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The Supreme Topic of Miscellaneous Knowledge  "Trivia, Research, etc."

User is offline   TerminX 

  • el fundador

  #331

Yeah, check the RPG projectile sprites. Those are different.
1

User is offline   NNC 

#332

Launch Facility was a little different. The vent area can be reached without jetpack there, the underwater (slime) section had a masked wall instead of a solid wall that blocks your way to the secreat surface area, and that secret area didn't have the chaingun "room" as well. In The Abyss the door that led you to the final boss closed immediately after you enter the area, instead of closing only in that visibly lighter sector which happened in the registered version.
4

User is offline   MrFlibble 

#333

BTW, I almost forgot to mention, while looking for a nice screenshot of the switch in LameDuke I found out that in some levels, there's elevator music (for example, in a level - can't remember the number right now, but I think it's episode one - where you start near a tower-like building with large glass windows). My first thought was, "Wow, LameDuke already has elevator music", but then I remembered that the final version doesn't in fact have that, it's Rise of the Triad that's got the elevator music feature.
0

User is offline   LAW 

#334

I defined a fogpal for Redneck Rampage in OGL mode and it was something like this 16 16 16. And the same values under the software mode gave a really bad effects. How to define fog for 32bit and 8bit modes separately in the DEF file?
0

User is offline   MrFlibble 

#335

I did a quick comparison of GRP contents of Duke Nukem 3D shareware releases. Here are the files with different sizes across the versions:
FILENAME	 v1.0		 v1.1		 v1.3d
--------	-------		-------		-------
DEFS.CON	 23 685		 23 682		 28 893
GAME.CON	 70 287		 71 320		 99 639
USER.CON	 31 770		 33 407		 36 960
E1L1.MAP	101 970		 (same)		102 806
E1L2.MAP	103 898		104 066		 (same)
E1L3.MAP	156 466		156 698		 (same)
E1L4.MAP	184 078		 (same)		184 166
E1L5.MAP	167 658		168 338		168 514
E1L6.MAP	107 030		 (same)		107 222
TILES009.ART	708 811		708 217		 (same)
TILES012.ART	787 667		 (same)		858 849
DETHTOLL.MID	  8 001		 (same)		  7 185
SNAKE1.MID	 42 689		 (same)		 36 088
STREETS.MID	 48 147		 (same)		 52 051
THECALL.MID	 23 413		 (same)		 16 764
WATRWLD1.MID	 28 224		 (same)		 25 371


I haven't run a byte-by-byte check to see if the files with identical sizes were really identical, though. Out of the differences above, TILES009.ART starting from v1.1 added a "WARNING: ADULT CONTENT" message to the title screen, and replaced the unused crosshair sprite with the one that is used in all other versions. TILES012.ART added the level loading screen in v1.3d (earlier versions lack a loading screen altogether).

Also, here are the VOC files added in v1.3d:
2RIDE06.VOC	36 266
ALERT.VOC	 3 127
BLOWIT01.VOC	16 754
CHEW05.VOC	52 255
COMPAMB.VOC	18 209
DSCREM15.VOC	10 642
DSCREM16.VOC	 9 677
DSCREM17.VOC	 5 529
DSCREM18.VOC	12 210
DSCREM38.VOC	13 499
EATSHT01.VOC	19 492
FACE01.VOC	31 405
GEARGRND.VOC	 8 697
HAIL01.VOC	20 214
HAPPEN01.VOC	13 719
INHELL01.VOC	15 506
LETGOD01.VOC	16 172
LIZSPIT.VOC	10 761
LSRBMBPT.VOC	 1 926
NOBODY01.VOC	36 937
PAIN54.VOC	 2 568
PAIN68.VOC	 4 536
PAIN75.VOC	 4 049
PAIN93.VOC	 3 712
PISSES01.VOC	27 560
PREDRM.VOC	 9 664
REACTOR.VOC	 5 575
RIP01.VOC	29 210
SECRET.VOC	21 393
SHRINKER.VOC	 9 701
SUBWAY.VOC	 9 453
SUKIT01.VOC	15 327

Most of them are Duke's one-liners and some ambient sounds. Old VOC files haven't changed from v1.0 - at least, they all have the same sizes.

