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

User is offline   OpenMaw 

  • Judge Mental

#391

In terms of the sound library the originate from, they're all the same set.

The set being of course, Jurassic Park's T-rex. That "ORRUGHHH" grunt noise is actually in the film. (Not in that shot from the trailer, obviously.)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#392

I just realized that in the 1.3d DOS version that big grey font works like the lower-case for the red menu font.
1

#393

Check out this one, everyone

Posted Image
15

User is offline   TerminX 

  • el fundador

  #394

That's neat. In nearly every area you can see where they've removed sectors, sprites and other details in order to hit the target of 30 fps on a 486.
5

User is offline   OpenMaw 

  • Judge Mental

#395

That's an awesome comparison. Looks like quite a few of those other beta images were from E2 areas then. (Some very clearly cut from the game or entirely reworked.)
1

User is offline   Jimmy 

  • Let's go Brandon!

#396

As I understand it, Lunar Apocalypse generally has the oldest levels of the game. Levelord's are all among the newest. The oldest map that made it into the game, I think, is a very early version of what would become Derelict from LameDuke.

This post has been edited by JoJo the Idiot Circus Boy: 06 April 2013 - 12:00 PM

1

#397

If memory serves correctly, there is a section of Overlord (The bit with the waterfalls) in LameDuke that is Map Format 4 and must be converted before LameDuke will run it, possibly making that the oldest map in the game.

Could be entirely wrong, I will edit this post when I have tested, unless someone beats me to it.
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User is offline   TerminX 

  • el fundador

  #398

Nope, you're correct. I remember seeing that myself many years ago. I turned it into a crappy DM map in one of my Duke 1.5 mods in the 90's.
2

User is offline   Jimmy 

  • Let's go Brandon!

#399

I never noticed that. Good find.
0

#400

I did that screenshot comparison myself
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User is offline   Mikko 

  • Honored Donor

#401

Interestingly they removed those forcefield textures from the first outdoor segments of the map but kept them in the rest, most notably the huge outdoor area. Obviously they put those there originally to compensate for removing the spacesuit (artificial atmosphere). But now there's no consistency.

This post has been edited by Mikko_Sandt: 07 April 2013 - 03:47 AM

5

#402

"Inv" and "Keys" in 2 screenshots with Shrinker are in different order

In beta shot: "Keys/Inv"

In final shot: "Inv/Keys"
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#403

View PostMikko_Sandt, on 07 April 2013 - 03:46 AM, said:

Obviously they put those there originally to compensate for removing the spacesuit (artificial atmosphere). But now there's no consistency.

These screenshots looks much older than the one with the space suit in use. Not really sure if they even had something like that planned, wasn't the player some sort of cyborg in Lameduke?

View PostMikko Pekkola, on 07 April 2013 - 04:50 AM, said:

"Inv" and "Keys" in 2 screenshots with Shrinker are in different order

In beta shot: "Keys/Inv"

In final shot: "Inv/Keys"

They probably tried to make it different from Doom in the final version.

This post has been edited by Fox: 07 April 2013 - 04:55 PM

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User is offline   Daedolon 

  • Ancient Blood God

#404

View PostMikko Pekkola, on 06 April 2013 - 04:52 AM, said:

Check out this one, everyone


Well. That just makes me sad.

View PostFox, on 07 April 2013 - 04:54 PM, said:

They probably tried to make it different from Doom in the final version.


It also makes more sense since players (at least myself) are likely to look at the inventory items more than the keys, so placing them closer to your health/center of the screen makes sense.

This post has been edited by Daedolon: 09 April 2013 - 02:38 PM

1

User is offline   MrFlibble 

#405

View PostDaedolon, on 09 April 2013 - 02:37 PM, said:

Well. That just makes me sad.

You mean that the levels have become less detailed in the final release?
1

User is offline   Hendricks266 

  • Weaponized Autism

  #406

While looking into this, I discovered something to add to my Duke 3D beta page concerning the tally mark tiles that were overwritten in later versions.

Quote

I discovered some disabled code in the Duke 3D source code release (GAME.C, line 1437) that would take a number value and draw the necessary tally marks to the screen. For example, to display the number 12:

Posted Image

Unfortunately, there is no trace of any applications this may have had.

6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#407

Interesting. I always tought it would be used as decoration in the prison walls.

===//===//===

Interesting that the Pig Cop already has some blood in the BETA sprites. However it's in clean in some earlier version:

Posted Image

This post has been edited by Fox: 13 April 2013 - 01:18 PM

2

User is offline   Jimmy 

  • Let's go Brandon!

#408

Maybe the tally marks were going to be used for multiplayer?? Only other thought is like Fox said, in the prison. Also, Fox, there is no blood in the actual sprite. That's the blood squib actor. Go in game and shoot a Pigcop, you'll see what I'm talking about.
3

User is offline   Daedolon 

  • Ancient Blood God

#409

He said it's clean in that version, thus the ":".
1

User is offline   Jimmy 

  • Let's go Brandon!

#410

I read way too fast. Foot in mouth. Cheers.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#411

Another earlier screen of Duke Nukem 64:

Posted Image

The guy is obvisouly cheating, so that's how he got an Expander in the first episode. However it has a 50 shots limit like in the PC. Also the ammo icon is of the HUD crystal.

===//===//===

The Duke 3D manual seems to simply that the first skill was meant to include more ammo or items.

This post has been edited by Fox: 29 April 2013 - 07:40 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#412

Posted Image

Posted Image

Fucking photobucket resizing images, here is a zoom of the page:

Spoiler


This post has been edited by Fox: 20 May 2013 - 10:20 PM

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User is offline   Lunick 

#413

Looks like a version close to what Lameduke was?
0

#414

I've seen two of those before I think...

Fascinating, anyone else notice the HUD on the bottom picture? Also, notice the plasma balls on the lizmen?

The level of detail is incredible in most of these. Also, coded security cameras?

Incidentally, the magazine can be found here; http://oldgamemags.t...e-8-august-1995

But that is the only Duke 3D page.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#415

The plasma balls are probably meant to be fired from the weapon, however the mock-up is not very convincing.

I don't remember seeing that HUD or the giant Mighty Boot before. That kick looks like this:

Posted Image

This post has been edited by Fox: 20 May 2013 - 11:29 PM

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User is offline   zykov eddy 

#416

Posted Image

This is interesting. Does it have something to do with the locked door kicking trick on E1L3?

This post has been edited by zykov eddy: 21 May 2013 - 11:33 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#417

Yes, you can kick many of the doors in the final game. The problem is that opening the door with a kick bypass the locks.
0

#418

In E1L3 you can go to the right side of the yellow key door, if you kick it and press use it will open... Perhaps this is a leftover from this version. It also works in a few other levels (Rabid Transit on the Blue Key area).

You could open doors partially with the RPG in LameDuke too.

Edit: Sorry, I missed Zykov Eddy's post somehow ;)
Erm... well... I at least confirmed this happened! Or... Some other excuse.

Ah, well, the plasma balls used to behave a bit like that in LameDuke though, as in, they would stick to enemies that were nowhere near the shot that was fired. In that bottom-most screenshot again, it looks like there may be a sloped sector towards the right.

This post has been edited by High Treason: 21 May 2013 - 03:27 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#419

I think that the bug is quite simply. Basically the door in E1L3 is made of 3 sectors, and the ACTIVATORLOCKED of the middle sector extends to the others when it comes to opening the door, but not for kicks.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#420

Remember this picture?

Posted Image

When I saw these SPAS-12 I just realized it uses the Duke 64 model for Duke.

Posted Image
1

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