Duke4.net Forums: Hendricks266 - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: 5676 My posts turn threads into gold
Active Posts:
7,128 (2.24 per day)
Most Active In:
Everything EDuke32 (2649 posts)
08-May 09
Profile Views:
Last Active:
User is offline Today, 10:10 PM

My Information

Member Title:
EDuke32 Senior Developer
22 years old
May 31, 1995
Male Male
United States

Contact Information

Click here to e-mail me
Website URL:
Website URL  http://hendricks266.duke4.net

Latest Visitors

Topics I've Started

  1. Major Stryker beta released!

    Yesterday, 10:07 AM



    Two days, two Major Stryker posts.

    Yesterday was the 25th anniversary of the game, and today we have a special treat. In talking to some of the developers on the actual anniversary, we discovered that we had a working beta version of Major Stryker as well that was dated August 12, 1992. We have decided to release the beta for you to check out. There was one legendary beta that we cannot seem to find - was the first beta. That one was so hard that every single beta tester complained it was too hard. That almost never happens, so it was made a bit easier to play, that is what you’re seeing here.

    The game is fairly complete, but it is not totally finished either. The music is there, but no sound effects are there. The gameplay is mostly finished, but not totally polished. Order screens are not finished, and various help is incomplete.

    Tech Stuff: This beta does require DOSBox to work - there is no shell provided for this release, nor will we give any support in getting it to work under DOSBox.

    Back in the day we used to take multiple steps to prevent our betas from leaking. For some titles we used a physical hardware dongle, and on some we made it so the games had to be played inside a specific date range AND have a specific environment variable and/or a command line parameter to run. Not all of them used all our security methods, but this Major Stryker beta used some of them. To get the game to run right, you need all the files in the directory, and have to start the game with the “PLAY.BAT” batch file inside DOSBox.

    Here is the download link: http://legacy.3dreal...r_beta_0892.zip

    Summary: We thought this would be something fun you guys would like seeing. Was a fun little surprise to discover on the anniversary day, and after some check with various folks, we’re releasing it for free on the day after. Enjoy!

    Posted Image

    Posted Image

    Posted Image

    Posted Image

    Posted Image
  2. Two Floppy Drives in One Computer

    20 July 2017 - 07:37 PM

    Recently I tried building a Pentium II rig using the wealth of spare parts from my parents' basement. However, I could not manage to get it to recognize more than one connected floppy drive at a time no matter what I tried. My preferred configuration is one 3.5 inch and 5.25 inch, though for the sake of experiment I also tried it with two of each. I seem to remember such a configuration working in the same case (some old business-tier OEM thing) a long time ago, and it's an obvious fact that "B:" exists because there is already an "A:".

    I've tried:
    Daisy-chaining two drives to the controller on the motherboard.
    Daisy-chaining them to a controller in an ISA slot.
    Flipping the cable connectors (each of them) upside-down. (The light behavior changed for better or worse but it still would not recognize.)
    Putting a controller in an ISA slot and connecting one to it, and one to the motherboard.
    Putting two controllers in ISA slots and connecting one drive to each.
    Swapping out the cable. (Several, actually.)
    Swapping out the drives.
    Swapping out the ISA cards (when I tried them).
    Swapping out the entire case/motherboard for another one.

    Any idea what I'm doing wrong here?
  3. [Volunteer Opportunity] New Forum Software Skin Design

    19 July 2017 - 10:13 AM

    Our version of IPB is really old and we have had an upgrade to the latest Xenforo on the back burner for a while. There are two issues:

    1. Finding and/or making an adequate theme.
    2. Properly porting and supporting up/downvote functionality equivalent or superior to what we have.

    The site staff is seeking a volunteer to assist with #1. If interested, make a post with something we can use to gauge your talent and experience.
  4. Bio Menace corner

    06 July 2017 - 09:12 PM

    link credits to oasiz
  5. Shadow Warrior: Deadly Kiss restoration project

    25 May 2017 - 10:43 PM

    (no release yet, sorry)

    Shadow Warrior: Deadly Kiss was contracted in 1997 to Simply Silly Software, makers of Duke: Nuclear Winter, Duke!ZONE II, and Extreme Paintbrawl (the last one under the name Creative Carnage). Like the other two SW expansions, the publisher withdrew from the arrangement. Twin Dragon was released publicly shortly after this took place, and Wanton Destruction followed in 2005 following the recovery of the completed data by Sunstorm Interactive president Anthony Campiti.

    For a long time, the third addon was thought completed but lost. All that was ever known was a brief blurb on 3D Realms' website, and two screenshots.

    Posted Image Posted Image

    Fortunately, it is not lost. I am the leader of the Deadly Kiss restoration project. The Deadly Kiss team is: http://hendricks266....ial/dk_credits/


    The project has gone through several phases of waiting, because it is first and foremost a recovery and restoration project, and "let's build a cool mod" project only in small doses as a last resort.

    In 2009, I began to follow breadcrumbs to get in contact with the original DK team via email. I first reached Andre Lowe, who in turn directed me to Joe Wilcox. On 17 October 2009, Mr. Wilcox told me:


    Sitting here in my hands is the only (as far as I know) remaining copy of Deadly Kiss. I believe it's a dump one of the development drives directly after we shipped it off to WizardWorks. I wonder if it still works. Maybe tomorrow I can dig up a Shadow Warrior CD and see if it still plays.

    Through further communication, I requested a copy of the data dump to preserve it, but we dropped out of contact. A year later, on 19 September 2010, Nacho contacted me:


    Once again I pose a question for you. I've been doing a little Shadow Warrior research of late and have gotten - though not tried - the two unreleased expansions. I noticed you were trying to get the third one and was wondering how far you got with trying to obtain it? Simply because I would love to get a hold of it as well and if you didn't get further I'll go ahead and try and have a go at getting a hold of it for the community.