Also no idea why the MIDIs were changed, but this seems to be not the first time with Apogee games.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #336

At some point I'm going to write a program that automatically analyzes GRPs for differences, including in-depth comparisons of any ART and CON contained within. Other file types will alert to compare manually, unless I come up with a method to provide more info automatically. (Helix's map comparison script may be helpful.)

In the meantime, here is a "complete" comparison of the Duke v0.99 art which also includes stuff descriptions of changes from the other sharewares.

http://hendricks266....d3dbeta_art.php
3

User is offline   MrFlibble 

#337

View PostHendricks266, on 15 January 2013 - 01:25 PM, said:

In the meantime, here is a "complete" comparison of the Duke v0.99 art which also includes stuff descriptions of changes from the other sharewares.

http://hendricks266....d3dbeta_art.php

Ah-hah, I knew I've seen the old crosshair sprite somewhere before :P
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#338

View PostHendricks266, on 15 January 2013 - 01:25 PM, said:


You could add that the early RPG resemble the ROTT rocket:

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image
1

User is offline   MrFlibble 

#339

While playing around with the shareware version 1.0, I've noticed that it doesn't handle difficulty level selection from the command line. The help says that valid skill level values are 0-3:
Posted Image

However, when trying to load the Come Get Some difficulty with the /s2 switch, I noticed that it would get me on a lower difficulty level instead. Using /s3 didn't help either.

I decided to investigate this, and it turns out that the difficulty levels loaded with the /s switch work as follows:

/s2 selects skill level 1
/s3 selects skill level 2
/s4 selects skill level 3
/s5 selects skill level 4

Now the fun part is, other values also load various skill levels - at least, the save/load screens indicate different values.

/s1, as you may have guessed, selects skill level 0:
Posted Image

As far as I can tell, it's identical to Piece of Cake.

Further on, /s0 selects skill level 255:
Posted Image

You can go even further by using negative values, e.g. /s-1 will result in skill level 254:
Posted Image

This works in the opposite direction too, /s6 selects skill level 5:
Posted Image

All skill levels above 4 seem to be fully identical to skill level 3.

You can also use the /q switch to turn on the "fake multiplayer" mode but v1.0 doesn't have any bot AI (as is mentioned in the supplied manual BTW). IIRC, the shareware v1.3d has a functional botmatch option but I'm not 100% sure about that.

On a somewhat related note, the early shareware versions of Shadow Warrior allow to load a similar "Single-player Comm-Bat mode" (yeah, apparently it was called the Comm-Bat mode initially, like in Rise of the Triad) but I don't remember if there are actually any bots there (Shadow Warrior shareware v1.0 and v1.1 don't run in DOSBox BTW, or at least I haven't figured out how to pull that off).
1

User is offline   MrFlibble 

#340

I just thought - the Duke3D beta v0.99 has five skill levels, like Doom, right? That would explain the skill select weirdness, if the easiest skill level is marked as 0 internally:

/s1 selects Easy (0 on the save/load screen)
/s2 selects Medium (1 on the save/load screen)
/s3 selects Normal (2 on the save/load screen)
/s4 selects Hard (3 on the save/load screen)
/s5 selects Headache (4 on the save/load screen)

I have checked the skill levels in the beta from this video, but I'm not sure about the Easy skill being 0, since I don't have the beta.

Also, the skill thing is the same in the shareware v1.1, but is already fixed in v1.3d.

Makes one wonder if the levels in v1.0 and v1.1 have residual support for the skill level 0, i.e. are there any items or monsters that absent (or present) only on this skill level?

I've also skimmed through the CON files of v1.0 and v1.1. One thing of interest is this, although it's not related specifically to the shareware releases but to the Enforcer thing we have discussed earlier:
// Enemy strengths (hit points).

define TROOPSTRENGTH            30
define PIGCOPSTRENGTH          120
define PIG_SHIELD_AMOUNT1       75
define PIG_SHIELD_AMOUNT2       50
define LIZSTRENGTH              60
define LIZGETTINGDAZEDAT        15
define LIZEATINGPLAYER          -2
define JELLYSTRENGTH           175
define JELLYSCRATCHINGPLAYER   -11
define RECONSTRENGTH            50
define TURRETSTRENGTH           30
define ROTTURRETSTRENGTH        40
define DRONESTRENGTH            20
define SNAKESTRENGTH            50
define CAPTAINSTRENGTH          50
define CAPTSPINNINGPLAYER       -5
define FATGUYSTRENGTH           120

So apparently it was supposed to eat the player after all I guess?

