The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#91 Posted 31 May 2010 - 11:23 PM
#92 Posted 01 June 2010 - 11:05 AM
I thought I already mentioned this somewhere... Wait, I did, here.
#93 Posted 07 June 2010 - 10:29 AM
ReaperMan, on Jun 1 2010, 12:49 AM, said:
Speaking of the XBLA port...
This post has been edited by Hendricks266: 07 June 2010 - 10:29 AM
#94 Posted 20 July 2010 - 05:12 AM
Random question, I know, but this bugs me since 1997. LOL.
This post has been edited by Nancsi: 20 July 2010 - 05:12 AM
#95 Posted 20 July 2010 - 10:37 AM
#96 Posted 25 July 2010 - 01:11 AM
1. In Red Light District, there is an respawn sprite, which may spawn a Reconcar. However this is buggy (until it was more or less fixed in DukePlus), and the Reconcar doesn't appear. However you can't complete the level due to this with maximum kill, it always shows at least 1 missed enemy.
2. There are many red (pal 21) Liztroop respawns in the game, but they appear green in the end (fixed in DukePlus as well). It's strange they didn't betatest such things.
3. There are many unused respawns in the game without another tagged touchplate or keycard. In Red Light Disrtict one of the babes have the wrong lotag number, therefore she can be killed without spawning a liztroop (a red one btw.)
Also in Warp Factor, I found at least 4 more unused Sentry Drone respawn sprites, two of them should have been connected to the blue keycard, the other two with the 4 lizmen in the big room (with the commanders and battlelord).
In Bank Roll, there is a big number of respawns too, possibly intended to occur after getting back from the red key area to the red key door.
This post has been edited by Nancsi: 25 July 2010 - 01:14 AM
#97 Posted 25 July 2010 - 08:02 PM
Nancsi, on Jul 25 2010, 02:11 AM, said:
I remember coming across those when I was comparing the map for the Duke64 mod. You may also be interested to know that there are 4 cameras in the map (Lo-Tag 310) which are not linked to any viewscreens.
This post has been edited by Nukey: 01 June 2016 - 09:57 PM
#98 Posted 25 July 2010 - 10:24 PM
Nukey, on Jul 26 2010, 06:02 AM, said:
Wow, gotta fix these.
#99 Posted 26 July 2010 - 03:03 AM
The others are more interesting, they came in pairs. There are 2x1 in the red machine rooms, there are 2x1 in the big "outside" area with the miniboss, commander, and 2x1 in the dark area where you can open the windows. The left one of the pair is tagged with 312, the right one with 310. Since many of these locations are respawn fest, they should be seen in viewscreens in the big secret area, or the mirror room with the other viewsceen (where the masses of enemies, incl. the miniboss are spawn). But that's just a speculation.
Hopefully this nonsense wasn't that confusing.
#100 Posted 26 July 2010 - 03:22 AM
#101 Posted 26 July 2010 - 05:48 AM
Nancsi, on Jul 26 2010, 04:03 AM, said:
The others are more interesting, they came in pairs. There are 2x1 in the red machine rooms, there are 2x1 in the big "outside" area with the miniboss, commander, and 2x1 in the dark area where you can open the windows. The left one of the pair is tagged with 312, the right one with 310. Since many of these locations are respawn fest, they should be seen in viewscreens in the big secret area, or the mirror room with the other viewsceen (where the masses of enemies, incl. the miniboss are spawn). But that's just a speculation.
Hopefully this nonsense wasn't that confusing.
Aha you're right, although I seem to have counted 8... there is another Lo-Tag 310 camera at the beginning of the map.
Any other maps with unlinked cameras?
#102 Posted 26 July 2010 - 10:34 AM
Nukey, on Jul 26 2010, 03:48 PM, said:
Any other maps with unlinked cameras?
Thanks. I found it. Anyway, I "fixed" these things with modifying the lotags on the unused drones, also added two security viewscreens, where you can follow the misadventures of the recently spawn enemies. Actually it looks pretty fun.
