Redneck Rampage/Game Mechanics and Glitches
From SDA Knowledge Base
Why are people wasting time reading this instead of working on their own projects? I guess the same reason this took this long to become a thing in the first place.
This information has mainly been copied over from the Duke Nukem 3D guide. Also the guides on SRC. It has to be checked point by point to make sure it applies to RR as well. How this will be done is by creating new sub-topics under every topic from the old guide, and gradually promoting them to be the main topic and deleting the old information, although at the same time, some new information may be discovered that applies to Duke 3D, which needs to end up in that guide. Also RR-specific topics have to be covered on this page eventually.
All the testing is currently being done using the GOG release which packages RR, R66 and RA into one. Specifically the Offline version has been used for most of it.
Any information that should be added later is demarked with XYZ.
There is going to be false or speculative information in this guide for a long while. Feel free to contribute your knowledge. That's why this is a wiki. If you're not sure where to put something, you can bring it up on the discussion page (top left link) instead.
Contents
- 1 Glossary
- 2 New/missing information for Duke 3D guide
- 3 Unanswered questions
- 4 Hazards
- 5 Clipping
- 5.1 Projectile Clipping
- 5.2 Pipebomb Clipping
- 5.3 Water Surfacing Clip
- 5.4 Landing Crouch Jump (also known as Jump/Duck/Jump)
- 5.5 Small Ledge Push
- 5.6 Large Ledge Push
- 5.7 Extra Large Ledge Push
- 5.8 Overhang Fall Damage Push (Megaton Only)
- 5.9 Shrink Ray Clip
- 5.10 Generic Clip
- 5.11 Clips and Movement Speed
- 5.12 Acute Corner Glide
- 5.13 Mirror Sectors & Clipping
- 5.14 Sectors with Sloped Floors/Ceilings
- 5.15 Rotating Objects
- 5.16 Sector Crushing
- 5.17 Warps
- 5.18 Train/Locomotive Sector Death Warp
- 6 Level Transitioning
- 7 Object Interactions
- 8 Enemy Tricks and Info
- 9 Other Info
- 10 Stuff specific to Redneck Rampage
- 11 Unsorted
- 12 Convenience and Hotkeys
- 13 Movement
- 14 Clipping
- 15 Items
- 16 Enemies
- 17 Weapons
- 18 Extra Route 66 Notes
- 19 Extra Rides Again Notes
Glossary
- RR = Redneck Rampage (the original game).
- R66 = Route 66.
- RA = Rides Again.
- DH = Deer Huntin'
- Galaxy = the package installed through GOG Galaxy (version 26592640 from May 5th 2015 as of writing this)
- Offline = the package installed when you download the offline backup version from GOG ("setup_redneck_rampage_2.0.0.11" as of writing this)
New/missing information for Duke 3D guide
Ideas for how to bind keys for SR-50. Some given here.
- GAME.CON has bits of code in it that it would be great if they could be explained, e.g. how different weapons work.
- Enemies can be eaten by Slimes.
- You can cause Pigcop Tanks to self-destruct by "using" them from behind. This spawns the pigcop like normal.
- The freezethrower damage is reduced with every bounce?
- You can also use the RPG for a damage boost.
- The level skip trick can be made consistent in v. 1.5 like this at least: hit the nuke (you don't have to wait for the alien voice), immediately hit F1 then F2 (or any similar key) then ESC in rapid succession. Now the game isn't properly paused anymore. Wait a few seconds, enough for the nuke sound to have finished presumably, and you should go to E1M4.
- Your velocity vector doesn't get reset based on collisions, i.e. when you're running into a corner, it's still the same as before you hit it. This is evident when you release the movement keys, since as you roll down to a halt you can end up moving further towards the wall or corner.
- For the same reason, it seems that the game either gives you the frame's full movement or nothing, and it doesn't place you right next to the object you're colliding with.
- For this reason, you can't hit a wall to quickly get rid of a lot of momentum in a particular direction. If you have to pick up an item or use a switch in front of you then do a 180, the optimal thing is to start slowing down before you've reached the target already.
- Using mouse analogue movement increases your cap speed during any kind of movement?
- It could be this just changes your movement angle, but it's unclear how this can happen without also increasing the speed. Another thing that might be happening is that the maximum speed is the same but you accelerate to it faster after shooting guns with recoil.
- To quickly skip the level transition, try holding ESC. Spamming inputs? High FPS helps?