Notably, v1.1 changes Pig Cop hit points from 120 to 100:
// Enemy strengths (hit points).

define TROOPSTRENGTH            30
define PIGCOPSTRENGTH           100

Other changes between v1.0 and v1.1 I have detected are:
  • RPG_WEAPON_STRENGTH increased from 120 to 140
  • CHAINGUN_WEAPON_STRENGTH increased from 7 to 9
  • HOLODUKE_AMOUNT increaed from 1600 to 2400

Also added the following text lines:
definequote  0        AUTO AIMING
definequote  1        MANUAL AIMING / SNIPER MODE!

Somehow I don't remember auto aiming could be turned off in Duke3D..?

Other strings added:
definequote 12        USED STEROIDS
definequote 20        CROSSHAIR OFF
definequote 21        CROSSHAIR ON
definequote 22        YOU'RE TOO GOOD TO BE CHEATING!
definequote 44        MOUSE AIMING OFF
definequote 45        MOUSE AIMING ON
definequote 112       CLIPPING: ON
definequote 113       CLIPPING: OFF
definequote 114       !!! INCORRECT VERSION !!!

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#341

By they way

// Enemy strengths (hit points).

define TROOPSTRENGTH            30
define PIGCOPSTRENGTH          120
define PIG_SHIELD_AMOUNT1       75
define PIG_SHIELD_AMOUNT2       50
define LIZSTRENGTH              60
define LIZGETTINGDAZEDAT        15
define LIZEATINGPLAYER          -2
define JELLYSTRENGTH           175
define JELLYSCRATCHINGPLAYER   -11
define RECONSTRENGTH            50
define TURRETSTRENGTH           30
define ROTTURRETSTRENGTH        40
define DRONESTRENGTH            20
define SNAKESTRENGTH            50
define CAPTAINSTRENGTH          50
define CAPTSPINNINGPLAYER       -5
define FATGUYSTRENGTH           120

TROOP = Predator Trooper (Assault Trooper)
PIGCOP = Pig Cop
LIZ = Lizard Man (Enforcer)
JELLY = Jellyfish (Octabrain)
RECON = Recon Patrol Vehicle
TURRET = Organtic
ROTTURRET = Rotate Turret
DRONE = ???
SNAKE = Snake Head (Sentry Drone)
CAPTAIN = ???
FATGUY = Fat Guy (Assault Commander)

Arguably the "CAPTAIN" was meant to be used by the Assault Captain (instead the game doubles the Assault Troopes strength), however the CAPTSPINNINGPLAYER value is used by the Assault Commander melee attack, so I guess it could also be a duplicate strength for it.

This post has been edited by Fox: 24 January 2013 - 07:44 PM

1

User is offline   OpenMaw 

  • Judge Mental

#342

View PostFox, on 24 January 2013 - 07:44 PM, said:

By they way

// Enemy strengths (hit points).

define TROOPSTRENGTH            30
define PIGCOPSTRENGTH          120
define PIG_SHIELD_AMOUNT1   	75
define PIG_SHIELD_AMOUNT2   	50
define LIZSTRENGTH              60
define LIZGETTINGDAZEDAT        15
define LIZEATINGPLAYER          -2
define JELLYSTRENGTH       	175
define JELLYSCRATCHINGPLAYER   -11
define RECONSTRENGTH            50
define TURRETSTRENGTH       	30
define ROTTURRETSTRENGTH        40
define DRONESTRENGTH            20
define SNAKESTRENGTH            50
define CAPTAINSTRENGTH          50
define CAPTSPINNINGPLAYER   	-5
define FATGUYSTRENGTH       	120

TROOP = Predator Trooper (Assault Trooper)
PIGCOP = Pig Cop
LIZ = Lizard Man (Enforcer)
JELLY = Jellyfish (Octabrain)
RECON = Recon Patrol Vehicle
TURRET = Organtic
ROTTURRET = Rotate Turret
DRONE = ???
SNAKE = Snake Head (Sentry Drone)
CAPTAIN = ???
FATGUY = Fat Guy (Assault Commander)

Arguably the "CAPTAIN" was meant to be used by the Assault Captain (instead the game doubles the Assault Troopes strength), however the CAPTSPINNINGPLAYER value is used by the Assault Commander melee attack, so I guess it could also be a duplicate strength for it.


