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Rick L
It seems that there's a few leftovers hanging around in Duke Nukem 64 itself, from it's Duke Nukem 3D days!

First off, I've had hanging around a couple of cheats. I can't take credit for them, however. I don't have a name for the person, unfortunately. The following Gameshark codes actually re-enable two cheats from the PC that still happen to be in the game and still fully working, just completely unused! I added a couple of Activator codes so that the codes can be freely toggled on and off at will. The toggling will work better with the "Control Stick Move" control setting on, for the record.

Third-Person View (R+Left to enable, R+Right to disable)
D12AD164 0210
802A5A53 0001
D12AD164 0110
802A5A53 0000

Toggle Clipping (R+Up to enable, R+Down to disable)
D12aD164 0810
802AAA6F 0001
D12AD164 0410
802AAA6F 0000

I can't actually say for certain why the cheats were still left in. Perhaps they were for debugging purposes for the game, perhaps they were going to be used in the final. I can't say for certain. Here's a few shots of the Third Person View in action:


Before activation...


And after! Hello, Duke! Let's Rock!


Running around on the street.


It's time to kick ass and chew bubble gum, and I'm all outta gum!

---

This next bit I'm going to show you is rather interesting. This is in the Hollywood Holocaust level.


First, get yourself near, but don't go quite into the bathroom area. Just go down the hallway to it, like so.


See this boarded-up portion of the wall? Good. Activate the "No Clipping" GS code and go on through it.


And you're in...what the hell? A mirror-image bathroom? Me trying to fuck with you and having it so I just turned around? Well, let's go to the ends of the branches here and see what there is to see.






As you can see, they're blocked off. I can safely confirm that they were indeed, at one time, testing out mirror effects in this game! Notice how there aren't any mirrors in this game at all. I don't know why. I heard one thing about mirroring being impossible on the N64, but I know in Mario 64, they have that odd little mirror effect in one of the rooms. I think this was trying to be replicated, but with too much space needed to make all the mirror effects, and all the time that would've taken to add it in, they just decided to scrap it.

---

The last two things I wish to show are also leftovers. You can find these in Duke Nukem 3D as well, but for reasons that completely baffle me, they haven't even bothered to take these out of the N64 version.

The first one is in the Incubator level.


Just a short ways into the level, go into this little area in here, where you'd normally find a few baddies.


Turn left, facing the SMG ammo, like so.


Now, again, turn on the "No Clipping" cheat and tap the joystick foward from here until you reach the wall you see here. (If you press forward too much, you'll rush past it.) This room is actually massively small. Turn around to your left and your right and you'll find things you can open up.


Turning left will be this. Free scuba gear? Why here?


Turning right will be this. You gotta open the door to grab the Portable Medkit and Vitamin X (Steroids in the PC version)


The second of these bizarre, out of the way rooms is in the Movie Set level.


Whenever you're ready, head to the regular end of the level, as shown here.


Go down to about the second or third to last step, and, facing the Nukem button, turn right. Activate the "No Clipping" cheat and just go right forward. Don't bother tapping the control stick like on the first one. Just run through, even though it seems like you're pointlessly running toward nothing.


You'll end up here. There's a large medkit, body armor, and Holoduke here for absolutely no reason whatsoever. There's also an unused texture here with "S"es all over it. Also, sometimes the hole with the Holoduke won't be open, and if you move in a certain spot, it'll open. I have no fucking clue why it acts like this, or how to open it reliably.

Well, X-Cult, that's all I got for now. Stay tuned, I do have some more goodies to share with you for other games.
Phugolz
Alright! This is the kinda shit i wanna see around here. Awesome job Rick. You just got here and you seem to have the idea down. Don't worry about "crediting" people though. We're not real big on it around here. Information is information, and we believe it belongs to the masses. =)
Rick L
QUOTE (Phugolz @ Nov 19 2008, 11:10 AM) No. 78312
Alright! This is the kinda shit i wanna see around here. Awesome job Rick. You just got here and you seem to have the idea down. Don't worry about "crediting" people though. We're not real big on it around here. Information is information, and we believe it belongs to the masses. =)


Thanks! I've known about this stuff a while, and a bunch more things, it's just finally nice to get my hobby out there for people who are actually interested! I might have some more stuff later on this. I know there's still a thing or two I haven't touched on yet. I just don't remember what it is at this time. As far as crediting people is concerned? Just call me a hard-working college student on that one. :p

By the way, feel free to throw whatever I have up onto the main site if you want.
Phugolz
QUOTE (Rick L @ Nov 19 2008, 01:36 PM) No. 78314
QUOTE (Phugolz @ Nov 19 2008, 11:10 AM) No. 78312
Alright! This is the kinda shit i wanna see around here. Awesome job Rick. You just got here and you seem to have the idea down. Don't worry about "crediting" people though. We're not real big on it around here. Information is information, and we believe it belongs to the masses. =)