    I gave Joe's contact information to Nacho, and soon enough, Joe sent us the data dump. I was able to sort through the understandably disorganized backup without much trouble and assemble a working copy of the expansion. The maps made a complete episode, and there was new art for two enemies, the main character, and some assorted objects and textures, but that was the full extent of the data, leading me to believe that the data dump was not from the completed build, as it lacked, among other things, cinematics, voice acting, art for a new final boss, a story, dev team credits, and documentation of any kind. In addition, the maps (level data) lacked polish in areas with a handful of significant issues.

    At this point I recruited my longtime friend Jimmy to contribute his skills working with BUILD engine game art. We each played through the expansion, documenting issues of any size. However, since the data we had was noticeably incomplete, I proposed that we wait to polish the material we have in hope of contacting other team members to ask for any data they may have saved, and to see if Joe Wilcox had any other information about the expansion, such as a design document.

    Due to the legal impasse, the project sat largely dormant until 17 July 2011, when I was contacted by two individuals who had made contact with one of DK's original team members, Crista Forest. They provided me with data she had sent them. This package contained an older revision of the art data, but about 30 maps which differed from the ones contained in Joe's package, with file modification dates on both sides. To date, this is the only other data we have received. (The two individuals joined our team, but as time has passed with little progress, they gradually maintained less of a presence, though we still keep in contact.) Work soon after returned to a state of Jimmy and me sitting on our hands in the hopes of recovering newer and more developed data to use as a base. Time elapsed without any further contact occurring.

    Starting in July of 2013, I received a series of emails from another individual who had done extensive research through the Internet Archive's WayBack Machine and found information about some of the other mappers who had been involved in the project. Nacho set out to communicate with said mappers, but none seemed to remember much, as DK was a lowkey project. In addition, I asked him to get in contact with DK's 3D modeler to try to recover the cinematics, but unfortunately he passed away in 2001.

    At just about exactly the same time, Redux was released. Termit and Lunick contacted me about Deadly Kiss, and from what I know, Devolver contacted Nacho. Nacho replied, and Devolver gave the expansion's recovery a bit of publicity. My good friend and skilled mapper Daedolon joined the team soon afterward to focus on maps.

    At this point, the team had given up just about all hope of recovering any more data, after being met with negative responses from all the team members we could find. Eventually we began to consider that we actually had all the data there ever was. I took some more time pursuing a lead for an original design document, but I was unsuccessful. At this point decided we were done waiting.

    Most recently, Mike12 joined our team as an artist alongside Jimmy.


    Posted Image

    The biggest "known known" of the project remaining is to polish the maps to production standards. Daedolon and I examined all the maps contained in both Joe Wilcox's and Crista Forest's data packages to find the most up-to-date versions of each. We have extensively documented the changes and fixes that need to be made.

    Some obvious small gaps in the sprite sheets we recovered have been filled in by Jimmy.

    Unfortunately, the data we recovered outright lacks the items listed above, and more, that would make it a complete product. Now that we've stopped waiting, we've begun considering our options. On one hand, cutting is shipping. It would be easy to release the episode as a simple map pack. On the other, a significant effort lies in front of us if we want to live up to the quality of Sunstorm's addons, the refinement of Twin Dragon, and the thematic energy of Nuclear Winter. We prefer the latter.

    At this time, we are not looking for further help. I will post here if/when this changes.

    If you or someone you know worked on Deadly Kiss or has any more information to contribute, please do not hesitate to contact me.


Page 1 of 1
  1. Photo 07 Jul 2016 - 18:44
    First to 4000 snazzy votes, good work Hendricks.
  2. Photo 31 May 2016 - 04:11
    I wish you a Merry Christmas and Happy N... oh, I mean Happy Birthday! Never lose your BAZINGA.
  3. Photo 20 Jul 2014 - 20:32
    420 eh? hehe
    puff puff pass.
  4. Photo 26 Feb 2014 - 23:04
    Hi.Just wanted to say thanks again for the other day.Best of luck to you.
  5. Photo 12 Sep 2013 - 05:29
    I came here to donate some blood. Your blood!
  6. Photo 12 Sep 2013 - 05:28
    I came here to donate some blood. Your blood!
  7. Photo 09 Sep 2013 - 22:15
  8. Photo 31 May 2013 - 05:51
    Just thought to pop by and say happy birthday and have a good one.
  9. Photo 02 May 2012 - 08:55
    Hey, I think I know why there are some weird songs in Total Meltdown. The one with the Stalker 2 and Bar music is because I guess when you enter the bar the music changes into that (since both songs would be playing, and if you turn off music, the bar music is off too). The other one "Chemicals fuck you head" may be used as background music in a map, the variants for how far you are fro...
  10. Photo 14 Oct 2011 - 17:50
    Thanks for help with the music pack!
    My last computer manage to work HRP,Dukeplus (Didn't tried Polymer out and the music pack) back then. Now I totally forgot how they work. If you know any site or place I can refer to help me with this,that would be nice. Thanks!
  11. Photo 13 Sep 2011 - 16:38
    You have no status!!!!!!
  12. Photo 18 Jul 2011 - 21:20
    You need to get on Google/Gmail Chat or MSN more, you big dork!
  13. Photo 14 Jul 2011 - 16:22
    We need to talk to you on IRC. You've been very bad and need to be punished.
  14. Photo 31 May 2011 - 07:20
    Happy B Day!!!!
  15. Photo 31 May 2011 - 02:10
    Happy birthday Hendricks :)
Page 1 of 1

All copyrights and trademarks are property of their respective owners. Yes, our forum uses cookies. © 2017 Voidpoint, LLC

Enter your sign in name and password

Sign in options