I'd imagine the "DRONE" would be where the Sentry Drone would have been before the Snakehead was removed/replaced.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#343

I dunno, but the actor is called "SNAKEDRONE" in 0.99.

This post has been edited by Fox: 26 January 2013 - 05:17 AM

0

User is offline   MrFlibble 

#344

View PostMrFlibble, on 24 January 2013 - 12:24 PM, said:

I just thought - the Duke3D beta v0.99 has five skill levels, like Doom, right? That would explain the skill select weirdness, if the easiest skill level is marked as 0 internally:

/s1 selects Easy (0 on the save/load screen)
/s2 selects Medium (1 on the save/load screen)
/s3 selects Normal (2 on the save/load screen)
/s4 selects Hard (3 on the save/load screen)
/s5 selects Headache (4 on the save/load screen)

I have checked the shareware v1.0, and skill 0 is indeed a different skill level with even less enemies than on Piece of Cake. Here's some examples:

On skill level 1, there's a Trooper near the armour, but none on skill level 0:
Posted Image

The Trooper in the surveillance camera room near the snack stand is also missing:
Posted Image

As is the Trooper in the fire extinguisher room with an Atomic Health (there's no Pig Cop on easier difficulty settings there but the Trooper is present on Piece of Cake):
Posted Image

Similarly, there is no one near the secret area with the RPG in the projector room (one Trooper on Piece of Cake):
Posted Image

And no enemies in the secret room with the air vent entrance (IIRC it also has one Trooper on Piece of Cake, and two on Come Get Some):
Posted Image

At the start of level 2, the Trooper is also missing:
Posted Image

There are more enemies that are not present on skill level 0 throughout the levels (I have walked around level 2 a bit more but you get the picture already so I didn't make any more screenshots). I haven't noticed any extra items that would appear on this skill level (does Duke3D have skill-dependent items anyway?), or other behaviour changes (more ammo for pickups?).

It's quite evident why this skill level was nixed, it isn't essentially easier than Piece of Cake but there are so few enemies it's just plain boring. Also, most enemies that were removed are in secret and/or optional areas, and it probably doesn't make much of an impact for beginners who may miss many of the secrets anyway.
1

User is offline   MrFlibble 

#345

View PostFox, on 16 January 2013 - 11:33 AM, said:

You could add that the early RPG resemble the ROTT rocket:

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Hmm, Duke Nukem 3D shareware v1.0 and above already has the same rocket sprite as in the final version, with the red wings. The beta versions sure looks cooler though :P
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#346

Personally I prefer the old one with the pespective trick. Since it spawns below the player view, it makes sense.
1

User is offline   MrFlibble 

#347

On a somewhat related note, I've also compared the files in the shareware releases of Shadow Warrior. There are expected differences in art files and maps, as well as some others:
FILENAME	  v1.0		  v1.1		  v1.2
------------	---------	---------	---------
TILES000.ART	2 244 435	   (same)	2 398 035
TILES009.ART	  274 899	   (same)	  387 580
TILES010.ART	  498 520	   (same)	  506 712
TILES011.ART	   89 145	   (same)	  121 065
TILES019.ART	2 063 813	2 062 385	2 011 673
TILES020.ART	  450 184	   (same)	  578 184
TILES021.ART	 (absent)	 (absent)	   26 432
COMMIT.DAT	      743	      743	 (absent)
AD5.VOC		 (absent)	 (absent)	    2 427
DRIP.VOC	   11 457	   (same)	   50 516
TNKIDLE.VOC	   10 785	    (same)	   11 421
TNKRUN.VOC	   12 321	    (same)	   41 762
SWPLOCK.TXT	    3 357	    (same)	    3 527
$BULLET.MAP	  170 614	  170 118	  172 022
$DOZER.MAP	  261 234	  261 146	  260 682
$SHRINE.MAP	  214 290	  209 998	   (same)
$WOODS.MAP	  303 686	  304 162	  306 054
DEMOS.RUN	       22	    (same)	 (absent)
SWCODE.SYM	  122 184	   122 544	  138 960
SWDATA.SYM	   69 732	    69 696	   76 392
E1L01.MID	   37 623	    37 525	   (same)


