The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1081 Posted 21 May 2016 - 04:08 AM
#1082 Posted 21 May 2016 - 04:11 AM
Lunick, on 21 May 2016 - 03:39 AM, said:
This was the reason I posted the captain obvious... just forgot the thread had one last page.
You should add his name to the map credits... it had been ages since I played Duke Nuclear Winter, and I don't remember all the credits though.
This post has been edited by Nancsi: 21 May 2016 - 04:13 AM
#1083 Posted 21 May 2016 - 04:18 AM
#1084 Posted 21 May 2016 - 07:34 AM
Nancsi, on 21 May 2016 - 04:08 AM, said:
No, not him.
#1085 Posted 21 May 2016 - 12:44 PM
Nancsi, on 21 May 2016 - 03:34 AM, said:
Nancsi, on 21 May 2016 - 04:11 AM, said:
You have something substantial to base this declaration off of besides what you "thought"?
#1086 Posted 21 May 2016 - 01:38 PM
Robman, on 20 May 2016 - 06:40 PM, said:
That happened to me a couple of months ago. Was picking some stuff up from the local convenience store and heard tires screeching, looked up and things definitely felt like they were happening in slow motion when I saw a truck spinning 360s while careening down the street in nearly a straight line... those stupid kids are lucky nobody died when the impact finally happened. I feel like it has something to do with whether or not what you're visually perceiving matches your subconscious expectation of what those perceptions should be.
#1087 Posted 22 May 2016 - 02:41 AM
#1088 Posted 22 May 2016 - 05:48 AM
#1089 Posted 22 May 2016 - 11:42 AM
Forge, on 21 May 2016 - 12:44 PM, said:
I'm not sure about this anymore. Maybe the credited authors' other maps should be examined and we might get the real answer.
#1090 Posted 22 May 2016 - 12:04 PM
Nancsi, on 22 May 2016 - 11:42 AM, said:
I can see that - If a consistent style can determined . You can see the similarities between some of the maps in the addon - a few have "rough" edges and borders with the same general layout and shape in design. Others are more flat and boxy with some heavy sprite work for architecture.
There just aren't that many maps in the addon, and it already has three mappers credited. With only one or two water-marked it won't be easy to figure out who did what. Ideally getting in contact with one these people would be the best.
This post has been edited by Forge: 22 May 2016 - 12:05 PM
#1091 Posted 24 May 2016 - 08:48 AM
#1092 Posted 27 May 2016 - 07:54 AM
I've had a look at the wiki but with no success. In Mapster32, being able to select sector with rAlt is cool and everything but, is there a way to manually select sectors just by pointing at them? Something like hold key # + m1 ?
If there isn't, feel free to take this as a feature request.
Most of the times when I want to select a sector with rAlt other sectors I don't want get in the way so it renders the feature useless.
Sometimes, moving the map around in F3 view mode helps, but sometimes not, and that's still just a trick.
Being able to select sector(s) just by pointing at them would be wonderful. Even more so if you could select as many sectors as you want that way.
This post has been edited by MetHy: 27 May 2016 - 07:55 AM
#1093 Posted 27 May 2016 - 08:59 AM
MrFlibble, on 09 May 2016 - 04:42 AM, said:
I've always wondered this too, but it could be there was a bug and they just ran out of time to fix it.
#1094 Posted 27 May 2016 - 06:43 PM
MetHy, on 27 May 2016 - 07:54 AM, said:
I've had a look at the wiki but with no success. In Mapster32, being able to select sector with rAlt is cool and everything but, is there a way to manually select sectors just by pointing at them? Something like hold key # + m1 ?
If there isn't, feel free to take this as a feature request.
Most of the times when I want to select a sector with rAlt other sectors I don't want get in the way so it renders the feature useless.
Sometimes, moving the map around in F3 view mode helps, but sometimes not, and that's still just a trick.
Being able to select sector(s) just by pointing at them would be wonderful. Even more so if you could select as many sectors as you want that way.
I think you want ctrl+alt
' or ; can add or subtract sectors from what is selected already
#1095 Posted 27 May 2016 - 11:35 PM
Drek, on 27 May 2016 - 06:43 PM, said:
' or ; can add or subtract sectors from what is selected already
Nice, thanks!
Still would be nice if you could select sectors just by pointing at them, that would help a lot with SoS situations. Though I guess you can make do with the feature that greys out areas that aren't on the same level, and this.
#1096 Posted 28 May 2016 - 06:55 AM
MetHy, on 27 May 2016 - 11:35 PM, said:
Still would be nice if you could select sectors just by pointing at them, that would help a lot with SoS situations. Though I guess you can make do with the feature that greys out areas that aren't on the same level, and this.
