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Duke Nukem 3D 1.0 demo?

User is offline   Hendricks266 

  • Weaponized Autism

  #31

 Hank, on 02 February 2012 - 08:35 PM, said:

Yes, the big screen is like in LA Rumble, but the map is more like a court yard, this image seems to be a street.

L.A. Rumble is the best comparison I could make. Sadly, it seems the map was completely thrown out, possibly for performance reasons.
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User is offline   ReaperMan 

#32

 High Treason, on 02 February 2012 - 08:34 PM, said:

I still wanna know if the red symbols in the HUD were like the eyes in the HUD in Blood;

Looks like they indicate what side you are being shot from.
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User is offline   X-Vector 

#33

 High Treason, on 02 February 2012 - 08:34 PM, said:

Is it me, or did some sprites look better before the palette was changed;
Posted Image


Well, it certainly looks better than this:

Posted Image

Even discounting the raised brightness and other issues in that Xbox360 screenshot, the colours and sharpness of the beta keycard are clearly superior.
The layouts are also reversed, but I'm not sure if that means one of them is 'incorrect' or if it's just an aesthetical choice.
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User is offline   NY00123 

#34

Things can always make ones (more) curious and wonder. And, they don't have to come out of beta screenshots.
One minor example (especially before thinking of beta stuff as an explanation): What does MOUSECURSOR in DEFS.CON (v1.5) refer to? :D

 Hendricks266, on 02 February 2012 - 06:01 PM, said:

I really like this area and the skybox is cool.
Posted Image

This has reminded me of Levelord's Sweeney map (well, I've just played it not long ago). Apparently, I'm not the first to figure that out, though:
http://forums.duke4....dpost__p__40350

 Hendricks266, on 02 February 2012 - 06:01 PM, said:

Enforcer RPV, weird thing in the left HUD corner which is in some shots
Posted Image

I do wonder about these street lights found in a few shots. While the relevant tiles are available in the finalized versions (in fact, the Sweeney map has got occurrences of these), I don't recall if they appear in any of the original maps. OK, there is an exception (a screenshot is attached for the ones interested). The lights do briefly(!) appear in finalized E3L5 (Movie Set): As you enter the map, land on the ground (in order to trigger a touchplate!), and then rush to the structure so you can watch it collapsing. If you do it correctly, you'd see the lights appearing for a short while.

Regarding the traffic lights, the tiles for these are available as well, but I couldn't find any occurerence of them in any finalized game version so far.

Attached thumbnail(s)

  • Attached Image: DUKE0000.PNG


This post has been edited by NY00123: 03 February 2012 - 07:14 AM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#35

Those streetlights have always fascinated me. I first saw them streetlights when I played an oldie (but goodie) usermap episode called DukeCity. I'm aware that there are quite a number of unused textures in the game that presumably would have been used in the cut maps.

Kind of makes you wish that they made an expansion "rejected levels" pack, like Extreme ROTT.
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User is offline   Jimmy 

  • Let's go Brandon!

#36

 X-Vector, on 03 February 2012 - 03:21 AM, said:

Well, it certainly looks better than this:

Posted Image

Even discounting the raised brightness and other issues in that Xbox360 screenshot, the colours and sharpness of the beta keycard are clearly superior.
The layouts are also reversed, but I'm not sure if that means one of them is 'incorrect' or if it's just an aesthetical choice.

Eh, those are two different sprites in game, and the finalized version of the HUD sprite (not the pickup) look more or less the same.

I don't think many of those maps were larger than a few rooms, just test maps. Though the one with the orange dumpsters looks to be a Levelord map to me. Reminds me of some spots in Sewer and Sweeney.
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User is offline   TerminX 

  • el fundador

  #37

 The Mighty Bison, on 03 February 2012 - 07:42 AM, said:

Kind of makes you wish that they made an expansion "rejected levels" pack, like Extreme ROTT.

They did... it was called the Plutonium Pak/Atomic Edition, haha.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#38

 NY00123, on 03 February 2012 - 07:13 AM, said:

I do wonder about these street lights found in a few shots. While the relevant tiles are available in the finalized versions (in fact, the Sweeney map has got occurrences of these), I don't recall if they appear in any of the original maps. OK, there is an exception (a screenshot is attached for the ones interested). The lights do briefly(!) appear in finalized E3L5 (Movie Set): As you enter the map, land on the ground (in order to trigger a touchplate!), and then rush to the structure so you can watch it collapsing. If you do it correctly, you'd see the lights appearing for a short while.

They are used in other instances, for example in the beggining of Rabit Transit.
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User is offline   NY00123 

#39

 The Mighty Bison, on 03 February 2012 - 07:42 AM, said:

Those streetlights have always fascinated me. I first saw them streetlights when I played an oldie (but goodie) usermap episode called DukeCity.

As far as I remember, it could be the same for me, when it comes to DukeCity :D

 Fox, on 03 February 2012 - 05:30 PM, said:

They are used in other instances, for example in the beggining of Rabit Transit.

Whoa, I haven't spotted that one. Now one may wonder if it's a tile made to be abandoned in the finalized maps, with a few missed occurrences still making it into the game.
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#40

Do you think there's any way we could contact an employee of 3D Realms ( One that worked on Duke3D, specifically ) and ask him/her about the old screenshots, such as the one with the 'kills' meter/different HUD?
That would be sweet :D
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User is offline   Hendricks266 

  • Weaponized Autism

  #41

In terms of them having actual materials to share with us, I both doubt that they would still have anything and I doubt that they would be allowed to share it, legally. Beyond that, there is not much to "ask" them about it.

