
Duke 3D console ports "Best console version of the 90s?"
#91 Posted 08 January 2012 - 04:29 PM
My next favorite is the PSX version. It's the most accurate port, has a great new fourth episode, a funny one-liner (maybe a few more), I ABSOLUTELY DIG the new music score, play control is adaptable on the (ironically) "Doomed" setting. My main issue with it is the horrid visuals. Frame rate is often abysmal and enemies tend to rip you to shreds.
Contrary to most people, I like the N64 version the least. I even tried going back to it recently, but it's almost like it deliberately wants me to hate it because it's giving me motion sickness. I didn't have that problem years back when I tried this first. I can only play it on the PC, using emulator, now (for some reason, I don't get the motion sick feeling). But anyway... The lack of music, controls I can't get used to and also the retarded way that censorship was used reduce the experience for me. Maybe it's because I use a piece-of-shit non-Nintendo controller, but vertical aiming and turning is a total bitch. I don't mind that they censored the sexual content, but they did it in such an awful way (inconsistent, made some more adult-oriented and overlooked one, I believe... makes me wonder why they even bother anyway). That's another thing that confuses me in general, not just Duke 64: how mutilated bodies, heavy violence and gore, etc. is considered worse than what they censored. One example from the game is the body hanging from the ceiling (like E3L1). In the original, it's... yeah. But in the N64 version, the woman is torn in half from about the chest area and you can see the innards. How is this successful censorship anyway?
This post has been edited by nukemania: 08 January 2012 - 04:30 PM
#92 Posted 08 January 2012 - 05:53 PM
The Sega Saturn version, is once again for Sega, MISSING large chunks of game. Levels are shrunk down, levels are missing various bits of interactivity. Certain levels like Tier Drops are absent entirely because the new engine couldn't actually handle them. The turning and running speed are way slower than the PC, PSX, or N64 versions, not to mention the loss of some of Duke's one liners, and some glitchy sound FX.
The PSX has a couple nice new levels, the new enemies are silly, but still pretty cool. But the framerate drop in the game itself can be pretty awful at times, and the controls take some major getting used to.
#93 Posted 08 January 2012 - 06:00 PM
Anyway, if you read my post, you'd see that I'm not griping about the fact that they censored the game. It's the WAY they did it.
#94 Posted 09 January 2012 - 05:58 AM
I thought it was cool, that the wavy water in Toxic Dump in Duke64 was very exaggerated. (In the slime waterway right before the regular nuke button) I don't remember it being so wavy in the PC.
I'll be getting the Saturn version here in a few days or so. So I've been playing through the N64 version again so I can compare the two. Ezra Dreisbach's Slave Driver engine though is pretty rad, so I've always wanted to try the Lobotomy Duke Port first hand.
#95 Posted 09 January 2012 - 05:54 PM
This post has been edited by Martin: 09 January 2012 - 05:58 PM
#96 Posted 10 January 2012 - 07:18 PM
#97 Posted 10 January 2012 - 07:26 PM
#98 Posted 10 January 2012 - 07:40 PM
Captain Awesome, on 10 January 2012 - 07:26 PM, said:
This post has been edited by Fox: 10 January 2012 - 07:43 PM
#99 Posted 10 January 2012 - 07:46 PM
#100 Posted 10 January 2012 - 07:53 PM
All "offensive" tiles have been completely erased from the cart (for example the dancer on Raw Meat). I am pretty sure they checked all tiles in the game and removed anything they tought was inappropriate. The only place which you can see one of these is in the unusued area of Movie Set, however since the tile was removed it display the SE texture (tile 0001) instead.
This post has been edited by Fox: 10 January 2012 - 07:59 PM
#101 Posted 10 January 2012 - 08:04 PM
Captain Awesome, on 10 January 2012 - 07:26 PM, said:
You're just thinking too deep

Anyway, I believe that blinking girl on the TV is in fact very suggestive. Though my memory isn't clearest, if it's still there in LA Rumble on the big screen, why wasn't it replaced? I mean, that's not even hidden from Nintendo's view if played. What other signals does it give when a girl seductively winks at you? Besides that, the clothed stripper (who usually shows her tassled tits) still dances a bit risquée.
#102 Posted 11 January 2012 - 12:01 AM
nukemania, on 10 January 2012 - 08:04 PM, said:

Not at all, actually. He's pretty much exactly right.
