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Post Duke Nukem videos  "I enjoy them"

User is offline   Outtagum 

#331

Duke has peanut allergy.
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User is online   DNSkill 

  • Honored Donor

#332

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
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User is offline   Aleks 

#333

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!
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#334

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 offline   oasiz 

  • Dr. Effector

#335

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

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#336

 High 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 offline   oasiz 

  • Dr. Effector

#337

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

#338

Excellent findings. Unfortunately I only searched the game's source for 'BIGFORCE' and never thought to check the parental lock - in fact, I forgot the game even had one. Now we know why it's doing it.

Oasiz' script is probably much easier to use than my hunk of junk one if ever I get around to prodding LameDuke's maps around. I at least know the lights in the starting area of L2 (I think it was L2) were 0 with the outer sector being -1, suggesting the map was converted up from V4 before the lights were put in.

My crap script, for those curious - runs in game instead of Mapster32:
Spoiler


0

User is offline   ck3D 

#339

Haven't watched it yet but I'm just glad November Blue (now rebranding under a different name?) posted a video playthrough of Biglight/Lighthouse by Billy Boy, I was always fascinated by that map, and now imagine the crazy stuff the author could come up with nowadays using Mapster32 and the expanded resources:


4

#340

This counts ?
https://youtu.be/nLybEeI0YnY
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User is offline   ck3D 

#341

This is pretty crazy, as much as speed running Duke 3D in general is respectable, no damage runs are something else:



And isn't that another instance of tile 0 showing up on the bottom sections of the stage around the 0:55 mark? Can't really tell because of the palettes. Kind of looks like it. May be known already.

This post has been edited by ck3D: 11 October 2021 - 01:06 AM

1

User is offline   Aleks 

#342

 ck3D, on 11 October 2021 - 01:05 AM, said:

This is pretty crazy, as much as speed running Duke 3D in general is respectable, no damage runs are something else:



And isn't that another instance of tile 0 showing up on the bottom sections of the stage around the 0:55 mark? Can't really tell because of the palettes. Kind of looks like it. May be known already.


0:32 Shit, was that jetpack really always there? :D
0

#343

GVMERS made a Duke Nukem video


This post has been edited by Lazy Dog: 07 December 2021 - 04:28 PM

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