You're welcome. I got to be good at it while working TROR, I hold ' and CTRL then tap ALT when the pointer is in a sector I want. F3 will put mapster into a side view mode that might make selecting overlapping secotrs easier.
#1097 Posted 28 May 2016 - 08:47 AM
gerolf, on 23 March 2016 - 09:54 PM, said:
http://www.drdobbs.com/
EDIT: I've contacted the former owner of the site, I'll update if I find out anything. I asked if there was a chance of a photoscan, or any info at all about that magazine.
If it helps any, the name of the issue is "Dr. Dobb's Sourcebook of Games Programming (May/June 1995)", at least according to this letter by Q Studios to Dr. Dobb's Journal (http://collaboration...9510q/9510q.htm).
This post has been edited by neznam: 28 May 2016 - 08:48 AM
#1098 Posted 02 June 2016 - 02:38 AM
MrFlibble, on 09 May 2016 - 04:42 AM, said:
It turns out that the demos are not disabled, it's just that v1.2 does not include any pre-recorded ones. The official Shadow Warrior walkthrough page includes downloads of demos for every level. I just checked, they work fine with the shareware version.
#1099 Posted 02 June 2016 - 02:43 AM
#1100 Posted 02 June 2016 - 11:14 AM
#1101 Posted 02 June 2016 - 11:35 AM
#1102 Posted 15 July 2016 - 07:17 PM
4DUKE.ZIP 1120253 07/06/94 Duke Nukem 4!!!!
This seems to be a text file related to Gravis Ultrasound support.
Other file mentioned related to Duke, but that I'm sure can be explained is:
NUKEM2.PHX 1800 08/22/94 Set for Duke Nukem 2 by Apogee
and,
NUKEMINE.ZIP 614657 09/27/94 wad file
#1103 Posted 15 July 2016 - 07:50 PM
░▒▓█ DUKE NUKEM II -- APOGEE'S SEQUEL!! █▓▒░
APOGEE'S MATCHLESS HERO RETURNS IN VGA! This
sequel takes Duke to an alien planet where
his brain can be used to devise the ultimate
attack agaist Earth! Two years to make, this
sequel to the award-winning original boasts
more incredible action than any game ever,
with killer music, SB effects, & cinematics.
Duke uses four powerful weapons, flies an
attack shuttle, shoots in 4 directions, etc.
Multiple skill levels. 80386+ recommended.
Duke I was 1992 Shareware Game of the Year!
The zip is 1146465 bytes.
#1104 Posted 16 July 2016 - 03:26 AM
Hendricks266, on 15 July 2016 - 07:50 PM, said:
The FILE_ID.DIZ appears to be identical across all known versions of the shareware distribution: De-ICE installer (1,117,465b), SubZero Software installer (1,152,447b), current installer (1,146,465b). It seems that the one you have is the latest version from 3DR FTP.
#1106 Posted 21 July 2016 - 03:42 AM
The same logic was applied to the naming of shareware distributions of Commander Keen: the very first episode of the first trilogy is 1keen.zip, and the first episode of the second game is 4keen.zip.
#1107 Posted 21 July 2016 - 11:20 AM
This post has been edited by MusicallyInspired: 21 July 2016 - 11:21 AM
#1108 Posted 24 July 2016 - 02:19 PM
MrFlibble, on 21 July 2016 - 03:42 AM, said:
The same logic was applied to the naming of shareware distributions of Commander Keen: the very first episode of the first trilogy is 1keen.zip, and the first episode of the second game is 4keen.zip.
That thought didn't occur to me. That's also a nice explanation.
#1109 Posted 27 July 2016 - 02:59 AM
Frenkel, on 24 July 2016 - 02:19 PM, said:
Hopefully not to derail the topic, I've always assumed that the convention of naming Apogee model shareware distributions starting with number 1 wasn't solely to get them onto or near the top of the file list - it was to indicate that the archive contained the first episode of the respective game. For Apogee/3D Realms, the only exceptions to this are the 3D Realms titles, all of which are named starting with a 3D instead.
Curiously, id Software and Raven Software seem to have never adopted this convention at all, but other shareware game developers and publishers (like MVP Software and, to a limited extent, Epic MegaGames) appear to have followed suit - possibly, too, hoping to get their files more attention by getting them higher on the alphabetically sorted file list. Note that there were other tricks to "up" a file, like adding a $ or # character at the start of the file name. I'm not sure if this was something originating with the developers/publishers or BBS sysops though.
#1110 Posted 02 August 2016 - 03:12 PM
It may have been a simple spelling error, or maybe they decided to spell it as it was in the first game.