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Post Duke Nukem videos  "I enjoy them"

#301


0

User is offline   FistMarine 

#302

Over the past few months I have been doing an unique Duke Nukem 3D v1.3D playthrough where I enabled coop mode (using a glitch with loading a saved game while a multiplayer demo plays in background) and did each level on CGS difficulty from pistol start, with exception of Stadium and you will see why! I also did Faces of Death as bonus.

Additionally, I have done a playthrough of The Birth in the buggy v1.4 of the game in past few weeks, because I haven't played through v1.4 before and wanted to see if I can find any differences between it and the more common v1.5. I did have the game glitching and freezing upon saving which corrupted my save from the current level. This only happened twice, in Duke Burger and the start of Area 51 (though in latter case the game didn't freeze, just glitch the save screenshot, which meant the save already got corrupted). I recommend using v1.5 when you play the Atomic Edition as it doesn't have these nasty glitches!

I did these two playthroughs because I wanted to replay the games after 5 years since playing them last time in summer 2015 when I played Duke Nukem 3D Atomic Edition v1.5 in DOSBox on CGS difficulty, including the addons (DC, Caribbean, NW). The casual playthroughs (v1.3D and World Tour) I did last summer on Let's Rock don't count, they were more like to warm up. :P

Let me know what do you think of my videos and if you enjoy them, I will consider doing more, like certain user maps and mods!

Note that my videos are unlisted at the moment and if people enjoy the videos, I will make them public.

Here's two of my Duke3D coop videos and the playlists for the two playthroughs:



https://www.youtube....0DBbNxylIkuxSNk
https://www.youtube....4tT0iBKiOC1lQ9E

This post has been edited by RunningDuke: 01 January 2021 - 12:13 PM

4

User is offline   Lazy Dog 

#303


2

#304



This could be a little better as it was largely just a gear test, but you get the idea and I've not really heard anyone playing video game music out of these. Figured I'd share it before it gets consigned to the many forgotten equipment tests. If I get asked enough, I might go back and fix things like the missing bends on the bassline.
Anyone here into their music gear will know what that synth is. If not, the odds are you know at least ten songs that used one. Meanwhile, for my fellow turbo-nerds, this was pretty much the first instrument to rely on an embedded microprocessor, at least in such a way, with said processor being a Zilog Z80 at 2.5MHz, utilizing 3MiB of ROM and what appears to be two banks of 1KiB RAM, though possibly more.
Drums from a Casio RZ-1.

This post has been edited by High Treason: 01 January 2021 - 05:36 PM

6

#305


1

User is offline   Šneček 

#306

One of my very favorite dn user maps is Midnight Arrival, and since no one had thought of doing a youtube gameplay of this level for years, I decided to do it myself. So I recorded it two years ago, so everyone can finally see this level publicly. I really like the puzzle with a shrinker and a mirror there, I met this puzzle for the first time in this map and at that time it forced me to think logically, which in my opinion does not happen very often with user maps. Only later did I find out that the same idea was also used in the Preparing for Christmas map (by Mister Sinister) and especially in the original E4L2: Duke Burger.
So here´s my own video:


This post has been edited by Šneček: 05 January 2021 - 07:17 AM

3

#307

Me playing Duke Nukem 3D: Nuclear Winter over the Christmas holidays.


4

User is offline   ck3D 

#308

200k views so probably ABP and yeah I know people have done the Doom theme too, but still cool:


5

User is offline   FistMarine 

#309

Saw this earlier today:

3

User is offline   MEAN GENE 

#310

https://youtu.be/2aDxtWGVU7Q

https://youtu.be/3xrJyoC_qEU

https://youtu.be/bfVFRxt9ZuY

https://youtu.be/NYevll5Hfdg

https://youtube.com/shorts/jDnGfAZgquo

This post has been edited by MEAN GENE: 20 March 2021 - 10:50 PM

0

User is offline   OpenMaw 

  • Judge Mental

#311



This post has been edited by OpenMaw: 23 March 2021 - 08:50 AM

0

User is offline   OpenMaw 

  • Judge Mental

#312


0

User is offline   ck3D 

#313



This post has been edited by ck3D: 12 April 2021 - 11:01 AM

2

User is online   jkas789 

#314

Is this real?


2

User is offline   Kyeb 

#315

View Postjkas789, on 15 April 2021 - 08:07 AM, said:

Is this real?




Hahaha my god, that is awful 😆
0

#316

Hah, funny, I was just thinking of that song when I woke up. I love that song.
So far as I remember, this was used to promote the game at E3 or somewhere else.
1

User is offline   ck3D 

#317

Civvie does World Tour:


1

User is offline   ck3D 

#318

Wow, someone in Brazil is such a fan of Zaxtor's works for Duke 3D, they made a 20-minute video recap of them with commentary on the guy's importance to the community and detailed glimpses at specific MSDN reviews and Duke4 threads; now I can't understand spoken Portuguese but honestly this warmed my heart, it's a really sweet tribute:



This post has been edited by ck3D: 28 May 2021 - 12:56 PM

4

User is offline   Outtagum 

#319


0

User is offline   ck3D 

#320

View PostOuttagum, on 03 June 2021 - 12:54 PM, said:




lol, I randomly ran into that one too, the other day. Although I like to imagine that with realistic gravity, Duke might have not survived the ejection/crash in the first place (even in-game after all, he spawns so much lower than the jet), then the video wouldn't even need the camera to leave the rooftop for its one last shot before the apocalypse. In the luckiest scenario, Duke would be limping his way to the canisters with a broken ankle before committing suicide in a manner slightly reminiscent of Donatello's 'death' in TMNT.

