Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
FODA for NUKEM!
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
FODA, you rule man. n_n There is no 4-Player co-operative mode unfortunately, but there is the 2-Player co-op. I'm keeping an eye out for some shibby tricks if there's ever a co-op version decided upon. And you were right, Plasmo. I searched everywhere and there wasn't a jetpack. I'm not giving up yet, I'm gonna see if I can jump on top of an enemy's head to get enough height to jump up to the bridge somehow. Where there's a will, there's a way! I'll see if there's also some Vitamin X in Toxic Dump before the halfway point in the level. I also found some Dum Dum bullets in the secret passageway where you move the bed. Y'know, it's the one at the end where Duke says "I guess he didn't escape from L.A." I'm starting to think there's a clip in every level, and I'm gonna put that theory to the test.
Joined: 11/9/2005
Posts: 4
There is no Jetpack and/or Vitamin X in Toxic Dump trust me ;) oh and btw im starting to think about killing the first Battlelord in Lunar Reactor with the Plasmagun.It would save 12 dum dums and some explosive shells that i can use on the Overlord later.
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
this game didn't work very well on my copy of mupen64.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
this game didn't work very well on my copy of mupen64.
Could you give more details? (What it does wrong and what plugins you're using, at least.)
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Duke Nukem 64 (U)(!) (as stated by the emulator) Mupen 64 0.5.0 (alpha 4) video plugin: glN64 v0.4.1 RSP plugin: RSP emulation plugin the 2d text on screen was barely readable or not readable at all because it was all white. Actually most of the 2d stuff is all white. except some selected menu options that become what i think is the game's real color. And then during the game most of the 2d stuff such as the gun and hands are white or inverted color. The game itself looks right. the 3d looks perfect, textures are nice, enemies are working good. So it's jsut the things that are drawn directly on the screen layer that get messed up.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
Mupen 64 0.5.0 (alpha 4)
Alpha 4? Version 8 is out by now, switch to that first.
FODA wrote:
video plugin: glN64 v0.4.1
glN64 can't handle the 2D graphics of this game. Switch the Video Plugin to "Jabo's Direct3D8 1.6" in the Settings. Actually, any of Jabo's plugins seem to work for this, including the OpenGL ones, and Rice plugins newer than 5.4 will also work.
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
thanks nitsuja, those fixed it. and i just bought a second analog gamepad. so now i have 2. when i finish the other 2 tases i'm working on, i'll be ready for action :) i just noticed while testing the controllers that they can jump on top of each other, so that could certainly be used somewhere.
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
I actually meant to tell you that you can jump on top of the other player in co-op, and you also can jump on top of enemies too, if you're feeling lucky. I forgot to mention it. By the way, because I'm not very search-savvy, what other projects are you workin' on at the moment?
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
kurukuru kururin: i finished all the chalenge courses and the training courses. Now i got a big normal mode ahead of me. japanese battletoads 2p warpfull: i'm doing this in hopes that it can be faster than the 1p run. it is a slightly different game so i know it can't be compared for competition, but if it can be the quickest battletoads movie, then i have to try it. even if it isn't, at least it will be a short 2 players movie without any annoying game over screen. edit: forgot to say that i'm at level 8 now.
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
I just remembered another thing I found. And it has to do with Plasmo's trick in Flood Zone where he mentioned he didn't have to use the Vitamin X to slip through the door, but it was unpredictable. I think this glitch has to also do with the same trick of going through the vents in Hotel Hell. I managed to pull this glitch off a few times, but got trapped in the building area. I'm starting to think even more that strafing is very glitchy for some reason, because it always seems to let you go through some things you shouldn't. I really can't understand the behavior for this, but I think that there's a small chance that this glitch could be used a little more practically in a speed run.
Joined: 12/15/2005
Posts: 8
On demos: To play a .dmo file you have to rename it to demo1.dmo and put it in Duke3D directory. Then launch the game, and the demo will be played automatically. The demos of DN3D and DN3D+Atomic pack are incompatible. That said, all speedrunning demos I saw were meant for DN3D. On movies: Pushpabon's speedrun on Piece of Cake difficulty can be found at http://hosted.filefront.com/Pushpabon.
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
I started speed running the pc version about a month ago and compiled what I could for glitches: http://www.red-stars.net/content/Duke_Nukem_3D_Glitches
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
Your list could use some renewing, most of the stuff is CON (DukeC, in-game scripting language) based in the game, which makes it very easy to understand the game. Like "Switch from Direction" for example, the value for distance from which switches and items can be used within, is defined in the USER.CON as 844 (where 1024 is the size of the biggest grid-size in the level-editor). Knowing this, you can easily design all switch hitting in your path optimally. And yeah, the values are exactly the same in Duke Nukem 64 as in the PC version of Duke Nukem 3D (1.5). Although this doesn't change so much in the end. Especially now after the release of Eduke and Eduke32, most of the hard-coded values in Duke can now be handled with CON code, so you can basically learn how the game works even if you're not actually familiar with the engine (or lack the knowledge of C programming, as the engine's source has been released). Hopefully my first post here made any sense at all. Well, trying to help doesn't hurt.
- Daedolon
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
Daedolon Thanks for that bit of info. The strange problem is is that some times I can switch through walls, and other times I can't, often in places were the wall is even thinner. If you have any idea, I'd appreciate it if you could contact me through email.
