
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#922 Posted 30 August 2014 - 11:02 AM
MetHy, on 30 July 2014 - 11:18 AM, said:
https://en.wikipedia...al_Engine_games
MetHy, on 30 July 2014 - 11:18 AM, said:
High Treason, on 30 July 2014 - 10:19 AM, said:
It's interesting. While I don't believe Monolith modified the Build object file itself, they did use their own versions of engine functions with extra functionality, particularly in the editor.
High Treason, on 30 August 2014 - 07:04 AM, said:
At the same time, the files are named
NUKUM2.-NM
NUKUM2.-ST
NUKUM2.EXE
NUKUM2.MNI
for all the prototypes that I have. That was only changed near-final, I guess.
MrFlibble, on 30 August 2014 - 02:56 AM, said:
From 1994-04-16:

#923 Posted 30 August 2014 - 12:26 PM
Hendricks266, on 30 August 2014 - 11:02 AM, said:
NUKUM2.-NM
NUKUM2.-ST
NUKUM2.EXE
NUKUM2.MNI
for all the prototypes that I have. That was only changed near-final, I guess.
From 1994-04-16:

Great, thanks a lot!

Lunick, as for your issue with the credits dates, the guys at MG told me that this is already included in the list of site bugs to be fixed.
#924 Posted 15 September 2014 - 04:13 AM

Do you think he was intended only as sprite replacement for some old monster, or made for new enemy from scratch? I think he was supposed to be added as another original enemy next to pigcop in inflatable dragon and seagull. I presume he was being worked at earlier stages of development, as all shots with him dont include any new texture and decoration sprites, except for new look of enemies and he propably have been removed sooner, than his complete sprite sheet could be finished because all screenshots capture him at the exact same angle.
Any theories?

#926 Posted 15 September 2014 - 11:39 AM
Like you said, it only has one pose, so probably there wasn't anything but what is seen in these screenshots.
#928 Posted 18 September 2014 - 06:27 AM
Decided to experiment with these a bit.
At least these two effects exist in the LD code that don't exist in the final version, there might even be more.
While these are useless now, it still interesting to see what different ideas they had in mind before overwriting these slots with other stuff.
SE 18 - Vacuum, Similar to the one seen in various videos.
When paired with a typical SE15 sliding door, the point where the SE is at will be the source of the vacuum.
This will drag all in various enemies and other objects such as explosion sprites.
SE 23 - Flooding sector

A rather buggy effect that changes a dry sector to divable water while flooding it to a set height.
-> Diving itself works the same as normal SE7 underwater transport.
-> As a side effect, Sector #0 gets lowered to the same height as the bottom of the dry pool.
-> Flooding process starts once the player gets in the sector.
-> Biggest bug is that the underwater sector also has it's floor texture changed in to a water texture but it's not divable.
Create an empty pool, this will be the flooding sector. This can be split in to as many child sectors as you wish.
Create the underwater section of the pool, same as above, you are free to split this one.
Link these in a typical SE7 water transport fashion.
Unlike a typical divable water, the top side must be dry and lowered to the same height as the bottom of the underwater sector for the least glitchy outcome.
Now every affected sector that is over or under water has to have the same hitag.
Create a single SE 23 sprite that will determine the height that the water will rise in to on the dry pool sector.
For reference: Dry sector - Dry sector in editor - Underwater sector
- - --
There are other effects that got unused in the final game but actually exist in some of the maps in lameduke so you get to see them in their "natural habitat"

I suggest reading the URL for more information.
SE26 - Escalator
A rather buggy effect that raises and moves a single child sector in a certain direction before resetting it's position instantly. Having multiple of these chained gives the illusion of moving escalator steps.
Seen in E1L5 on LD.
SE5 - "Boss creature" / helicopter
Another effect that is pretty buggy but gets used on E1L7 and E1L8 maps in lameduke.
While infosuite refers it to as the turret, it's obvious what it was meant to be.
SE19 - Airlock windows
Makes the sector go shut (from top) if it detects that a glass was broken inside it. One of the videos suggested that it was combined with the vacuum at one point, possibly the room would have that applied until it got fully shut.
This gets used in E1L1 of LD.
Found another one, as far as I know, this is unused even in LD levels.
SE16 - Rotate reactor sector
This combines two main effects:
1) Piston, once the level starts it will lower the roof of the sector to floor level.
The piston will start moving up and will remain at the roof level unless there is another (any) sprite in the same sector.
Movement speed is slightly faster when the piston goes down and slower when it goes up.
2) It applies rotation to the sector, which is the usual rotation. What makes this different is that this SE also acts as a pivot sprite.
In the end this combines roughly 3 different SEs in to one, along with the variable speed for directions which is not really seen elsewhere.
- This effect works with retail AND lameduke, the main difference is that the retail version accepts only the reactor sprite inside it before it starts working.
once the reactor is destroyed (or the placed sprite in LD), the effect halts. I guess the requirement was changed as in LD you can stop it quite easily with just generic projectiles.
Strict requirements might be why it isn't that well documented. Still quite a lot of potential applications!
I think that is all that LD offers when it comes to SEs, roughly around 26 there seems to be nothing above it.
This post has been edited by oasiz: 18 September 2014 - 01:13 PM
#929 Posted 18 September 2014 - 09:08 AM
#930 Posted 18 September 2014 - 09:35 AM
That's my theory at least.
#931 Posted 12 November 2014 - 08:36 AM
Not really aware of maps that utilize this
Basically a kick operated door.
This also exists in the retail (try kicking a door in E1L3 main hub for instance), possibly a remnant from an era where duke was to be able to kick doors open.
It's also possible to trigger SE with this as it can be linked to activator or MS sprites.
Just link the wall tag of the surface you kick with A or D and you are good to go. Although you might want to add a dummy L in to prevent regular use.
I also think that it requires the surface to have a texture that has a door attribute in it..
Possible scenario: Malfunctioning door that needs a bit of an extra kick to work, either to open or a scenario where a bunch of enemies are chasing you and a door refuses to close without some manual operation.
Or with SE, only the imagination is the limitation. All the possible things that only Duke's kick could activate