#103 Posted 21 January 2012 - 09:34 PM
#104 Posted 21 January 2012 - 11:02 PM
#105 Posted 22 January 2012 - 01:34 AM
s.b.Newsom, on 21 January 2012 - 11:02 PM, said:
shameless plug
#106 Posted 22 January 2012 - 06:00 PM
Where in the original Duke Nukem 3D, besides Faces of Death, is the tune from E1L6 (Abyss in Saturn) played?
#107 Posted 22 January 2012 - 08:44 PM
In the Saturn: (saturn_agg.def)
// INTRO MUSIC music { id "intro" file "highres/saturn/grabbag.ogg" } // grabbag.ogg music { id "briefing" file "highres/saturn/depart.ogg" } // briefing.ogg // EPISODE ONE // If you hate the Saturn version of "Stalker", comment the following line. The MIDI or any other loaded music pack version will play. music { id "E1L1" file "highres/saturn/stalker.ogg" } // stalker.ogg music { id "E1L2" file "highres/saturn/dethtoll.ogg" } // dethtoll.ogg music { id "E1L3" file "highres/saturn/warehaus.ogg" } // streets.ogg music { id "E1L4" file "highres/saturn/depart.ogg" } // watrwld1.ogg // music { id "E1L4" file "highres/saturn/pob.ogg" } // ***ALTERNATE*** music { id "E1L5" file "highres/saturn/ahgeez.ogg" } // snake1.ogg // music { id "E1L5" file "highres/saturn/missimp.ogg" } // ***ALTERNATE*** music { id "E1L6" file "highres/saturn/xplasma.ogg" } // thecall.ogg music { id "E1L7" file "highres/saturn/ahgeez.ogg" } // ahgeez.ogg music { id "E1L8" file "highres/saturn/dethtoll.ogg" } // dethtoll.ogg // EPISODE TWO music { id "E2L1" file "highres/saturn/gotham.ogg" } // futurmil.ogg music { id "E2L2" file "highres/saturn/prepd.ogg" } // storm.ogg music { id "E2L3" file "highres/saturn/whomp.ogg" } // gutwrnch.ogg music { id "E2L4" file "highres/saturn/alfredh.ogg" } // robocrep.ogg // See above note on "Stalker". // music { id "E2L4" file "highres/saturn/stalker.ogg" } // ***ALTERNATE*** music { id "E2L5" file "highres/saturn/dethtoll.ogg" } // stalag.ogg music { id "E2L6" file "highres/saturn/warehaus.ogg" } // pizzed.ogg music { id "E2L7" file "highres/saturn/depart.ogg" } // alienz.ogg music { id "E2L8" file "highres/saturn/ahgeez.ogg" } // xplasma.ogg // music { id "E2L8" file "highres/saturn/pob.ogg" } // ***ALTERNATE*** music { id "E2L9" file "highres/saturn/xplasma.ogg" } // alfredh.ogg // music { id "E2L9" file "highres/saturn/missimp.ogg" } // ***ALTERNATE*** music { id "E2L10" file "highres/saturn/xplasma.ogg" } // gloomy.ogg music { id "E2L11" file "highres/saturn/whomp.ogg" } // intents.ogg // EPISODE THREE music { id "E3L1" file "highres/saturn/gotham.ogg" } // inhiding.ogg music { id "E3L2" file "highres/saturn/prepd.ogg" } // fatcmdr.ogg music { id "E3L3" file "highres/saturn/whomp.ogg" } // names.ogg music { id "E3L4" file "highres/saturn/alfredh.ogg" } // subway.ogg // See above note on "Stalker". music { id "E3L5" file "highres/saturn/stalker.ogg" } // invader.ogg music { id "E3L6" file "highres/saturn/dethtoll.ogg" } // gotham.ogg music { id "E3L7" file "highres/saturn/warehaus.ogg" } // 233c.ogg // Urea 51: file "highres/saturn/urea51.ogg" music { id "E3L8" file "highres/saturn/pob.ogg" } // lordofla.ogg music { id "E3L9" file "highres/saturn/ahgeez.ogg" } // urban.ogg music { id "E3L10" file "highres/saturn/xplasma.ogg" } // spook.ogg music { id "E3L11" file "highres/saturn/whomp.ogg" } // whomp.ogg // EPISODE FOUR music { id "E4L1" file "highres/saturn/missimp.ogg" } // missimp.ogg music { id "E4L2" file "highres/saturn/prepd.ogg" } // prepd.ogg music { id "E4L3" file "highres/saturn/warehaus.ogg" } // bakedgds.ogg music { id "E4L4" file "highres/saturn/dethtoll.ogg" } // cf.ogg music { id "E4L5" file "highres/saturn/gotham.ogg" } // lemchill.ogg music { id "E4L6" file "highres/saturn/pob.ogg" } // pob.ogg music { id "E4L7" file "highres/saturn/warehaus.ogg" } // warehaus.ogg music { id "E4L8" file "highres/saturn/xplasma.ogg" } // layers.ogg music { id "E4L9" file "highres/saturn/alfredh.ogg" } // floghorn.ogg music { id "E4L10" file "highres/saturn/depart.ogg" } // depart.ogg music { id "E4L11" file "highres/saturn/whomp.ogg" } // restrict.ogg
This post has been edited by Hendricks266: 22 January 2012 - 08:44 PM
#108 Posted 23 January 2012 - 09:51 AM
While we're on the Saturn subject, I checked your rips of the Saturn music. It seems the grabbag tune is slightly cut off at the start.