- E1M1 strafe llp (?) through the fence surrounding the rooftop at the start.
- E2M1 force field shaft clips don't require steroids.
- There's several clips that are presented as steroids-only in the red-stars guide that are NOT steroids-only, though perhaps that was meant as a guide for SS runs and ILs.
- When there's a forcefield, it can potentially be used to help with clipping. You just collide with it and see which directions you can get it to push you back. This push combined with natural movement should make clipping easier. This can be done in E2R1 inside the long chute to get out on the first level.
- This only worked once. It doesn't seem easy to do at all. Might have been a fluke.
- Are the requirements for using a switch through a wall at all related to those of shooting through walls (PC is in multiple sectors)?
- Seems you're sometimes protected from nearby explosions if you just crouch? This stops using the explosion for boosting though.
- The boost from taking damage is relative to the amount of damage. (linearly?)
- There's sometimes a second explosion from the same source if Duke dies to the first one?
- It looks like Duke's reach is greater when he's standing as opposed to crouched.
- You can use a switch from an angle that's slightly past 0 degrees (around a corner).
- In Babeland, you DON'T have to jdj to get the shotgun inside the booth at the start, just ducking is enough. This is clearly because Duke's 3D coordinates are used to calculate distances from objects and when he crouches, this brings them closer to objects on the ground. You usually end up picking up the item when you uncrouch, not when you crouch. This could simply be the way the movement is a bit slower at first (?), giving more frames when you're closer to the object compared to towards the end of the crouching motion. Apparently the height of objects on the ground is not zero.
CONFIRM
- You can sometimes warp between two locations back and forth. Seen in Pigsty going between the lobby and the interrogation room.
- Seems the consistency (and possibly also range) of ledge pushes can be increased by also doing a jdj.
- You can buffer various actions before entering a security camera view, including shooting. Duke is frozen in time during the time you're looking at the screen.
- You can also hit ESC and use at the same time to enter the view automatically after resuming (though this doesn't happen after reloading that save file, suggesting buffered inputs aren't stored in save files).
- You can buffer/hold ESC to sometimes skip the end-level stats screen before anything has even been shown.
- Getting crushed when entering underwater sectors in places where you're half-way across the linedef that acts as one of their walls (where shallow water turns into deep, submersible water; might not exist in Duke 3D?).
- On higher skill settings, enemies will move every 4 tics, on the lower ones, every 2 tics but twice slower. This is done to reduce the CPU load when there's more enemies. The more frequent movement happens on skill levels less than 2.
Unanswered questions
- What exactly isn't paused when you enter the help screen (coming from the menu)?
- What kind of clip is it that you can do in Duke E3M6 to get through the red card door when the train rolls past?
- In the fernito Glitch City map, there is a part with a questionmark on the wall where you have to close a vertically opening door to push yourself through. What is this trick exactly? A "generic clip"?
- Does disabling the Leonard talk option do anything to your time? In Duke 3D the same option makes levels/episodes start faster.
- Can you suicide at the end of levels to regain health?
- Can you skip two levels like in Duke 3D? In Duke, it seems to help if you bring up the help screen while waiting for the sound sample to finish.
RR
Jetpack Movement and Steroids
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.
Note though, jetpack movement hinders steroid movement speed.
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.
RR
Full-Height Jump from Water
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water with a full-height jump instead of simply bobbing at the surface of the water.
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.
It is unknown whether the "unable to submerge" glitch has been fixed in later versions, potentially as part of the other water movement changes.
Video tutorial:
http://www.youtube.com/watch?v=iqQ3pbVYc3I
RR
Safety Falls
Stair-stepping causes fall damage to be avoided.
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.
RR
Hazards
The Void of Space
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.
This means that any sector tagged as having no atmosphere is usually untraversable.
RR
N/A?
Clipping
Projectile Clipping
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.
RR
Pipebomb Clipping
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.
There are multiple methods available to accomplish this:
- after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed
- crouch and aim at a slight angle up
- rapidly hammer the fire button
Note that pipebombs that are being thrown are not affected by Duke's momentum.
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown with the proper angle to the wall.
RR
N/A?
Water Surfacing Clip
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.
If there is not, Duke will typically immediately die upon surfacing.
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.
RR
There are no force fields but things like doors near water should be tested for this.
Landing Crouch Jump (also known as Jump/Duck/Jump)
By crouch jumping while landing from a jump or fall in the direction of a small opening, Duke can slide into vertical spaces smaller than he should normally be able to move into.