This post has been edited by ck3D: 03 June 2021 - 01:50 PM

0

#321



I regret nothing.
2

User is offline   Aleks 

#322

View PostFuturetime23, on 03 June 2021 - 08:58 PM, said:



I never asked for this...
1

User is online   jkas789 

#323

View Postck3D, on 28 May 2021 - 12:50 PM, said:

Wow, someone in Brazil is such a fan of Zaxtor's works for Duke 3D, they made a 20-minute video recap of them with commentary on the guy's importance to the community and detailed glimpses at specific MSDN reviews and Duke4 threads; now I can't understand spoken Portuguese but honestly this warmed my heart, it's a really sweet tribute


Que descanse en páz.

Quote

I regret nothing.


Keep doing this and I will @ at you another sexy Chavo del Ocho meme in Discord.
1

User is offline   Outtagum 

#324

Duke has peanut allergy.
0

User is offline   Gerolf 

  • Honored Donor

#325

I forgot to share these here. Two Duke Nukem fan songs, the latter is a remix of the first. Download links are in the description. A lot of Duke 3D samples and overall music somewhat reminds me of the PS version’s soundtrack.

duke_nukem.xm by drg of XCS:
https://youtu.be/FyLKYKJoZGk

p_duke2.mod by big yellow man:
https://youtu.be/ph4ymKSNQf4
0

User is offline   Aleks 

#326

StarNukem streamed the entire DNF 10th anniversary yesterday on Twitch, which took overall of about 10 hours. If anyone's interested, you can rewatch it here: https://www.twitch.tv/starnukem

I'd especially recommend checking out the games between Jelley0 vs Vanilla Whale, and Mr. Tediore vs Vanilla Whale, some crazy stuff was going on there!
0

#327

For those with DOS Duke 3D, or possibly Megaton and maybe even xDuke, allow me to troll you before you click the spoiler button!
Download this map: http://dxzeff.com/trash/msgbrd.zip
Run it in the DOS version of the game (unsure if it will work in Megaton. Won't work in EDuke32). Follow the instructions on the wall...
Yes. I know when you save in my levels now. I can detect this. You cannot hide your nooby ways from me.

When you've done that, click the spoiler below.


Spoiler

5

User is online   oasiz 

  • Dr. Effector

#328

Great work :)
One possibility would be to check with Ken's 94 build versions and use CONVMAP to convert the map files themselves, not sure if you have already done this or not.
Curiously, SW also uses wall extra of 0 by default instead of -1 from what I recall.
This results in many of the drivable SO from breaking if using stock mapster and not taking this in to account.

Btw, now that we know the condition, you can load this script in mapster32
Save as i.e. `ass.m32` and then just do `include ass` when inside the editor. (Example screenshot included)
This will highlight walls with extra0 and overtile0

gamevar i 0 0
gamevar temp 0 0
gamevar temp9 0 0

onevent EVENT_DRAW2DSCREEN
    set drawlinepat -858993460
    for i allwalls {
            ife wall[i].extra 0 {
                ife wall[i].overtilenumber 0 {
                    set temp wall[i].point2
                    drawline16b wall[i].x wall[i].y wall[temp].x wall[temp].y 10
                }
            }
    }
endevent


If you want to remove the overtilenumber check then just remove that lime and the curly bracket after drawline.

EDIT: Checking convmap5 sources, it's setting it correctly, perhaps the editor had a wrong default?
newwall[i].extra = -1;
v5 is where the format got wall[i].extra and v4 is without

Attached thumbnail(s)

  • Attached Image: capt0054.png

1

#329

View PostHigh Treason, on 04 August 2021 - 09:12 PM, said:

For those with DOS Duke 3D, or possibly Megaton and maybe even xDuke, allow me to troll you before you click the spoiler button!
Download this map: http://dxzeff.com/trash/msgbrd.zip
Run it in the DOS version of the game (unsure if it will work in Megaton. Won't work in EDuke32). Follow the instructions on the wall...
Yes. I know when you save in my levels now. I can detect this. You cannot hide your nooby ways from me.

When you've done that, click the spoiler below.


Spoiler



Commented out in savegame.cpp we find the following code: (in git blame view)
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2468) #if 0
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2469)         else
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2470)         {
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2471)             for (i=0; i<g_numAnimWalls; i++)
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2472)                 if (wall[animwall[i].wallnum].extra >= 0)
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2473)                     wall[animwall[i].wallnum].picnum = wall[animwall[i].wallnum].extra;
2a37b30db1 polymer/eduke32/source/savegame.c (Philipp Kutin           2012-01-05 20:48:37 +0000 2474)         }
99678b668b source/duke3d/src/savegame.cpp    (Richard Gobeille        2018-11-18 18:13:55 +0000 2475) #endif

The reason for this bug is parental lock. Namely, by saving a game with parental lock active, and then loading the game with it deactivated, the game tries to restore the replaced tiles by iterating over every single animating wall and setting the picnum back to the stored extra value. The extra value is hereby used to store the original picnum when parental lock is activated. Note that it tries to restore the tiles regardless of whether parental lock was active before.

Notably, if you enable parental lock in E1L1, switch to E2L8 (Dark Side), and walk to this spot in the map, then deactivate parental lock, I expect that the same thing will happen, because like you correctly noted, this wall has its extra set to 0 instead of -1.

This was commented out in r2235 to fix an unrelated crash. If you restore it, you will see the same problem occur once again.

This post has been edited by Doom64hunter: 07 August 2021 - 02:03 AM

2

User is online   oasiz 

  • Dr. Effector

#330

Interesting.. mystery solved I guess.
Checking through LD maps, it seems that most are "built correctly" and I assume it's not conversion related but likely related to a specific revision of the editor that had it mistakenly as 0 instead of -1 for a while.
You can find whole maps which have extra as 0 or just few bits and bobs here and there.
1

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