The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#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
#952 Posted 22 February 2015 - 06:18 AM

Source: 64 Solutions 03
#953 Posted 12 March 2015 - 06:44 AM
What seems to be the earliest of these demos is a one level game called Meltdown. It was found on a certain gamazine cover disk thanks to Hallfiry's cover CD catalogue. Meltdown is a one-level demo which shows some basic gameplay (find weapon, shoot stuff, find keys, find exit etc.).
Now for the interesting part. The level design and texture artwork in the demo are credited to one Terry F. Hamel. MobyGames has a developer called Terry Hamel in their database, and this person was involved in the production of Blood. I decided to check if it was the same guy or not, and luckily Google Groups preserved a copy of Terry Hamel's virtual resume which confirms that it is indeed the same person:
Quote
splash pages and storyboards for Blood, a first person 3D action for the PC
developed by Q Studio's for 3DRealms.
Developed computer demo for Pie in the Sky Software, including sound effects,
textures and levels.
Here's a couple of shots from Meltdown:
The game itself can be downloaded here:
- early version: MELTDOWN.ZIP
- later version: gsdem2.zip
Additionally, the readme which is included with the game indicates that Terry Hamel developed an industrial-themed texture pack for use with the 3DGCS called Styx & Stones. This pack is featured on the Pie in the Sky Software's website (Wayback Machine copy) as the GCS Industrial Theme Art Pack.
#954 Posted 27 March 2015 - 02:09 AM

From txt:
ANTI <DIR> Antiviruses DUKEATOM <DIR> Duke Nukem 3D Atomic Edition 1.4 HUNTER <DIR> Hunter Hunted LORDS2 <DIR> Lords of Realms 2 ORION2 <DIR> Master of Orion 2 REDALERT <DIR> Command & Conquer: Red Alert SWIV3D <DIR> SWIV 3D TOMB <DIR> Tomb Rider UTILS <DIR> Microsoft DirectX 3 („«п § ЇгбЄб ЁЈа ў WINDOWS 95) WARWIND <DIR> War Wind Version 1.0
On the disc you can see Duke without sunglasses. May be it is unused illustration for DN 2?
#955 Posted 27 March 2015 - 01:15 PM
#956 Posted 27 March 2015 - 01:29 PM
Daedolon, on 27 March 2015 - 01:15 PM, said:
Oh, but this guy has the same style of clothes.
#958 Posted 27 March 2015 - 01:54 PM
Fox, on 27 March 2015 - 01:39 PM, said:
Ok, but what about his body? Only hair have wrong colour. Anyway he reminds me Duke. No one else.
#959 Posted 28 March 2015 - 04:04 AM
Artem Nevinchany, on 27 March 2015 - 01:29 PM, said:
The CD you just showed was just colorized.
I'm not at home so I grabbed one picture from eBay:

I'd show you the Duke Nukem 3D version of the Action Ware shovelware CD if I was at home as well.
Here's another character that's used in several shovelware CD releases:

I think there might've been a shareware version of Duke Nukem II with this cover art as well.
This post has been edited by Daedolon: 28 March 2015 - 04:05 AM
#961 Posted 05 April 2015 - 04:59 PM
Fox, on 05 April 2015 - 10:29 AM, said:
Omg, there is so much to discuss and question about those screenshots.
This post has been edited by Lunick: 05 April 2015 - 05:03 PM
#962 Posted 05 April 2015 - 05:40 PM
Duke 64
- The truck in Gun Crazy uses the firetruck texture, and the door on the back is different.
- The split screen game show icons instead of the weapons, and it uses the red menu font from the PC.
- The guy on the left in the Good Old Boys poster is not bald or is wearing a hat.
- The single-player status bar on two players split screen game.
- The cinema is playing "Attack of the 50ft Nukem".
- The Expander doesn't have the antenna and the crystal is red.
- A relatively small Cycloid Emperor on an unknown area.
- The shotgun is rendered from a different angle.
- A new pick-up sprite for pistol.
Total Meltdown
- A lot of PC sprites in 8-bit.
- Unknown area (I suspect it's an early design for the yellow access card room in Trackside Tragedy).
- An interesting rendering of the title screen.
This post has been edited by Fox: 05 April 2015 - 06:17 PM
#963 Posted 05 April 2015 - 06:07 PM
Anyways, that pickup item for the pistol looks a lot like the concept art for DN64 you (Fox) posted in the past.

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