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

User is offline   Mark 

#361

Nope, not there. But I did find another version I remembered liking a lot at the time by Grospixels. The one I'm after was from way back when I was Duking in the late 90's. It was a pretty solid, straightforward copy of the song without a lot of embellishments. But because it was the first remake I heard I was impressed.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#362

The many stages of Duke Nukem 64 development:

First version - It appears to be just an engine test. It is close to the PC version, and there is some light effects similar to the Saturn version.

Posted Image

Second version - The HUD already resemble Duke Nukem 64.

Posted Image

Third version - The weapons have been completely redrawn.

Posted Image

Fourth version - The ammo and inventory displays in the HUD now use a new font.

Posted Image

Fifth version - The HUD left bar has been slightly modified. The difference from the final release the health display is aligned to the left.

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This post has been edited by Fox: 16 February 2013 - 07:54 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#363

I like the original Health part of the HUD with the cross more than the final version.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#364

I also enjoy it, but I guess they choose to go with clarity. There isn't that much of contrast in a cyan font and a silver background, especially in a blurry TV.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#365

In Duke Nukem 64, there is a left-over Tank spawn in Area 51, though the enemy is not actually present in the ROM.

Posted Image

I wonder how I should deal with that in the mod...? I guess I should just ignore it. :P

Spoiler

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User is offline   Gambini 

#366

I´m a picky perfectionist when it comes to recreating things. I would put the spawn star, just like in the game you´re recreating. It doesn´t make sense, but it didn´t make sense back then either.

This post has been edited by Gambini: 22 February 2013 - 07:46 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#367

I would add it back in but only for higher difficulties. I think this is one time where being perfect with the recreation is silly.
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User is offline   Player Lin 

#368

View PostCaptain Awesome, on 22 February 2013 - 01:37 PM, said:

I think this is one time where being perfect with the recreation is silly.


Hmm, for some reasons, I agree this. If you want perfection of Duke 64 feel, play on emulator may be better than this ported TC/mod. :P

Or, made an eduke64(?) port or something...like the Doom64EX port for DooM64. :D

This post has been edited by Player Lin: 24 February 2013 - 05:43 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#369

Well in this case it's more a bug or a glitch. I don't think bugs and glitches should be perfectly recreated if they can be fixed.
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User is offline   NNC 

#370

I don't get it. That tank was actually spawned in the original game when you enter the blue key room. It was spawned along with 3 liztroops. Isn't it tagged correctly in the D64 or what?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#371

The 64 level has it exactly the same as the PC, however the Tank (sprites and bits of code) has been erased from the game.
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User is offline   Player Lin 

#372

View PostFox, on 25 February 2013 - 03:51 AM, said:

The 64 level has it exactly the same as the PC, however the Tank (sprites and bits of code) has been erased from the game.



If they never appeared/existed from the original N64 game, so it's not a bug. But bring it to the PC port/mod isn't bad at all. :P

This post has been edited by Player Lin: 25 February 2013 - 07:22 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#373

I'd keep it. Seems more like a limitation of the engine/cart space, or maybe the sprites weren't finished yet.

This post has been edited by Captain Awesome: 25 February 2013 - 04:25 PM

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User is offline   NNC 

#374

View PostFox, on 25 February 2013 - 03:51 AM, said:

The 64 level has it exactly the same as the PC, however the Tank (sprites and bits of code) has been erased from the game.


Thanks for the info. Somehow I completely forgot the D64 version, because it was so hard to play with stupid controls.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#375

Oddly the box of Duke Nukem 3D for the PSX and Nintendo 64 announce it as having 34 and 32 levels respectively. Actually they have 35 levels (plus 1 multiplayer) and 30 (plus 4 multiplayer) respectively. At least the PC version did it right by stating it as having 28-39 levels.

This post has been edited by Fox: 22 March 2013 - 04:00 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#376

They probably didn't count secret levels.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#377

That would make up for 29 levels (plus 1 multiplayer) for Total Meltdown and 26 (plus 3 multiplayer) for Duke Nukem 64.

This post has been edited by Fox: 22 March 2013 - 04:03 PM

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User is offline   Gambini 

#378

Do anybody knows if thereĀ“s a clean/longer version of first epiclike tune on this teaser?


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User is offline   OpenMaw 

  • Judge Mental

#379

For certain there is not. It was composed specifically for that teaser.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#380

Some early screens from Duke Nukem Total Meltdown. The HUD is incomplete, the Liztroop is blue, and Quirk of Fate is being played in single-player.

Spoiler


This post has been edited by Fox: 27 March 2013 - 07:47 PM

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User is online   Lunick 

#381

3rd screenshot has tripmines in inventory....
Also in the 3rd screenshot the ammo amounts seem bizarre or is just blurry.
It's also worth noting that Quirk of Fate does have enemies in it for multiplayer too I think.
Last screenshot seems gorier?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#382

View PostLunick, on 27 March 2013 - 08:17 PM, said:

3rd screenshot has tripmines in inventory....

It has always been like that in the PSX.
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User is online   Lunick 

#383

View PostFox, on 27 March 2013 - 09:19 PM, said:

It has always been like that in the PSX.


I guess I never picked any up or used them :|

Posted Image

This post has been edited by Lunick: 27 March 2013 - 10:16 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#384

If I remember correctly, Total Meltdown's death animations have always been gorier than the PC's.
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User is online   Lunick 

#385

View PostJoJo the Idiot Circus Boy, on 27 March 2013 - 10:32 PM, said:

If I remember correctly, Total Meltdown's death animations have always been gorier than the PC's.


Posted Image
Posted Image

I never really noticed but you're right :)
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User is online   Mike Norvak 

  • Music Producer

#386

Is just me, or in the trailer from JP3D we can heard in the background one of the sounds of the Overlord?

Did they use The T-rex to make that sound back in 1996? Or they used the overlord on this trailer :) [kind of kidding] ?

http://youtu.be/2jH9iAHSKds?t=1m23s
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User is offline   Jimmy 

  • Let's go Brandon!

#387

All of Duke's sounds were harvested from sound libraries. You'll hear the Battle Lord roar in a lot of movies.
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User is offline   Gambini 

#388

Yeah like The Duel, a movie from about 1970, when the truck is falling of the cliff you can hear a battlelord roaming. Really cool!
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User is offline   Kathy 

#389

Somehow I couldn't find a spoiler warning. :)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#390

View PostNorvak, on 28 March 2013 - 07:27 AM, said:

Is just me, or in the trailer from JP3D we can heard in the background one of the sounds of the Overlord?

Did they use The T-rex to make that sound back in 1996? Or they used the overlord on this trailer :) [kind of kidding] ?

http://youtu.be/2jH9iAHSKds?t=1m23s

By the way, that's one of the Cycloid Emperor sound, not Overlord.
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