The only difference in the art files between v1.0 and v1.1 is that the info the new Shadow Warrior newsgroup was added to one of the splash screens. As for the art additions in v1.2, here goes:
  • TILES000.ART - added a panoramic sky panel with a mountain, probably Mount Fuji
  • TILES009.ART - added the dart sprites as shuriken replacement for the censored British version
  • TILES010.ART - added ceiling lamp textures for the normal and broken state
  • TILES011.ART - added the rotating Yin Yang symbol (v1.0 and v1.1 only have the rotating shuriken symbol)
  • TILES019.ART - changed the info screens; changed the beta Lara Croft image to the one used in the full release
  • TILES020.ART - added the strategy guide and Game Gateway ads
  • TILES021.ART - the graphics for the boss health and air meters (this was entirely absent in v1.0 and v1.1)

It is interesting to note that while the ordering information and credits screens were updated in v1.2, the help screens remain the same as in the older versions and use the old font. The only difference is that the two of the registered weapons have swapped number keys.

Here are the ordering information and game credits screens from v1.0:
Spoiler

Also, between v1.0 and v1.1, most if not all of Lo Wang's speech was edited, apparently to increase sound volume. Here's the rather lengthy list:
Spoiler

Another interesting thing is that both v1.0 and v1.1 of Shadow Warrior have recorded self-running demos, like most other games of the time; for some reason, those were removed in v1.2.
2

User is offline   MrFlibble 

#348

I have posted more details about the differences in the early versions of Shadow Warrior in the 3D Realms' forums (with some screenshots). [Edit] Screenshots now available here.

Back to Duke3D shareware versions, it turns out that v1.3d also has skill level 0. They fixed the switch values in that version so it requires a /s0 switch to use this skill. About the registered version 1.3d I have no idea, as well as whether the registered levels actually have any items or monsters that are available throughout all skill levels, including 0, while others start with skill level 1. I think it's quite possible that since this skill level was dropped, they could've been making registered levels without regard of this skill setting.

The shareware version 1.3d also doesn't have proper botmatch, since the bot AI was either not implemented yet (DN3DHELP.EXE in v1.0 and v1.1 only mentions the fake multiplayer mode as a means of testing the maps without the need to start a real MP game) or not included in the shareware release altogether.

This post has been edited by MrFlibble: 11 February 2016 - 11:49 AM

2

User is offline   Hendricks266 

  • Weaponized Autism

  #349

Nice work on SW! Could I ask you to try out the 0.9 beta too? If you are interested, I have a version of the registered SW between 1.1 and 1.2 that was circulated within the publisher. To my knowledge, a registered SW was never released before 1.2, much like Duke 3D's v1.3D.

Don't post about either of these on 3DR's forums because it will be deleted posthaste.
1

User is offline   MrFlibble 

#350

I've posted some more screenshots from v1.0 at 3DR forums, showing the broken lamp sprites that are used in level 1 in v1.2 among other things. For some reason, there doesn't seem to be any destructible lamps in any of the levels, unlike Duke3D, and all broken ones are just pre-placed in a level. This is sorta weird, because many other parts of environment like computer panels, vending and banking machines, pachinko arcade machines etc. can all be broken.

View PostHendricks266, on 03 February 2013 - 01:24 AM, said:

Could I ask you to try out the 0.9 beta too?

I remember playing the beta version a bit some time ago (it didn't want to work properly at first so I had to launch it by loading the first level from the command line), but I have deleted it since. One thing I remember very clearly is that the staring location in level 1 and the secret room that is near the gold key (and is a reference to the secret apartment in Duke3D's E1L1) were swapped. Also, you can't switch between single and dual UZIs once you pick the second one, just like in v1.0/1.1. Another thing, IIRC, the fists are on button 1, while the katana and the shurikens share button 2. The fist attack also includes the animation of Duke's mighty foot, albeit in brown pants, and the animation of Lo Wang striking with his palm (this one) is used along with the animation of him hitting with close fists (as in the regular versions). There's a clip of Lo Wang saying "Come get some!" (I suppose it's COMEGET2.VOC from your list), which is used rather frequently as a random attack sound, however it was removed from v1.0 onwards.

