Duke3D & SW - Early/Alpha/Beta/Gold Material
#1231 Posted 24 November 2014 - 01:20 AM
#1232 Posted 24 November 2014 - 02:51 AM
This post has been edited by Fox: 24 November 2014 - 02:55 AM
#1233 Posted 24 November 2014 - 02:57 AM
Btw, that version 1.2 has some other interesting differences. I don't think we will ever be able to release it because much of it is identical to what shipped as 1.3D, but it definitely has some neat stuff. Mini Battlelords are pal 19 instead of 21, Stadium is significantly different--I can only guess the direction they went with it didn't work out, resulting in a last minute reversion to what was more or less the 1994 version of the map--the prototype Overlord is present, Hotel Hell had a giant mirror near the front desk so you could see the Battlelord trap before running into it, etc. Dogs and cats living together, mass hysteria!
#1234 Posted 24 November 2014 - 03:25 AM
TerminX, on 24 November 2014 - 02:57 AM, said:
Btw, that version 1.2 has some other interesting differences. I don't think we will ever be able to release it because much of it is identical to what shipped as 1.3D, but it definitely has some neat stuff. Mini Battlelords are pal 19 instead of 21, Stadium is significantly different--I can only guess the direction they went with it didn't work out, resulting in a last minute reversion to what was more or less the 1994 version of the map--the prototype Overlord is present, Hotel Hell had a giant mirror near the front desk so you could see the Battlelord trap before running into it, etc. Dogs and cats living together, mass hysteria!
Why don't you just release a diff patch for 1.3D to patch it to the 1.2 version then?
#1235 Posted 24 November 2014 - 03:37 AM
#1236 Posted 24 November 2014 - 04:13 AM
#1237 Posted 24 November 2014 - 04:16 AM
TerminX, on 24 November 2014 - 02:57 AM, said:
What exactly that Stadium looked like?
#1238 Posted 24 November 2014 - 04:43 AM
TerminX, on 23 November 2014 - 04:14 PM, said:
TerminX, thanks a lot! What was the function of the "Support Version" though? Was it intended for internal testing?
Also I did not entirely understand, did a leak of this version actually happen after all or not?
TerminX, on 24 November 2014 - 02:57 AM, said:
Will you be able to at least release gameplay videos of this version?
oasiz, on 23 November 2014 - 11:37 PM, said:
It is my understanding that up to v1.1 the quick kick was essentially just switching temporarily to the kick and then back to the currently selected weapon.
This post has been edited by MrFlibble: 24 November 2014 - 04:44 AM
#1239 Posted 24 November 2014 - 07:52 AM
I'm not desperate or anything... Well, maybe a little. I certainly know a lot of the original developers are happy to share information about it, and I know that even a few of the original developers still have some concept-art, builds and other work (including the source-code), but to me the clock is literally ticking when it comes to saving and preserving a lot of this, who knows when some of it might be lost, discarded or whatever. It's a pain that Zenimax/Bethesda are so difficult to get in touch with as well, but I'm sure someone who pushes enough could probably convince someone there.
#1240 Posted 24 November 2014 - 09:31 AM
hogsy, on 24 November 2014 - 07:52 AM, said:
Was there more source code for prey that went public that wasn't in the game sdk?
This post has been edited by icecoldduke: 24 November 2014 - 09:39 AM
#1241 Posted 24 November 2014 - 10:39 AM
icecoldduke, on 24 November 2014 - 09:31 AM, said:
I'm specifically referring to the '98 and '96 iterations of Prey, not Human Head's Prey.
#1242 Posted 24 November 2014 - 10:44 AM
hogsy, on 24 November 2014 - 10:39 AM, said:
There was code that got leaked from those builds?
#1243 Posted 24 November 2014 - 12:45 PM
icecoldduke, on 24 November 2014 - 10:44 AM, said:
Reading comprehension.
hogsy, on 24 November 2014 - 07:52 AM, said:
#1244 Posted 24 November 2014 - 01:05 PM
#1245 Posted 24 November 2014 - 11:57 PM
TerminX, on 24 November 2014 - 02:57 AM, said:
Btw, that version 1.2 has some other interesting differences. I don't think we will ever be able to release it because much of it is identical to what shipped as 1.3D, but it definitely has some neat stuff. Mini Battlelords are pal 19 instead of 21, Stadium is significantly different--I can only guess the direction they went with it didn't work out, resulting in a last minute reversion to what was more or less the 1994 version of the map--the prototype Overlord is present, Hotel Hell had a giant mirror near the front desk so you could see the Battlelord trap before running into it, etc. Dogs and cats living together, mass hysteria!
How significantly different is Stadium? Does that mean it was a full stage before? Also, does the prototype Overlord in that build coexist with final Overlord, or was final Overlord a last minute change?
#1246 Posted 25 November 2014 - 09:26 AM
#1248 Posted 26 November 2014 - 09:42 AM
Also DOSGuy from RGB Classic Games suggested that
DOSGuy said:
Is that right? (The discussion was about the menu selector having been changed from a rotating shuriken to a Yin Yang symbol.)
#1249 Posted 27 November 2014 - 06:04 AM
gerolf, on 25 November 2014 - 09:26 AM, said:
This so much. Exclusive bonus for 3DR customers! And shareware episode for distribution.
#1250 Posted 27 November 2014 - 07:31 PM
Is this the earliest build?
It's pretty painful to watch :/
#1251 Posted 27 November 2014 - 09:49 PM
PikaCommando, on 27 November 2014 - 07:31 PM, said:
Is this the earliest build?
It's pretty painful to watch :/
What do you expect from a any early build of any game? Especially when they are using new tech(the build engine), they were probably just trying to get something on it's feet at the time.
#1252 Posted 27 November 2014 - 10:13 PM
Even LD's readme clearly states "...and what most developer's hide from you and when the press visits", and that was compiled later than this version. They damn well know that their game isn't all that hot, so they pick the stuff that looks acceptable and show it to the press.
#1254 Posted 28 November 2014 - 12:51 AM
TerminX, on 27 November 2014 - 10:42 PM, said:
Is there/will there be some kind of documentation to go with it? I mean historical stuff, what the intentions were at the time, what was being done within the engine, the goals at the time, and so forth?
#1255 Posted 28 November 2014 - 12:51 AM
Commando Nukem, on 28 November 2014 - 12:51 AM, said:
We'll do several historical pieces, yes!
#1256 Posted 28 November 2014 - 03:01 AM
More sailor, less politician.
This post has been edited by Robman: 28 November 2014 - 03:10 AM
#1257 Posted 28 November 2014 - 08:50 AM
TerminX, on 27 November 2014 - 10:42 PM, said:
Do you know at which point they decided to go with the CON script?
#1258 Posted 28 November 2014 - 12:40 PM
#1259 Posted 28 November 2014 - 01:05 PM
#1260 Posted 28 November 2014 - 02:08 PM
TerminX, on 28 November 2014 - 01:05 PM, said:
Well, that explains the sudden jump from space to city levels. I originally thought it was because E1 became a testbed for the new, final-style city levels they were making.