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Old 07-22-2013, 08:34 PM   #121
Nacho

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Re: Really old Apogee stuff
Hendricks266 likes Beta's and finds them interesting, so do I. I'm a sucker for making-of's on DVD's and Blu-Rays as well so that may play a factor in it.
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Old 07-23-2013, 08:32 AM   #122
Mikko_P
Re: Really old Apogee stuff
Quote:
Originally Posted by Nacho View Post
Hendricks266 likes Beta's and finds them interesting, so do I.
Same here
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Old 08-06-2013, 12:49 PM   #123
Mikko_P
Re: Really old Apogee stuff
Quote:
Originally Posted by xbryan2000x View Post
I guess the only hope would be 3DRealm's Beta Testers if anybody didnt notice

http://www.unseen64.net/wp-content/g...m-newer/01.png

This shows that player named "Death2All" or something

Players:
Death2All
Die
K R

If we were able to contact them three then lets see what happens
I remember seeing that screenshot, but i have no idea, what his name was since the
player in the shot is known as "Death2All"
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Old 08-18-2013, 08:11 AM   #124
Mikko_P
Re: Really old Apogee stuff
Nice beta player sprite in that pic!

I remember that beta weapon pic being found somewhere
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Old 09-01-2013, 01:22 PM   #125
jet_nick
Re: Really old Apogee stuff
try here http://forums.gearboxsoftware.com/sh....php?p=2441077
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Old 11-13-2013, 08:43 AM   #126
Mikko_P
Re: Really old Apogee stuff
Still wondering, if Joe has this kind of Duke 3D beta



And which also has these kinds of Pig Cops

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Old 12-04-2013, 12:19 AM   #127
Joe Siegler
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Re: Really old Apogee stuff
I do. But you have absolutely zero chance of getting any of it from me. That stuff is all controlled by Scott & George, you have to ask them about it.
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Old 12-05-2013, 12:16 PM   #128
Mikko_P
Re: Really old Apogee stuff
OK, Joe, I understand. And i'll do what you're telling me to do: "Ask Scott or George".

---------- Post added at 12:16 PM ---------- Previous post was at 10:25 AM ----------

Wait, did you mean, that you have betas, but you don't own them or something?
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Old 12-05-2013, 08:55 PM   #129
Nacho

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Re: Really old Apogee stuff
He has them but will not give you them so don't ask him. The only way to get them would be to go through George or Scott whom have the authority to give you the go ahead to obtain them.
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Old 12-07-2013, 09:47 AM   #130
Mikko_P
Re: Really old Apogee stuff
You're exactly right. I already managed to go through George already.
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Old 12-11-2013, 12:18 PM   #131
Altered Reality

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Re: Really old Apogee stuff
Quote:
Originally Posted by Mikko_P View Post
Quote:
Originally Posted by Nacho View Post
Hendricks266 likes Beta's and finds them interesting, so do I.
Same here
Same here.
Quote:
Originally Posted by Mikko_P View Post
I already managed to go through George already.
And what did he say?
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Old 12-12-2013, 08:41 AM   #132
Mikko_P
Re: Really old Apogee stuff
I got no response yet.

I'm certain, that asking George or Scott is the only way to get the betas like this kind of Duke Nukem 3D prototype.



---------- Post added at 08:41 AM ---------- Previous post was at 08:40 AM ----------

Quote:
Originally Posted by Nacho View Post
The only way to get them would be to go through George or Scott whom have the authority to give you the go ahead to obtain them.
and this is what Nacho told me.
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Old 12-25-2013, 08:56 AM   #133
Mikko_P
Re: Really old Apogee stuff
Actually I was planning to make some kind of video for myself or to the public perhaps.


A video of Duke 3D and Shadow warrior betas.

---------- Post added at 08:56 AM ---------- Previous post was at 08:53 AM ----------

Also when i have a chance from George or Scott by going through them.
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Old 04-21-2014, 09:35 AM   #134
Mikko_P
Re: Really old Apogee stuff
http://forums.duke4.net/topic/7366-d...gold-material/

I received this from Rigelatin.
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Old 05-01-2014, 09:53 AM   #135
Mikko_P
Re: Really old Apogee stuff
Quote:
Originally Posted by xbryan2000x View Post
Hi, just making a mod for Duke3D from 1.5 Source Code

I need help on the weapons box,
The numbers wont count down/up right.


Heres my code
Code:
    //REPLACE FULLY
void weapon_amounts(struct player_struct *p,long x,long y,long u)
{
     int cw;

     cw = p->curr_weapon;