Now I'm not sure about levels 2 and 3, but level 4 in the beta certainly is very different from v1.0*. For starters, the dojo area apparently was supposed to be the boss battle arena (I haven't completed that level so I can't tell for sure), and the sign says "Dojo of the Sumo" instead of "Dojo of the Serpent", which might suggest that the sumo boss was in fact intended for the shareware episode. IIRC you start somewhere in the dark woods area and you're supposed to get inside the dojo building to proceed.

I also remember that level 3 is called "Temple of the Anime", but its general layout doesn't seem to have changed a lot compared to the beta version.

Level 2 - can't remember but the level name is also somehow different - starts you in a different location, already outside the collapsed tunnel. I think it might be the same location as one of the starting locations for the multiplayer mode (available with the -commbat# switch).

If I get around to play the beta more, I'll sure check what other differences there might be.

View PostHendricks266, on 03 February 2013 - 01:24 AM, said:

If you are interested, I have a version of the registered SW between 1.1 and 1.2 that was circulated within the publisher.

Nice to know you have such a rare historical version :P However, since I don't own registered SW, I don't think it would be appropriate for me to have anything to do with it. One question though, since you said it's between v1.1 and v1.2, what version number does it actually report?

BTW, do you perchance have the shareware CD version of SW? I wonder what version that release could be (CD audio issues are already mentioned in v1.0's SWHELP.EXE, but those could easily be leftovers from the registered Duke3D's help file).

*That is, unless I screwed something up and was actually loading levels in fake multiplayer mode; I played the beta quite a while ago, but now I think that maybe level 4 as I remember it was more or less similar to what you get if you load it in v1.0 and higher with the -commbat# switch.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #351

View PostMrFlibble, on 03 February 2013 - 07:17 AM, said:

Nice to know you have such a rare historical version :P However, since I don't own registered SW, I don't think it would be appropriate for me to have anything to do with it. One question though, since you said it's between v1.1 and v1.2, what version number does it actually report?

                          SHADOW WARRIOR(tm) Version 1.2                      
                    Copyright (c) 1997 3D Realms Entertainment                

              This is a version of Shadow Warrior(tm) supplied to 
                      Shel Mann/Wizard Works 8/10/97.

                           DO NOT DISTRIBUTE!

                      <Press any key to continue> 

1997-04-03  11:53 AM        40,495,207 sw_r09b.grp
1997-05-13  12:00 PM        25,702,245 sw_s10.grp
1997-05-26  12:10 PM        25,833,456 sw_s11.grp
1997-08-10  05:01 PM        47,539,335 sw_r12pre.grp
1997-08-25  12:20 PM        26,056,769 sw_s12.grp
1997-08-25  12:20 PM        47,536,148 sw.grp
1997-08-25  07:20 AM        47,536,148 sw_r12uk.grp
1997-09-11  03:05 PM        26,056,769 sw_smac.grp
1998-01-28  09:43 AM        48,698,128 wt.grp

Compare sw_r12pre.grp to sw.grp (r 1.2).

View PostMrFlibble, on 03 February 2013 - 07:17 AM, said:

BTW, do you perchance have the shareware CD version of SW? I wonder what version that release could be (CD audio issues are already mentioned in v1.0's SWHELP.EXE, but those could easily be leftovers from the registered Duke3D's help file).

I don't have this CD, but I would suggest asking Litude, a 3DR forumgoer.
1

User is offline   MrFlibble 

#352

I've mentioned previously that v1.0 and v1.1 of SW shareware didn't work in DOSBox for me (and other users as well), but recently zirkoni at Abandonia Forums has very kindly notified me that they actually work with the recent builds of Taewoong's DOSBox and with DOSBox-X.

One more thing I have remembered about the SW beta is that instead of the Koi pond area in level 1 there's a complex room-over-room structure (IIRC it has three floors one over another) that caused a serious drop in framerate even in 320x200 resolution. I'm not sure, but it has some kind of a fountain at the bottom level (which replaces the underwater part of the pool), and a ramp that leads to the upper level, although I'm not sure from where exactly. Maybe some rooms that remain in the final version of this map have also switched places to allow for this. The bottom part probably was connected to the diner area, or maybe to one of the lower luggage transport belt areas (where the remote control for the microcar is located).