Protip: The "Kills" meter is still present in the game. In DukeMatch it is drawn on top of the "Keys" box.
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#42

Oh...Reality is always here to disappoint me. Oh well.
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User is offline   Jimmy 

  • Let's go Brandon!

#43

In fact, I honestly wouldn't doubt it if those screenshots weren't taken in multiplayer. There are a lot of them that are undoubtedly taken in multiplayer, because you can see other Dukes, but it's possible it's always functioned the way it does now and they were just playing multiplayer with enemies.
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#44

Anyone else notice this?

Posted Image

The pistol has a little blue colored area on it around the bottom.

Posted Image

The pistol now has a green ( Or is it red? DAMN YOU COLORBLINDNESS! ) colored area in the same place.
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User is offline   TerminX 

  • el fundador

  #45

It looks like the second screenshot was taken in multiplayer, so I'm assuming it took on the palette of the player holding it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #46

 Slippy_Pig, on 04 March 2012 - 07:17 PM, said:

Anyone else notice this?

The pistol has a little blue colored area on it around the bottom.

The pistol now has a green ( Or is it red? DAMN YOU COLORBLINDNESS! ) colored area in the same place.

I never noticed that! Excellent observation.

(Oh, and it is red, not green. :lol:)
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#47

I'll wager it has something to do with the Lasersite that was dropped from the beta?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#48

Yeah. Maybe everybody's laser was a different colour.

Also, colour blindness confounds me. You can't really imagine it when you don't have it.

This post has been edited by MusicallyInspired: 06 March 2012 - 11:06 AM

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#49

Posted Image

Were there supposed to be enforcers in the patrol-ships before there were pigs? In several pictures I see enforcers flying around in those ships.
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User is offline   TerminX 

  • el fundador

  #50

Didn't you sort of answer your own question?
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User is offline   Rellik 

#51

 Hendricks266, on 02 February 2012 - 06:01 PM, said:

My favorite beta screenshots:

Enforcer RPV, weird thing in the left HUD corner which is in some shots
Posted Image

I think I have your answer to the weird green thing, it's an army-style angle flashlight:
Attached Image: Angle_Head_Flashlight.jpg
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#52

To me, it would've made more sense to have the enforcers instead of the pig cops on the patrol drones.
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#53

 Slippy_Pig, on 04 March 2012 - 07:17 PM, said:

Anyone else notice this?

The pistol has a little blue colored area on it around the bottom.

The pistol now has a green ( Or is it red? DAMN YOU COLORBLINDNESS! ) colored area in the same place.


Nice. Maybe being colorblind does have give advantage :)

This post has been edited by rasmus thorup: 31 March 2012 - 10:39 AM

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User is offline   Kathy 

#54

 thelegend4ever, on 31 March 2012 - 10:31 AM, said:

To me, it would've made more sense to have the enforcers instead of the pig cops on the patrol drones.

Most likely it has to do with complete absense of enforcer in L.A.Meltdown. And since we can't have pig cops in space it made sense to hold him off till the second episode to keep enemies fresh.
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User is offline   Micky C 

  • Honored Donor

#55

 thelegend4ever, on 31 March 2012 - 10:31 AM, said:

To me, it would've made more sense to have the enforcers instead of the pig cops on the patrol drones.


From a strictly story standpoint, if the Recon vehicles are EDF technology, it'd make sense for pig cops to be driving them.
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User is offline   MrFlibble 

#56

 High Treason, on 02 February 2012 - 08:34 PM, said:

I always wanted to know why floor mirrors didn't work;
Posted Image

Wow, this had never worked for me in LameDuke O_o How did you achieve this effect? (BTW, I really love that map; it's a pity the urban levels in the final release don't have this feeling of great open spaces like the level shown above and the other one which is shown in the demo that plays when you start LameDuke).

 Hendricks266, on 02 February 2012 - 06:01 PM, said:

cool city, Enforcer RPV
Posted Image

Hmm, I also don't recognize the lady in the swimsuit on the screen. Does she ever appear in the game data (from any available version, that is)? I remember looking through the TILES###.ART files, and somesuch images seemed unfamiliar, but that might just be from some secret areas I missed.
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User is offline   Jimmy 

  • Let's go Brandon!

#57

No, that doesn't exist in any released form of the game.

 Micky C, on 31 March 2012 - 06:53 PM, said:

From a strictly story standpoint, if the Recon vehicles are EDF technology, it'd make sense for pig cops to be driving them.

They're actually LAPD technology.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#58

 MrFlibble, on 01 April 2012 - 06:00 AM, said:

Wow, this had never worked for me in LameDuke O_o How did you achieve this effect?

I suppose an effect like that would be glitchy, considering how mirrors are unstable in Duke 3D.

 MrFlibble, on 01 April 2012 - 06:00 AM, said:

(BTW, I really love that map; it's a pity the urban levels in the final release don't have this feeling of great open spaces like the level shown above and the other one which is shown in the demo that plays when you start LameDuke).

First there should be a memory issue. And secondly there wasn't much of a point in making a huge city level without details or places to go inside the buildings, which would be time consuming and make the levels too big in the end.

 MrFlibble, on 01 April 2012 - 06:00 AM, said:

Hmm, I also don't recognize the lady in the swimsuit on the screen. Does she ever appear in the game data (from any available version, that is)? I remember looking through the TILES###.ART files, and somesuch images seemed unfamiliar, but that might just be from some secret areas I missed.

That's the cinema screen from E1L1.
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User is offline   MrFlibble 

#59

 Fox, on 01 April 2012 - 09:42 AM, said:

That's the cinema screen from E1L1.

It is? Looks kinda unusual from that angle, then :)
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User is offline   Jimmy 

  • Let's go Brandon!

#60

It's similar, but ultimately different.
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