RR
Small Ledge Push
Duke's collision resolution while on small ledges is volatile.
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.
RR
SLP
Large Ledge Push
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.
It is possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.
RR
LLP
Extra Large Ledge Push
Extra Large Ledge Pushes are performed by intersecting the corner of Duke's hitbox with the outside corner of a ledge (rather than the inside one as in a normal Large Ledge Push).
If this is performed accurately, Duke will slide into the floor for a short duration of time, during which time, Duke will be able to clip through walls.
This trick appears visually similar to the Safety Fall glitch, both of which appear to be linked to how Duke 3D handles stair-stepping.
Extra Large Ledge Pushes are known to work without steroids on ledges up to 384 units large, and are also known to work with steroids on ledges up to 576 units large.
Ledges of 512 units appear to be too large for one to even begin clipping without steroids -- by the time Duke reaches the wall, he's already visually popped out of the floor.
Similarly to a Large Ledge Push, you will know you are close to achieving an Extra Large Ledge Push if Duke does not make a sound upon landing.
It is unknown exactly how large dividing walls can be before they will no longer allow Duke to Extra Large Ledge Push through without being crushed.
Extra Large Ledge Pushes definitely allow divides of 64 units without steroids and 128 units with, but further testing for upper limits is required.
It is suspected that performing an Extra Large Ledge Push on a ledge which allows Large Ledge Pushes may allow one to survive travelling through larger dividing walls than allowed with simply a Large Ledge Push (as is the case with a Large Ledge Push on a small ledge).
Glitch Exhibition/Challenge Map:
https://www.dropbox.com/s/vcco6puycgbrdze/ELLPush.zip?dl=0
RR
ELLP
Overhang Fall Damage Push (Megaton Only)
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.
Note that this glitch is only possible in Megaton Edition if vertical mouse aim is enabled!
If vertical mouse aim is disabled, Megaton will instead act like the original games and cause Duke to lose all velocity when he takes a painful fall.
RR
Shrink Ray Clip
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.
While unshrinking, Duke can still perform this clip.
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.
It is important to note that Duke can shrink himself by reflecting the Shrink Ray off a mirror, but other methods of colliding with Duke's own Shrink Ray shot will not shrink him (shooting through teleporters, running faster than the shot & catching up with it).
RR
N/A
Generic Clip
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.
Although these generic clips do not necessarily fit in with or look like the other clips documented here, they appear to share similar preconditions and prerequisites.
RR
You can simply run into a thin wall in-between two sectors and you might be able to get through. This works in D3D E2R4 in the piston shafts to get inside the secret with the two atomic healths.
Clips and Movement Speed
Movement speed affects the thickness of wall that Duke can clip through.
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.
RR
Acute Corner Glide
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.
This is performed by moving towards the corner and slowly rotating Duke's aim.
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.
RR
Mirror Sectors & Clipping
Mirrors in Duke 3D have specialized sectors behind them -- these mirror sectors have special behaviours.
Mirror sectors do not render in the normal fashion.
From outside of the mirror, a reflection will be rendered; from inside, nothing in the mirror sector itself will be rendered (leading to a Hall of Mirrors effect).
For this reflection to work in certain versions of the game, the sector needs to be at least as large as the area to be reflected.
Because mirror sectors are not intended for the player to enter, attempting to clip directly into an unbroken mirror will usually bounce Duke back out.
This can be easily exploited to buffer ledge pushes and is especially useful when a push is needed at a precise angle adjacent to the mirror.
In addition, the large size of a number of mirror sectors allow them to easily be warped into accidentally.
Because Duke came from an overlapping sector, he cannot be returned back simply by resetting his X/Y location.
This leads to warps causing Duke to become stuck in the mirror sector, constantly resetting his position while inside.
(Note: noclip will allow one to pass through a mirror unaffected by this)
RR
The RR engine supports mirrors without an extended sector behind.
Sectors with Sloped Floors/Ceilings
Sectors with sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).
Particularly, sectors with sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.
Note: 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip). It is a useful level for practice.
RR
Rotating Objects
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding with the top of them).
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.
Rotating doors which have sectors with enough open vertical space can thus be used to create tunnels through walls.
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:
RR
When you're on top of the door that you're wedging like this, you can even jump up and down or climb higher with the jetpack. So long as you stay on top of the door, it can't close.