#932 Posted 12 November 2014 - 08:52 AM

The only problem I see with this (and it's a pretty big one), is that players aren't used to this, therefore they'll never think of it unless you tell them or hint at it somehow.
#933 Posted 12 November 2014 - 09:02 AM
But I did investigate that curiosity since it made absolutely no sense and nobody really understood why certain doors worked this way.
But now it makes perfect sense and instead of showing it as a bug, make it a feature

Personally I would make such a thing very obvious and more about being a one time gag at some point with a stuck door or similar.
This post has been edited by oasiz: 12 November 2014 - 09:04 AM
#934 Posted 12 November 2014 - 09:08 AM
#935 Posted 12 November 2014 - 09:17 AM

I remember reading about this somewhere quite recently but couldn't remember where.
For those who are curious, just take a look in levels like E2L2, E3L6 and E1L3. All of those have some doors that have been wall-tagged to the activator.
Maybe this could be one indicator of the level's age ?
Also I remember that the doors in LD always react on projectiles, I believe this is more closer to the original vision where every door reacted this way without the need for wall tags.
Considering that older duke versions have a much slower mighty foot that stops duke when it's being used, maybe it was intended to be a multi purpose tool and they kind of re-purposed it during final months ?
#936 Posted 12 November 2014 - 09:26 AM
MetHy, on 12 November 2014 - 08:52 AM, said:

Weird, I knew about it a thought that it's a well - known bug

#937 Posted 12 November 2014 - 09:29 AM
#938 Posted 12 November 2014 - 09:05 PM
MetHy, on 12 November 2014 - 08:52 AM, said:
I always thought it was a known feature since I was succesfully kicking doors in E1L1. Weird...
#939 Posted 12 November 2014 - 09:18 PM
MetHy, on 12 November 2014 - 08:52 AM, said:

The only problem I see with this (and it's a pretty big one), is that players aren't used to this, therefore they'll never think of it unless you tell them or hint at it somehow.
You guys are all noobs. This stuff is all in the infosuite: http://infosuite.duk...pecial_textures (look up doortile).
I'd been meaning to play around with it when I get a decent chunk of spare time. For example, according to the infosuite it works with sprites as well. Imagine if you could combine it with an SE 13 and kick a hole in a wall

#940 Posted 12 November 2014 - 09:32 PM

Good to know that it has some proper documentation outside of this at least !
Like I said, it's not completely a new thing, more like an oddity that nobody seems to utilize in their maps really.
Most sensible scenario I can think of is to have a kick operated montage after a hurtrail spawn, just a minute or two worth of game play where the player just has to kick his way trough.
Kick operated wallcrack, pushwalls, "locked" SE13 doors and such would look pretty nice with this I'd figure.
Placing a dummy L sprite is rather important to make things single use though

Anyway.. time to think of more stuff!
#941 Posted 28 November 2014 - 07:44 AM
#942 Posted 28 January 2015 - 06:58 AM

This post has been edited by Fox: 28 January 2015 - 07:09 AM
#943 Posted 28 January 2015 - 08:19 AM
#944 Posted 28 January 2015 - 10:38 AM

Scans of the pages with Duke stuff in them, the most interesting being an advertisement on the back of the catalog for the upcoming Duke Xtreme pack which features an early (or, more likely, just a slapped together placeholder) logo:


And the next bit is a particular oddity, a mini-strategy guide for Time to Kill, only 16 pages and about the size of a DVD case.

I don't exactly remember where I got this, but it seems to have come packed with an EGM magazine circa 98/99. The actual walkthrough is completely unique from the official GameWizards strategy guide. A few extra pictures:


This post has been edited by Marphy Black: 28 January 2015 - 10:43 AM
#946 Posted 29 January 2015 - 12:47 AM
#947 Posted 29 January 2015 - 03:26 PM
Edit: Don't forget the logo from the Plutonium Pack CD:

Silhouettes:



Edit: I think the Plutonium logo is Berthold Block Condensed.

This post has been edited by Fox: 29 January 2015 - 04:29 PM
#948 Posted 14 February 2015 - 07:02 PM

And apparently there was supposed to be 4 new enemies (only two in the final game) and 2 new weapons (4 in the final game):

And just for fun but irrelevant, Skunny has a terrifying boxart:

#949 Posted 14 February 2015 - 07:18 PM

#950 Posted 14 February 2015 - 07:32 PM
High Treason, on 14 February 2015 - 07:18 PM, said:

I found a copy on eBay and this one too looks like it has had a rough time http://www.ebay.com....tm/121558219021