
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#891 Posted 15 June 2014 - 10:59 AM
#892 Posted 25 June 2014 - 05:23 AM
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But the new boss has the same art, any idea what this means? Did they forget to update the art?
This post has been edited by Fox: 25 June 2014 - 05:23 AM
#893 Posted 26 June 2014 - 05:38 PM
Fox, on 25 June 2014 - 05:23 AM, said:
But the new boss has the same art, any idea what this means? Did they forget to update the art?
Yeah, I noticed the same thing... Probably it's the updated version, as it looks fine.
It's interesting however, that those alien rat like things look very ugly when they have normal size, and they look somewhat similar to the Drone boss.
#894 Posted 27 June 2014 - 08:57 AM
http://www.doomworld...-sound-effects/
It's not in mod format yet, though. Any takers?
#895 Posted 27 June 2014 - 09:59 AM
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I encoded all the WAVs in your pack as FLAC (and fixed the capitalization on one file) so that EDuke32 can open them properly.
http://hendricks266....fx_20140627.zip
At present, we don't have any code to look for "flyby.flac" before "flyby.voc", for example, like we do for the MIDI music, so using this in-game would take either a def file or a CON file, neither of which has an efficient method of loading as a mutator without creating an ugly batch file to use command line parameters. Watch the SVN log and our synthesis build system in the coming days for streamlined loading support for this pack and packs like it.
EDIT: If you want to use it now, I wrote a def-generating bash script to make the appropriate defs. First, download the zip I linked above and put it in a subfolder of your EDuke32 folder named autoload. Then, download this def file and put it in your EDuke32 folder. Next, you have two options. You can rename "pk_duke3d_sfx_20140627.def" to "duke3d.def" if you are using no other music, HRP, or other types of packs. Or, run EDuke32 with the following command line parameters (either manually or from a batch file):
eduke32.exe -mh pk_duke3d_sfx_20140627.def
EDIT: It seems EDuke32 currently has a bug that treats all FLAC sound effects as infinitely looping tracks. Sorry about that... I'll fix it when I add the voc-->flac replacement code.
This post has been edited by Hendricks266: 27 June 2014 - 10:19 AM
#896 Posted 27 June 2014 - 10:25 AM
Hendricks266, on 27 June 2014 - 09:59 AM, said:
#898 Posted 27 June 2014 - 10:29 AM
Hendricks266, on 27 June 2014 - 10:28 AM, said:
THANK YOU. I am SO glad someone else has FINALLY had the balls to say this.
#899 Posted 27 June 2014 - 12:13 PM
#900 Posted 12 July 2014 - 05:14 PM

They also managed to spell "sequel" and the actual name "Nukem" wrong.
#901 Posted 13 July 2014 - 04:53 PM
#902 Posted 30 July 2014 - 09:20 AM
Actually ; any way to know what are the main differences (if any) between versions of the Build Engine every commercial game used?
I do mean differences on the engine side, not on the games side; so SW's RoR would not count for instance.
This post has been edited by MetHy: 30 July 2014 - 09:24 AM
#903 Posted 30 July 2014 - 10:19 AM
Version 5 does not have slopes (Added 08/29/1995), uses a less well organized cache system, textured automap not implemented.
You can almost figure it out from the change log here; http://advsys.net/ken/build.htm
Duke, Redneck, SW and even Blood use Version 7... Though Blood was heavily modified with things like the QSystem (Replacing tags and such) how many of those alterations were technically engine-side and game-side is unknown to me and only a round estimate could be determined by looking at the source from the Alpha.
This post has been edited by High Treason: 30 July 2014 - 10:21 AM
#905 Posted 30 July 2014 - 11:18 AM
I'm very surprised to see that slopes were added that late... which should mean that any slope DN3D has were added during the last months of development.
It would be interesting to learn more about Blood's modified version of the engine, too.
Edit : nvm, deleted my other question since I found the answer to it
This post has been edited by MetHy: 30 July 2014 - 11:20 AM
#906 Posted 30 July 2014 - 12:07 PM
Blood is rather complicated, I am not sure I should post links to the Alpha for you to go and dig through it yourself as it may violate forum policies and I am still prohibited from sending PMs (Can this not be changed?) - Blood Wiki has a page on the Alpha at least

