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翻訳の問題を報告
I'm betting you're attributing the scary placebo effect to COLORMAP paletted shading precision loss.
speaking of kicks, it's a bit of a downer, that the Megaton Edition didn't include the famous "double-kick" glitch that was originally seen in the old DOS version before it was patched.
what did the DOS atomic edition do to the kick? I think i owned the 96 DOS atomic UK retail disc version.
Personally i prefer the megaton edition by a mile. it just feels like a totally new game. The feel of the game is just so awesome with the hardware gfx and proper mouse support. Oh yea and the multiplayer is just amazing!
What is this COLORMAP precision loss that you're speaking about?
Maybe the DOS version was scarier for a number of reasons. Walk was on by default. The game was darker in the corners. And importantly the background sound was a little quieter than the game fx sounds. I can barely hear the "kill me" sound in the secret area of the first level. But it gets a lot better in the second level.
from what I can remember, around the time the old Atomic Edition came out (replacing the older "Plutonium Pak"), it was given some patches a short time later, and one of those said patches took out the double-kick glitch.
But in my honest opinion, that should've been left in here. Because having seen several videos of it, had me in stitches.
or maybe i am confusing it for some pirated copy i also had?
Duke Nukem 3D uses 256 indexed and paletted colors. To do shading fast and efficient, it relied on a lookup table to shift the lighting (this same lookup table also allowed certain colors to glow like signs and pigcop eyes). When your lighting down 32 shades (or did duke use 64?), in a palette of 256 colors, you're definitely going to have loss by color approximation. To not have loss for those amounts of shades would mean turning to 18-bit (bitshifted to 24) or 24-bit color. (15-16bit is heavily lossy)
thank you for the excellent explanation AN UPSET. That was a delight to learn about!
It sounds like that contributed to the scariness.
In other words the limitations made the game even scarier.
I have played some more levels of the new megaton edition, and i must say it does get a lot scarier! Maybe the loud music in the background of the first level just makes it less scary than the DOS edition.
edit: yea that colormap precision loss is the main one though. amazing
But, between Megaton and Dos Duke, Megaton wins at a walk for me. Same as comparing the old pixelicious Doom 1 and 2 {as included with Doom 3 BFG} with a port like GZDoom. The Dos versions are just a trip down memory lane, but I'm not changing my address.
I'll dig around and see if I can find it.