I still don't know if these are deliberate leftovers or just plain laziness. I also found one unused R (liztroop) in Toxic Dump, in the main shrinker area.
#103 Posted 26 July 2010 - 10:47 AM
This post has been edited by Hendricks266: 26 July 2010 - 10:49 AM
#104 Posted 14 August 2010 - 12:58 PM
#106 Posted 16 August 2010 - 06:55 PM
It looks more like both sound engineers took the sound from the same source rather than a ripoff, but i found this terribly curious.
#107 Posted 16 August 2010 - 07:23 PM
#108 Posted 16 August 2010 - 08:45 PM
#109 Posted 16 August 2010 - 10:34 PM
Gambini said:
The one I always notice is when the truck goes off the ledge at the end of "Duel" (A film from the 1970's) you can clearly hear the Battlelord sound playing, you never see the driver in the movie so my theory is that Mr. Mann was being chased down by the aliens because he knew Duke Nukem's weakness or something, hehehe. Actually... I have heard that same sound in quite a few movies.
As The Mighty Bison said, stock sounds, basically you buy a disc with loads of sound effects on, chances are they bought the same ones (perhaps it was cheap?) for various projects. I also heard a few effects from Shadow Warrior in a movie a few days ago, I think it was a martial arts film. Strangely I don't remember running into any sounds from Blood, I have a feeling quite a few were made by the dev studio for that one.
This post has been edited by High Treason: 16 August 2010 - 10:35 PM
#110 Posted 12 September 2010 - 01:00 PM
Setting the lotag of a masked wall (cstat & 16) to a nonzero value will exclude this wall from being "usable". This makes it possible to construct doors which open from only one side since the masking can be circumvented by setting overpicnum to an empty tile.
Hendricks266, on Aug 14 2010, 10:58 PM, said:
Has Lee Jackson replied? Those three midis sound interesting.
#111 Posted 12 September 2010 - 02:18 PM
Helixhorned, on Sep 12 2010, 04:00 PM, said:
Nope. Somebody try to find email addresses for him, I've already tried three with delivery failure on two.
#112 Posted 12 September 2010 - 05:50 PM
High Treason, on Aug 17 2010, 01:34 AM, said:
As The Mighty Bison said, stock sounds, basically you buy a disc with loads of sound effects on, chances are they bought the same ones (perhaps it was cheap?) for various projects. I also heard a few effects from Shadow Warrior in a movie a few days ago, I think it was a martial arts film. Strangely I don't remember running into any sounds from Blood, I have a feeling quite a few were made by the dev studio for that one.
Royalty free sounds are quite common in games. Gearbox used libraries from "Sound Ideas" for Brothers in Arms, and I suspect that id Software and 3DR also used their stuff for their titles.
#113 Posted 18 July 2011 - 02:12 PM
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#1: WALL[1375].NEXTWALL=1308 out of .NEXTSECTOR=199's bounds [1304 .. 1307]
suggest setting wall[1375].nextsector to 200
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Helixhorned, on 12 September 2010 - 01:00 PM, said:
I finally got in contact with him last week. He basically answered "None that will be distributed." to all the questions, and he didn't know the answer to the DEV\SW\MIDI question.
He said that itsgreen.mid and graf.mid were internal tests that, again, "will not be distributed." He didn't know anything about myrtle.mid, which leads me to believe that Bobby Prince is the person to ask about it.
#114 Posted 18 July 2011 - 04:12 PM
#115 Posted 18 July 2011 - 04:19 PM
#116 Posted 18 July 2011 - 04:29 PM
This post has been edited by rasmus thorup: 18 July 2011 - 04:29 PM
#117 Posted 18 July 2011 - 05:53 PM
#118 Posted 18 July 2011 - 05:57 PM
#119 Posted 18 July 2011 - 06:22 PM
#120 Posted 18 July 2011 - 06:44 PM
This post has been edited by Captain Awesome: 18 July 2011 - 07:05 PM