If you can get your hands on it there is some documentation included for XSystem (What I called QSystem before, handles Effects), QAV (Animated tiles - they are a single tile in Build/Artedit, a bit like Smacker), Smacker support for cutscenes (May not be with the Alpha, but the final used this) and all manner of things as well as a lot of maps.
One small paragraph;
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The XSystem is based on extending the three simple object types used in the Build engine: sectors, walls, and sprites. The extensions to these are referred to as XSectors, XWalls, and XSprites, or collectively as XObjects. Internally, the XSystem manages a list of each of each XObject and maintains links between its related object. The links are stored in the extra field, which you cannot edit in MapEdit, but can view with the Tab key in 2D mode.
Apparently this thing does use existing properties in Build then (Note, uses the Extra field to store "links") but allowed very complex control over things, for example what I remember (From the final, Alpha is a little less complex) is, you can set a Sector Type - ALT+F5 (ALT+F6 for sprites), maybe a Sliding Sector. That sector could move on it's own (Slide Sector) or else you could press K on a wall or sprite (Makes it purple) to affect that if it was inside that sector (Slide Marked) and hitting K again would reverse the direction for that one (Green).
Tags were instead TxID and RxID (F10 to find next free, first 100 reserved), Transmit and Recieve on different tags, you can select what triggers them/responds to them, different speed, waveforms and delays for On and Off, different starting state. Can set height for Z Motion Sector/Sprite (F3/F4. F2 to change current state). Can change how the player triggers any of these (Set switches to only respond to guns or whatever) and a lighting/panning system so you can make any sector flicker, fade or whatever in different waveforms, panning acts like Conveyers and can drag the player if the Drag box is ticked.
The RoR system deserves a mention (Sprite Type 6 & 7) because it was very easy to implement, requiring only setting a matching Data 1 field, sector height didn't have to be correct but it was very touch about drawing multiple sectors.
Incidentally, I got started with Build mostly by using Mapedit. Blood uses a different map format it seems, whether they are just compressed/encrypted or actually do differ I do not know.
Quick edit: Found a reference to Dark Forces when it was talking about voiceovers and a note about a moving platform "Like in ShadowWarrior" in the XSystem doc. Also this;
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She will appear, walk towards her target location (a marker sprite), and then disappear. Any actions you wish her to perform should be accomplished with the initial trigger.
Not a difference in the engine or anything, just figured I'd stick it there as it's the first I've heard of any Rachel... Oh, lastly, there was once meant to be a weather system of sorts, some graphics exist for it in either the Alpha or the early Shareware.
This post has been edited by High Treason: 30 July 2014 - 12:35 PM
#907 Posted 02 August 2014 - 02:48 PM

Scans of both sides of the card:


For the record, I'm not sure how 3D Realms or GT Interactive knew my home address.
#908 Posted 03 August 2014 - 03:52 AM
Marphy Black, on 02 August 2014 - 02:48 PM, said:
Perhaps you ordered something from some shareware vendor and they put you on the mailing list?
Or they were just sending those out to everyone.
#909 Posted 14 August 2014 - 11:37 PM


Nothing particularly unseen on the first page, but on the second, there's the Battlelord screenshot seen on some boxes uncropped here to reveal a second Battlelord, a screenshot of Sweeney(?) with the old skybox (similar setup seen in this leaflet), a recreation of a familiar beta screenshot with the final sprites (also seen in this leaflet), and probably the most interesting of the bunch, an inexplicably older screenshot from an unidentified map (also Sweeney?) with the old Pigcops, skybox, and a funky car.
#910 Posted 15 August 2014 - 12:43 PM
I wonder if we have asked Frederik about him having found any original copies of pre-release sreenshots that 3DR sent out to magazines (apart from what was included on CDs of other games and publicly downloadable screenshot packs).
#911 Posted 27 August 2014 - 09:09 AM
MrFlibble, on 15 August 2014 - 12:43 PM, said:
I wonder if we have asked Frederik about him having found any original copies of pre-release sreenshots that 3DR sent out to magazines (apart from what was included on CDs of other games and publicly downloadable screenshot packs).
I found the map files containing the dummy scenes those screenshots were faked with, actually.
#913 Posted 27 August 2014 - 11:15 AM
#914 Posted 27 August 2014 - 11:39 AM
This post has been edited by The Angry Kiwi: 27 August 2014 - 11:40 AM
#915 Posted 27 August 2014 - 12:17 PM

Frederik Schreiber, on 17 April 2014 - 12:31 PM, said:
as part of the re-lauch of the new 3D Realms website.
Guest appearances with 3D Realms Old-Timers, In-Depth Walkthroughs of the History and Data of these builds, etc.
Exciting times ahead

I couldn't be more excited!
#916 Posted 30 August 2014 - 02:56 AM
Recently I've noticed that MobyGames entries for Duke Nukem II and Duke Nukem 3D have these little bits of information:
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While I suppose that the claim for the Duke Nukem II working title is somewhat plausible, based on the information in the Apogee FAQ (specifically, where it is mentioned that the name Duke Nukem was discovered to be not copyrighted during the development of Duke Nukem II), the information for Duke Nukem 3D's working title seems erroneous to me.
A correction would be in order, however I'd like to first get more info from you guys. Is there any evidence to "Duke Nukum 3D" ever being a "working title"? More importantly, is there any positive evidence against this claim?
#917 Posted 30 August 2014 - 03:20 AM

I'm still not quite sure why they haven't fixed that yet as that was supposed to be for the iOS version.
I'd suggest suggesting a correction now if it has no source.
#918 Posted 30 August 2014 - 03:42 AM
Lunick, on 30 August 2014 - 03:20 AM, said:

I'm still not quite sure why they haven't fixed that yet as that was supposed to be for the iOS version.
I'd suggest suggesting a correction now if it has no source.
I think this is an idiosyncrasy of the MobyGames' site engine. You're not listed in the DOS version credits, it's simply that the year displayed on your page is the same as "Combined View" (not platform specific), and apparently it just uses the earliest year of release on file for that.
[Edit] I made a post about your problem in the MG forums, hopefully it's going to be fixed eventually.
This post has been edited by MrFlibble: 30 August 2014 - 03:48 AM
#919 Posted 30 August 2014 - 06:44 AM
MrFlibble, on 30 August 2014 - 02:56 AM, said:
Duke Nukem talks about Duke Nukum II in his cameo in Cosmo's Cosmic Adventure.
#920 Posted 30 August 2014 - 07:04 AM
On the other hand, I would then have to wonder how old this was;

Given that (If I remember correctly, it was the only one they got working) it's meant to be the oldest prototype of Duke II.