#109 Posted 23 January 2012 - 10:54 AM
s.b.Newsom, on 21 January 2012 - 11:02 PM, said:
Saturn Dethtoll is also way better than the original imo.
#110 Posted 23 January 2012 - 12:12 PM
Loke, on 23 January 2012 - 10:54 AM, said:
I found every track better than the original.
#111 Posted 23 January 2012 - 03:02 PM
nukemania, on 23 January 2012 - 09:51 AM, said:
I have had a new version with minor tweaks (I assume this is fixed too since I reconverted the audio from the TOSEC wavs again) ready to go for some time but I have not had a compelling reason to spend the time re-uploading it. I will do so soon.
This post has been edited by Hendricks266: 23 January 2012 - 03:02 PM
#112 Posted 23 January 2012 - 05:49 PM
#113 Posted 24 January 2012 - 06:47 PM
#114 Posted 25 January 2012 - 10:12 AM
#115 Posted 25 January 2012 - 11:01 AM
#116 Posted 25 January 2012 - 02:36 PM
And just an FYI, TMD's data isn't exactly stored in the same way as DN3D. I doubt extensive knowledge on the build engine will familiarize them with how a game's data is stored on a separate console, to say the least.
This post has been edited by nukemania: 25 January 2012 - 02:37 PM
#117 Posted 25 January 2012 - 03:50 PM
#118 Posted 25 January 2012 - 05:01 PM
duke4.net/index.php?app=forums&module=forums§ion=findpost&pid=117940'>nukemania, on 25 January 2012 - 02:36 PM, said:
And just an FYI, TMD's data isn't exactly stored in the same way as DN3D. I doubt extensive knowledge on the build engine will familiarize them with how a game's data is stored on a separate console, to say the least.
Pretty much anything goes here, unless it puts the future of the site or TX's AdSense account or anything like that in danger. I assure you this will cause no problems. This is a much more relaxed place than 3D Realms
This is as much as we know about the Total Meltdown data structure: http://forums.duke4....ntent-analysis/
I once was looking for the original non-revised version of Shark's Cove to include for kicks in Vaca+ when I stumbled upon a torrent on Demonoid simply called "Duke Nukem 3D" which contained it as well as a ton of other assorted crap, including a 519 KB file named "Plug_n_Pray.zip". Unfortunately I encountered a period of internet instability soon after/when I discovered it without anything having downloaded, and when I was ready to leech the torrent it was deleted from the tracker.
duke4.net/index.php?app=forums&module=forums§ion=findpost&pid=117948'>Martin, on 25 January 2012 - 03:50 PM, said:
duke4.net/index.php?app=forums&module=forums§ion=findpost&pid=117497'>Hendricks266, on 22 January 2012 - 01:34 AM, said:
I sourced the Saturn music from a verified perfect TOSEC rip of the game which is why I provide a lossless pack when EDuke32 does not even support FLAC. Unfortunately, with the version up at my site, I tried to remove silence at the bookends of the tracks to optimize for potential OGG loop support but I ended up doing it incorrectly so very small chunks at either end were cut off. Tomorrow I plan to upload a new version of the Saturn pack in which I redid the entire conversion process from the TOSEC wavs.
This post has been edited by Hendricks266: 25 January 2012 - 05:02 PM
#119 Posted 25 January 2012 - 06:49 PM
What the hell, why are the saturn tracks so god damned amazing?
This post has been edited by Bloodshot: 25 January 2012 - 06:57 PM
#120 Posted 25 January 2012 - 06:53 PM
nukemania, on 25 January 2012 - 02:36 PM, said:
Of course it isn't, which is why no one was able to figure it out. However, it WAS built off of the Build engine, and the original mapper confirmed that it existed %100 playable on the PC. However, extensive knowledge of the build engine is the best starting point because there is no other angle you can work off of.