     if (u&4)
     {
         if (u != 0xffffffff) patchstatusbar(96,190,96+12,190+12);
         weaponnum999(PISTOL_WEAPON,x+12,y+6,
                     p->ammo_amount[PISTOL_WEAPON],max_ammo_amount[PISTOL_WEAPON],
                     12-20*(cw == PISTOL_WEAPON) );
     }
     if (u&8)
     {
         if (u != 0xffffffff) patchstatusbar(96,184,96+12,184+12);
         weaponnum999(SHOTGUN_WEAPON,x+12,y+12,
                     p->ammo_amount[SHOTGUN_WEAPON],max_ammo_amount[SHOTGUN_WEAPON],
                     (!p->gotweapon[SHOTGUN_WEAPON]*9)+12-18*
                     (cw == SHOTGUN_WEAPON) );
     }
     if (u&16)
     {
         if (u != 0xffffffff) patchstatusbar(96,190,96+12,190+6);
         weaponnum999(CHAINGUN_WEAPON,x+12,y+39,
                      p->ammo_amount[CHAINGUN_WEAPON],max_ammo_amount[CHAINGUN_WEAPON],
                      (!p->gotweapon[CHAINGUN_WEAPON]*9)+12-18*
                      (cw == CHAINGUN_WEAPON) );
     }
     if (u&32)
     {
         if (u != 0xffffffff) patchstatusbar(135,178,135+8,178+6);
         weaponnum(RPG_WEAPON,x+44,y,
                  p->ammo_amount[RPG_WEAPON],max_ammo_amount[RPG_WEAPON],
                  (!p->gotweapon[RPG_WEAPON]*9)+12-19*
                  (cw == RPG_WEAPON) );
     }
     if (u&64)
     {
         if (u != 0xffffffff) patchstatusbar(135,184,135+8,184+6);
         weaponnum(HANDBOMB_WEAPON,x+44,y+6,
                     p->ammo_amount[HANDBOMB_WEAPON],max_ammo_amount[HANDBOMB_WEAPON],
                     (((!p->ammo_amount[HANDBOMB_WEAPON])|(!p->gotweapon[HANDBOMB_WEAPON]))*9)+12-19*
                     ((cw == HANDBOMB_WEAPON) || (cw == HANDREMOTE_WEAPON)));
     }
     if (u&128)
     {
         if (u != 0xffffffff) patchstatusbar(135,190,135+8,190+6);

#ifdef VOLUMEONE
         orderweaponnum(SHRINKER_WEAPON,x+44,y+12,
                     p->ammo_amount[SHRINKER_WEAPON],max_ammo_amount[SHRINKER_WEAPON],
                     (!p->gotweapon[SHRINKER_WEAPON]*9)+12-18*
                     (cw == SHRINKER_WEAPON) );
#else
         if(p->subweapon&(1<<GROW_WEAPON))
             weaponnum(SHRINKER_WEAPON,x+44,y+12,
                 p->ammo_amount[GROW_WEAPON],max_ammo_amount[GROW_WEAPON],
                 (!p->gotweapon[GROW_WEAPON]*9)+12-18*
                 (cw == GROW_WEAPON) );
         else
             weaponnum(SHRINKER_WEAPON,x+44,y+12,
                 p->ammo_amount[SHRINKER_WEAPON],max_ammo_amount[SHRINKER_WEAPON],
                 (!p->gotweapon[SHRINKER_WEAPON]*9)+12-18*
                 (cw == SHRINKER_WEAPON) );
#endif
     }
     if (u&256)
     {
         if (u != 0xffffffff) patchstatusbar(166,178,166+8,178+6);

#ifdef VOLUMEONE
        orderweaponnum(DEVISTATOR_WEAPON,x+75,y,
                     p->ammo_amount[DEVISTATOR_WEAPON],max_ammo_amount[DEVISTATOR_WEAPON],
                     (!p->gotweapon[DEVISTATOR_WEAPON]*9)+12-18*
                     (cw == DEVISTATOR_WEAPON) );
#else
         weaponnum(DEVISTATOR_WEAPON,x+75,y,
                     p->ammo_amount[DEVISTATOR_WEAPON],max_ammo_amount[DEVISTATOR_WEAPON],
                     (!p->gotweapon[DEVISTATOR_WEAPON]*9)+12-18*
                     (cw == DEVISTATOR_WEAPON) );
#endif
     }
     if (u&512)
     {
         if (u != 0xffffffff) patchstatusbar(166,184,166+8,184+6);
#ifdef VOLUMEONE
         orderweaponnum(TRIPBOMB_WEAPON,x+75,y+6,
                     p->ammo_amount[TRIPBOMB_WEAPON],max_ammo_amount[TRIPBOMB_WEAPON],
                     (!p->gotweapon[TRIPBOMB_WEAPON]*9)+12-18*
                     (cw == TRIPBOMB_WEAPON) );
#else
         weaponnum(TRIPBOMB_WEAPON,x+75,y+6,
                     p->ammo_amount[TRIPBOMB_WEAPON],max_ammo_amount[TRIPBOMB_WEAPON],
                     (!p->gotweapon[TRIPBOMB_WEAPON]*9)+12-18*
                     (cw == TRIPBOMB_WEAPON) );
#endif
     }

     if (u&65536L)
     {
         if (u != 0xffffffff) patchstatusbar(166,190,166+8,190+6);
#ifdef VOLUMEONE
        orderweaponnum(-1,x+75,y+12,
                     p->ammo_amount[FREEZE_WEAPON],max_ammo_amount[FREEZE_WEAPON],
                     (!p->gotweapon[FREEZE_WEAPON]*9)+12-18*
                     (cw == FREEZE_WEAPON) );
#else
         weaponnum(-1,x+75,y+12,
                     p->ammo_amount[FREEZE_WEAPON],max_ammo_amount[FREEZE_WEAPON],
                     (!p->gotweapon[FREEZE_WEAPON]*9)+12-18*
                     (cw == FREEZE_WEAPON) );
#endif
     }
}
Cool. Is it ready or still work in progress?
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