View PostHendricks266, on 03 February 2013 - 07:26 AM, said:

1998-01-28  09:43 AM        48,698,128 wt.grp


Hmm, and what's the wt.grp? Wal-Mart version?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #353

Wanton Destruction. The freeware release came as a completely functional independent GRP.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#354

I have been doing to research about how the RPG damage is calculated.

The RPG actor will have an .extra that ranges from 140 to 147. If the value of RPGBLASTRADIUS is set to zero, then the damage will equal the .extra times two minus one (range from 279 to 293). However it is a bit more complicated since RPGBLASTRADIUS doesn't equal zero, and the damage also varies depending of the .clipdist of the actor that receives the damage.

From the tests I have performed, if the actor has a .clipdist of 0 the damage will range from 140 to 293, and if he .clipdist is at the limit of 255 it will range from 70 to 220. For most of the enemies the default .clipdist is 80 and the damage range from 140 to 220 if auto-aiming is on, and from 140 to 293 if it is turned off. For big bosses which .clipdist is 164, the damage is beetween 140 and 220 with auto-aim and 70-220 without it.

So it is all confusing. I guess it could be said that the damage ranges from 70 to 293 in general, although it varies from enemy to enemy and I am not sure about how to calculate the average damage. The mean damage is 180 with auto-aim, and 181 without it. I guess that makes sense since it takes about six RPG shots to kill a Battlelord Sentry.
1

User is offline   MrFlibble 

#355

Another thing I remembered about the SW beta is that the video screen on level 1 that shows the micro racing cars area doesn't work in a particularly spectacular way, corrupting the entire game screen as soon as you approach it. This makes guiding the car with the silver key to the prizes slot impossible, and for that reason the level has the platform area entrance from the end of the tracks open from the start, so you can actually complete the level as soon as you find the gold key.

I also think that the room-over-room section I mentioned above that was replaced with the Koi pond in v1.0 actually goes two storeys down from the area near the lobby. I also remember the design gave me the impression of a more realistic environment, but it was probably scrapped because the ROR structure negatively affected game performance.
0

#356

Whilst poking around with the data for DNF, I discovered some things hiding in the smacker textures, you might not be able to see them as my server keeps overheating right now;

Posted Image
This one is titled "Menu_Nuke_Saving_Data" - maybe for a Save Game feature we didn't get? I may upload the PNGs of these in the resources thread.

Posted Image
A higher resolution menu nuke thing; Menu_Rotating_Nuke I believe this one is normally used; Posted Image

(An animated flag of the USA, see video)
MenuBkgrdFlag - don't think this is used

Posted Image
rpgdisplay (1-3) - something to do with the RPG, heat seeking?

Posted Image
rpgdisplay_armed - Nuke, ala Shadow Warrior? I want it and I want it now!

Posted Image
tripminedisplay - Perhaps they were going to have different modes once?

I also found some alternate versions of the logo like this;
Posted Image
There's a low-res version with less stars on the flag, more on this later.

Edit 2: Here are all the smacker textures (except four from Capture the Babe) in one video;


Things to note;
> The computer screens state the height of the aliens among other things, this interests me as I have never seen detailed profiles of Duke's enemies like this.
> Possible tribute to Allen H. Blum III in news broadcast (the scroller at the bottom)?
> Blood also used Smacker Textures, hence the cutscenes in that game have the .SMK extension. In DNF they use the .BIK extension.

This post has been edited by High Treason: 06 February 2013 - 11:05 PM

5

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#357

Duke Nukem and Doom scale comparison, assuming Duke Nukem and the Space Marine are 1.93m and 1.75m tall respectively.

Posted Image

This post has been edited by Fox: 06 February 2013 - 08:28 PM

3

User is online   Lunick 

#358

High Treason, the rotating Nuke logo is used in the Console versions of the game to show a checkpoint save.

The nuke is actually in the game somewhere, saw a YouTube video on it.

This post has been edited by Lunick: 06 February 2013 - 08:46 PM

0

User is offline   Mark 

#359

After searching through a bunch of my older backups I can't seem to find a certain Grabbag mix. It was the first heavy metal version I heard. This was way before the Vertexguy or Megadeth versions. For some reason the name Zebra comes to mind as the author of the song. I don't remember if that was a band name or personal name. Is there anyone out here with a comprehensive Grabbag collection that can help find this one again? I have searched the internet for the last couple of years and haven't been able to find it again.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#360

Is it none of these?
0

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