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
I hardly have studied the way actors (sprites) react with environment, but rather how actors react with other actors. If you could name a map or two and the place of the switches I could look around a bit. My first impression of it would be that the sectors (level structure) surrounding the actor affect this the most, it might even have to deal with visibility (ie. if the player can see the sector near the the sector where the swich is allows hitting the switch). As for the speedrun part, remember that strafing left/right and running forward (moving in 45 degree) enhances speed _greatly_, and jumping while doing it allows you to move at the fastest speed possible in the game (excluding using Steroids / Vitamin X). Although whenever you fall down to the ground, there's a slight drawback, but you can work around the jumping in a way that it's hardly noticeable. EDIT: Oh sorry, what it seems, the range for hitting switches is just a tad over 1024 (just add the player's clipping distance, so it's not exactly 1024 from the actual coordinates of the player, but really close) and NOT 844.
- Daedolon
Active player (278)
Joined: 5/29/2004
Posts: 5712
1024 what? Voxels?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
Just 1024, ie. a distance from the north border of a 64x64 pixels wide square top the south, or 128x128 if the floor texture is expanded. There isn't really a name for the measure explained anywhere.
- Daedolon
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Wow, I'm glad this is being looked at more! And I thought I knew almost everything there was to know about this game. =P I do know this game still has some of the things from the PC version in this game, such as the No Clipping mode and Third-Person view available through gameshark, so it doesn't surprise me that this is still a lot like the PC version. I'll keep up with what you guys find and see if I can offer any more shortcuts.
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
Rick; I was dicking around with the n64 version to see if any of the glitches transend. I couldn't get the controls to be acceptable enough, but I did manage to note that the way to avoid the blue key card in level 2 does work.
Joined: 11/9/2005
Posts: 4
http://hosted.filefront.com/Pushpabon speedrun of Duke3D PC version just dled the vids.interesting stuff i tried to use every shortcut in the n64 version.here are my results: Hollywood Holocaust/Gun Crazy: as Hoe said: its possible to skip the blue keycard in Gun Crazy.That means you dont have to get a jetpack in level 1.Great shortcut thanks! Death Row/Toxic Dump: Death Row stays the same because n64 players need the Vitamin X to do the Toxic Dump shortcut.The jump-duck trick is NOT possible in the n64 version :( The Abyss: no changes Warp Factor: VERY good shortcut but kinda hard to do.Its 100% possible and saves a lot of time. Occupied Territory: sorry no changes Tiberius Station: LOL! how stupid am I?!this is rather obvious....works in the n64 version aswell.great stuff thanks! Lunar Reactor: no changes because of jump-duck trick Raw Meat: It works from time to time but im not sure how to do it exactly.Might be VERY frustrating in a speedrun!! Fahrenheit: IMO it doesnt matter if you go through the yellow keycard door or fly up.no changes. thats all! It would be very much appreciated if someone could explain the Warp Factor and especially Raw Meat shortcuts in detail.Hoe maybe?!
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
Plasmo; I'll redescribe what I wrote on my page, but more casualy. Note, when ducking out side of the grating of a vent, you can walk through it one way. I believe this was intentional,and I believe this is what causes these glitches. Now note that some thing odd happens while kneeling and going forward on any tiny ledge that has a full wall infront of it. I believe this is an unintended glitch due to the above intentional programming. It seems the game allows Duke to slighly move into the structure. Since it's not tiny, as a grate is, it pushes you back out. This causes a 'jittering' effect. Any wall where you can jitter, you can push into. Raw meat is highly glitchable. The basic idea is you need enough push to be able to survive the trip through the wall. If you're going to slow... pop, you're done. I've yet to be able to push my self through any wall aside from the sign (not through the sign then through the wall) in raw sushi using the RPG. I believe with slow down I would be able to, because it would allow me to get running speed, jump, turn around, and fire- a skill I don't have otherwise. Space port is a funny one. Getting in follows the above mentioned logic. In this case, the wall is the forcefield, and the ledge is the outer rim going around the forcefield. But getting out is differnt. I'm not fully sure how it even works, but I've managed to do it several times. I suppose you could try doing some steroid&explosion push out, but mine have only used steroids, jumping franticaly, and a lot of luck. I left you a message via icq's web service thing. I have no idea if/how it works. Feel free to contact me via AIM at fizzbinx or through the email in my signature if you need any more help. On a some what off note, any one here interested in making a TAS version of Duke for the PC? :)
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
BUMP!!! I was doing a little work on this game unfortunatley its hard to find the proper resources for this game so I thought I might as well post what I've got, I've done the first three levels, unfortunatley the N64 speed run is incredibly dark and hard to watch that I couldn't figure out what was happening in it. I've gotten Vit_X as a precaution in level 3 incase I can't do what ever trick that its supposovley needed for. If I could skip Vit_X it would save me 25 secs. http://dehacked.2y.net/microstorage.php/info/3469/DUKE%20NUKEM%20%28USA%29.m64
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I made a handy 45 page word document which conveniently had all the useful information from these pages, namely the routes revised and technical info, plus other research that I did from this so called 'internet'. I have of course reviewed your 3 levels thus far. except for the part I already mentioned about skipping the intro faster (here is a short .m64 showing what I mean) the work you've done is great. again, sorry that I couldn't be a co-author to this... I really had to cut back on multitasking and focus on JFG. Best of luck! I will review everything that you do, and compare it to the easy WR's for comparison.
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