Thanks! I've known about this stuff a while, and a bunch more things, it's just finally nice to get my hobby out there for people who are actually interested! I might have some more stuff later on this. I know there's still a thing or two I haven't touched on yet. I just don't remember what it is at this time. As far as crediting people is concerned? Just call me a hard-working college student on that one. :p

By the way, feel free to throw whatever I have up onto the main site if you want.


oh hellz yeah. That's us, and if you're willing to dig through games you're more then welcome here in our fucked up little community.
HarroSIN
Actually, that is the way all of the mirrors are designed in the PC version: the BUILD engine does not support true reflections, so map designers were forced to create small-scale replicas behind the actual mirror with a special sector flag. If I remember correctly, the engine's source code had comments along the lines of mentioning that this was a 'dirty trick' and slowed down a bunch of systems at the time; this was probably the reason for the removal in the Nintendo 64 version.

Also, the "S's" are not supposed to be used as a texture at all... they are invisible entity sprites placed in different rooms (called 'sectors' in editor) that, when combined with an integer set by the map designer, can toggle different effects for that room.
Rick L
I have to wonder though, if they're invisible texture sprites initially, then why are they showing up as an actual texture itself?

I'm not trying to be stupid or anything, it's just I'd think they'd be invisible no matter what, otherwise you'd just see a bunch of random S-es all over the place, theoretically. Also, this was not in the PC version as a texture in that spot. It's actually a couple of porno mag machines in its place.
SSUK
A texture may have been removed or renamed and the "S" texture could simply be the default texture which the game calls instead of crashing. The texture could have also been purposefully placed there instead of another texture for testing purposes or whatever reason they have.

When the texture is used as an invisible object, the game does not show the whole object, not just the texture. When placed on a visible object, the texture is also visible.
HarroSIN
QUOTE (SSUK @ Nov 24 2008, 11:11 AM) No. 78460
A texture may have been removed or renamed and the "S" texture could simply be the default texture which the game calls instead of crashing. The texture could have also been purposefully placed there instead of another texture for testing purposes or whatever reason they have.

When the texture is used as an invisible object, the game does not show the whole object, not just the texture. When placed on a visible object, the texture is also visible.

Well, the default texture used by the map designers for Duke Nukem 3D is a black and white checkerboard pattern, however, the default texture in the editor is image number 0, which is an ugly-looking brown brick. You can see the first mentioned pattern in several levels (normally places you aren't supposed to go); a good example is the Spaceport map in the second episode (on the side of the space station while quickly flying by in the horizontal elevator thing). The second is the editor default which I don't remember ever seeing in-game.

There is a fallback if a texture or missing or has not been defined: a purple hall-of-mirrors effect (more likely an engine problem, though).

But, like I said before in my previous post, the "S" is never meant to be used as a texture: it's just a sprite used in the editor as the 'sector' entity's icon. I'll have to agree with SSUK: the map designer had probably applied the texture as a placeholder. Also to note: the "S" is the second texture in the entire game, and other letters exist for different purposes as well. Any piece of art used in the game (including menu letters, fonts, help screen panorama, etc.) is available to use as a texture in the map editor, but not always with intended results.

As long as we are on the topic of Duke Nukem 3D, how about an unused enemy that I forgot to mention when I posted the Duke Nukem 3D beta article a while ago:

Organic Turret:


This is from the original registered version of Duke3D for the PC (not sure if it is included in the console version's resources files or not). It's called "Organic Turret" by the source code, but if I remember correctly, it is not named in any of the .CON files. It has an incomplete set of animations, containing only idle, attacking, and dying sprite cells (again, IIRC). I'm not sure what it's function would be, but I always looked at it as a scorpion-like creature with a tail (that most likely fires something at you). The unused art depict it as clinging to the ceiling -- I think the sprite above may be part of it's "dead" animation, but since I've never really seen it in action, I can't be sure.

There's a bunch of other oddities in the art resource file, like an image with the text "User Created Art."
Trasher
QUOTE (HarroSIN @ Nov 25 2008, 12:32 PM) No. 78469
There's a bunch of other oddities in the art resource file, like an image with the text "User Created Art."
This wasn't unused, it was just for the convenience of modders! It was the first tile of TILES0014(iirc).ART, which was entlrely blank (except for that one image), so that map makers could easily put custom textures there and distribute them with their levels by including only one extra file.

Also, yeah, the "S" texture was the SECTOREFFECTOR sprite, which was used to make most non-static elements of levels. There were also a number of similar sprites of the same look (ACTIVATOR, TOUCHPLATE, ACTIVATORLOCKED, MUSICANDSFX, LOCATORS, CYCLER, MASTERSWITCH and RESPAWN) that had their own effects and uses.
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