Duke3D & SW - Early/Alpha/Beta/Gold Material
#2371 Posted 03 January 2022 - 04:06 AM
By the way, I'll like to congratulate to whoever made this page: https://dukenukem.fa...m_3D_prototypes
There's a lot of stuff there that I've never seen before. Also, I didn't know Lee Jackson started building the Going Postal map.
#2372 Posted 03 January 2022 - 05:13 AM
2: "shitty starter pistol you use until something better" OR "shitty starter pistol you use until something better (or run out of powered ammo)" --> "The shitty starter pistol you use until something better"
3-4: "A non-hitscan weapon that's basically a less shitty starter pistol you use until something better" OR "Closest thing to a shotgun" -> Actual shotgun you wanted & Ripper gun
So 2+2 became first 3.
RPG is probably where I'd make a case since that heatseek is cool, also cata is pretty nice here unlike 0.99.
Shrinker/expander we did get later
Pipebombs only need one functional version as you'd never use the other one if you had ammo.
Tripmines should've been optionally scanning though, that's really cool.
It's however an interesting look that enabled the photon gun to be actually useful and a homage to earlier Duke games where you could upgrade your weapon.
Ok, maybe a bit too rough on the photon primary but it looks kinda underwhelming and pistol kinda makes it redundant.
#2373 Posted 03 January 2022 - 06:12 AM
oasiz, on 03 January 2022 - 05:13 AM, said:
The Duke3D pistol doesn't stop being useful though because it uses its own ammo pool and has a fast firerate. But true, it doesn't need upgraded alternate ammo.
#2374 Posted 03 January 2022 - 11:46 AM
I'm surprised at just how nicely the heatseeker rockets work and yet they still got cut. Even if alternate fire modes were scrapped, it seems like it would have fit nicely on the Devastator.
This post has been edited by Jimmy: 03 January 2022 - 11:47 AM
#2375 Posted 03 January 2022 - 03:05 PM
Jimmy, on 03 January 2022 - 11:46 AM, said:
I'm surprised at just how nicely the heatseeker rockets work and yet they still got cut. Even if alternate fire modes were scrapped, it seems like it would have fit nicely on the Devastator.
The homing rockets would have been a cool addition for Multiplayer, or if fired from enemies to then home in on the player.
This post has been edited by Doom64hunter: 03 January 2022 - 03:05 PM
#2376 Posted 03 January 2022 - 11:23 PM
oasiz, on 01 January 2022 - 08:40 AM, said:
N1 and E1L3 have a surprisingly lot in common once you dig in more.
Yeah, the z heights of the windows in the cells are actually still the same values between LameDuke and retail.
#2377 Posted 03 January 2022 - 11:59 PM
Doom64hunter, on 03 January 2022 - 03:05 PM, said:
This honestly is a missed opportunity. It would have been cool to have a glass cannon homing projectile enemy like the revenants in Doom 2
#2380 Posted 05 January 2022 - 08:18 AM
#2381 Posted 07 January 2022 - 12:08 PM
oasiz, on 30 December 2021 - 01:02 AM, said:
I'm curious. What discord channel is this stuff usually posted in?
#2382 Posted 07 January 2022 - 01:20 PM
Tekedon, on 07 January 2022 - 12:08 PM, said:
#duke-nukem
#2383 Posted 07 January 2022 - 09:55 PM
#2385 Posted 08 January 2022 - 12:48 AM
Discord is great for real time discussion (where it has largely replaced forums on many communities) but not for documentation / archiving said stuff per topic.
#2386 Posted 08 January 2022 - 05:06 AM
#2387 Posted 08 January 2022 - 08:00 AM
The Kins, on 08 January 2022 - 05:06 AM, said:
Already posted by TerminX in the previous page
#2388 Posted 09 January 2022 - 12:05 PM
Lunick, on 07 January 2022 - 09:55 PM, said:
What do you mean?
#2389 Posted 22 January 2022 - 03:55 AM
Quote
I was like "why do these early Duke sprites have green shit all over them" followed by "maybe with the proper alt pal applied it will look like a muzzle flash"
#2390 Posted 22 January 2022 - 08:29 AM
I guess they had to get rid of it in order to allow players change colors in multiplayer.
#2391 Posted 05 February 2022 - 04:46 PM
TerminX, on 28 December 2021 - 06:14 PM, said:
I know you guys have a lot on your plate, and all of these videos are like mana from heaven to see what Duke was like, but is there any chance we could see a complete "playthrough" of a build?
#2392 Posted 08 February 2022 - 05:09 AM
This wasn't in video form but had enough screenshots to cover a lot.
#2393 Posted 08 February 2022 - 05:26 AM
#2394 Posted 08 February 2022 - 12:12 PM
This looks like some sort of hybrid version since it only goes between 1<->2 and only when called to 3 it will go up and after that it's 3->2<->1
#2395 Posted 08 February 2022 - 01:25 PM
The Watchtower, on 08 February 2022 - 05:26 AM, said:
Still can do these with a combination between regular ST only elevators and SE31, basing on the fact the elevator will go to the neighbouring sectors height. Semicharm was a master of this trick, his tutorial is super impressive especially considering it was made around 2004 or so.
#2396 Posted 08 February 2022 - 10:54 PM
#2397 Posted 13 February 2022 - 11:26 AM
#2398 Posted 17 February 2022 - 11:30 AM
SE31 ones are simply manually moving the goal post mid-cycle.
This is where you have "elevator move down" "elevator move up"
Although this is probably easier to work with when you have each floor as a separate sector and be able to tell where the player pressed use. (Teleporting elevators).
There is multi-story non-teleporting as well but they seem to kinda just seek sequentially up/down or something.
Would need to see the older sources to really see what they were doing but I wouldn't be surprised if it was just some additional block of code on top of the usual stuff that they simply removed.