Futuretime23, on 03 January 2020 - 03:53 PM, said:
I remember digging into DNF and finding these SOS upgrades, some of which seem to have their code repurposed for different purposes, namely HeatVision became Duke Vision (ViewMode goes unused, seemingly) and ZoomMode instead of a binocular like thing became a generic zoom in you do with right click (by default). But there's a few that seem to have not been used at all, like the Radar and in particular the EMP_Pulse.
There were a handful of view modes, yeah. Thermal dated from the roach era where you could see them inside of people. It's probably still implemented, though unused, but every single interactive item had a "heat" value as well which allowed items to become visible in Heat Vision for various puzzles. Never really fleshed out but had some promise. You could turn things on and watch them heat up, then turn off and watch them cool down, etc.
I don't have DNF installed currently, but I'm kinda curious if the cheat codes work at all if you enable the console? dncashman (and pretty much all the OG Duke 3D cheats) were re-implemented. More amusingly, dnaha would switch your view mode into a white background and blue pencil drawing rendering style that Pollard implemented for fun... and it would play
"Take On Me"... hahah. I'm certain the music was deleted but not sure if the rendering mode survived.
Futuretime23, on 03 January 2020 - 03:53 PM, said:
I noticed also a shitton of shieldedactor references inside numerous entities in final DNF.
Were enemies meant to have some sort of electric shield that you could disable with the EMP, or was it meant for something else? I'm curious about the EMP because it apparently was even meant to affect machineries like ATMs (there's even an unused sound effect for it rebooting)
Everything had the potential to be affected by EMPs, yes. For all its quirks, the system for setting up "dnDecorations" was incredibly powerful. We didn't have access to something like UE4 blueprint or CoD Script, but a combination of UnrealScript, native C++ code, and Kyle Davis making infinite arrays within arrays of structures stable gave an obscene amount of scripting power to designers without needing to write code, and for little effort. I wrote a lot of code, but almost all of it was geared toward giving the other level designers tools to do whatever the hell they wanted. Being affected by an EMP was just another behavior among them all. What ultimately shipped is a very stripped down usage of the system (completely understandable btw).
Futuretime23, on 03 January 2020 - 03:53 PM, said:
(As a sidenote, I appreciate all the DNF info you posted, it's always interesting to hear about what DNF was like and what development of it was like as well
)
dukefan4evah02, on 03 January 2020 - 04:08 PM, said:
Hearing wieder speak of his firsthand DNF/3DR experiences are both fascinating and hilarious. He really prevents these forums from turning full-on Ghost Town...after all these years he has yet to Desert us. Hopefully someday we'll get to absorb his Lake Mead and sink our teeth into his Slick Willy. His late 90s UnrealEd level designs shouldn't suck like a Hoover(Damn!).
It's one of the most interesting industry stories, not everyone gets to be a part of something like it. I'm glad to be able to share... and do my best to maintain credibility of having been honest as bits and pieces continue to come to light through the decades.
The real Slick Willy... and Lake Mead with the giant water bowl under the Fathership... were great, lost to history, unfinished missions.