller (such as the loading screen).
This post has been edited by Fox: 18 May 2014 - 06:33 PM
#869 Posted 10 May 2014 - 12:22 PM
Fox, on 10 May 2014 - 10:53 AM, said:
<...>
the title screen looks stretched compared to the box art.
I never noticed that before, interesting. It is my understanding that in Doom, conversely, it is the aspect-corrected version of the title screen that matches the box art.
Fox, on 10 May 2014 - 10:53 AM, said:
<...>
the automap is distorted.
I've read about the automap distortion here but I did not realise that it is also true for the vanilla game.
#870 Posted 11 May 2014 - 09:23 AM
define GRAVITATIONALCONSTANT 176
This value is used for the gravitational acceleration, and the terminal velocity is set at 6144.
In the real world, the gravitational acceleration is 9.8 m/s² and the terminal velocity for a person in freeflying position is of 320 km/h.
If we assume that a 32px texture (8192 z units) equals 1 meters, the real world figures would be translated as of:
9.8 m/s² = 2676.053
320 km/h = 24272.592
So Duke 3D is quite not right.
This post has been edited by Fox: 11 May 2014 - 09:30 AM
#871 Posted 12 May 2014 - 07:19 PM
Most of the oldest MIDI's appear to be Bobby Prince's and are for Episode 1, this kinda implies that many weren't done until after the shareware was already out. Unfortunately I can't presently check if the file dates reflect the markers. This was from the Atomic GRP also, 1.3D may be different though I doubt it.
The MIDI information is written in markers, which is unusual, possibly the MIDI format used didn't support the metadata I usually find, but Inhiding has no markers of info! Invader also has none as well as Lordofla and Spook too.
Streets contains some weird markers like "Move the Open HiHat in from far right" or "Randomize Chinese Cymbal placement" and similar, presumably Bobby altered these things and left the markers behind.
#872 Posted 12 May 2014 - 11:29 PM
MrFlibble, on 10 May 2014 - 12:22 PM, said:
Please don't use any link from that long dead wikia site since the most of DooM communities had been abandoned that site years ago and move to their own made one -- doomwiki.org. Due wikia.com still try make their sites appeared on first/second of result in google search, so it still to hard to avoid if users just use the search engine and found the wikia one.
Use this one instead, please.
This post has been edited by Player Lin: 12 May 2014 - 11:30 PM
#873 Posted 13 May 2014 - 06:33 AM
High Treason, on 12 May 2014 - 07:19 PM, said:
Not sure, but IIRC the MIDIs of Booby Prince's music in ROTT don't have any copyright information for some reason, while Lee Jackson's do.

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