In Duke, you can force one half of a double door to stay open indefinitely even if it's supposed to close on a timer. You open the doors, stand on top of one of them to stop it from closing, and open the other one again after it's closed by itself. Now you get off the door you were on which will close leaving the other one open. E.g. E1M1 the exit from the movie theater to the stairwell leading to the street works if you sit on top of the right-hand side door while closing the other one. Doesn't seem to work the other way around.
The other way to do this is to use the jetpack and stay in front of the door you want to wedge as it's opening, then wait until the other door closes before letting the wedged door open. It will stay open.
The door to the bank in E2R1 can be made to rotate the wrong way just by standing right next to it while using it. Perhaps standing on top of them isn't actually necessary?
Sector Crushing
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.
Oasiz demonstrates this here:
http://www.youtube.com/watch?v=25Suq8tvVqU
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.
RR
Should this really be called that?
The results of sector crushing are not invariant. It might depend on how long you're blocking the door for or something else.
In the GOG version of RA, there seem to often be instances of a glitch that causes the level architecture to be corrupt and enemies to all be stuck in a constant twitching left and right, which makes them both unable to easily hit you and very difficult to hit themselves. The sector crushing shown in E4R1 of Duke is reminiscent of this architectural corruption.
Warps
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.
Duke (and various enemies) can exploit this, and warp from one area to another.
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically with one another, simultaneously rendering both sectors from either one.
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined with some EDuke32 patches [further modified with a variety of additional changes and work].)
RR
RR presumably has RoR.
Train/Locomotive Sector Death Warp
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.
Oasiz demonstrates this here:
http://www.youtube.com/watch?v=DZUwWsIx2i8
This glitch is not particularly useful, but somewhat interesting...
A user level could potentially exploit this, perhaps for a simple secret exit?
RR
This isn't true of RR?
Level Transitioning
Exit Trigger Buffering
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump without having to play 1-3 Death Row.
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.
Wait for the "Duke captured" ending to trigger, and while the audio plays, hit the level exit button.
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while with the help menu up).
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.
Note that some other menus will work too, depending on which version of the game you are running.
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.
Silos911 originally discovered this trick, you can check out his video tutorial here:
http://www.youtube.com/watch?v=3EFEJD3h6X4
RR
- Some levels have the possibility to exit by either whacking Bubba or entering a trigger (crossing a linedef?). These should be explored for level warps.
- The Duke 3D trick is very difficult to do consistently even with menu buffering? (v. 1.5)
Deathmatch Exits
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.
LLCoolDave demonstrates this here:
http://www.youtube.com/watch?v=fXmS_uEWSNo
RR
Level Ordering
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).
This can be explained through the mechanics of the four level exit types in Duke3D:
Normal Exit Nuke Button
A Normal Exit Nuke Button will typically advance directly to the next level.
The Normal Exit Nuke Button has an additional check though:
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.
This was most likely added for deathmatch purposes to loop back at the end of an episode.
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).
Secret Exit Nuke Button
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.
(technical: it stores this in the ud.from_bonus variable. ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).
Level Exit Countdown Timer
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.
Exit from Secret Level
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.
This also ensures that Duke3D will treat the new level as a normal level.
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:
- Deathmatch Exits are always Normal Exit Nuke Buttons.
Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.
This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).
- Secret levels always end in Secret Exit Nuke Buttons.
These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.
Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.
- Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.
(note that this functionality is different in some source ports [like EDuke32])
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.
RR
There are no secret levels.
Death Exits
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.
Death stops the in-game timer, so dieing screws up the in-game time for any run.
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.
RR
Test.
Object Interactions
Switch Pressing
Switches (and other usable objects) can be operated from long distances and through some walls.
Wall thickness and angle affects how far away an object can still be activated from.
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.
Push switches can also be shot to activate/deactivate them.
RR
Kick Open
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting with any other weapon.
Even some locked doors can be kicked open.
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.
For a locked door to be kick-openable, the door must:
- use "doortile" textures
- have an Activator within the sector
- have wall lotags the same as the Activator
- be a door sector (not simply have a sector effector that raises/lowers the ceiling/floor)
Kick-openable locked doors contain both an Activator and an ActivatorLocked.
See http://wiki.eduke32.com/wiki/Category:Editing_Walls_and_Wall_Effects (specifically the section "Wall Information") for additional info.
Note that 2-2 Incubator's Yellow Key Door won't open because it is not a door sector -- it meets all other requirements, but it is not a door sector, having been built with a special sector effector.
RR
Remember to test the crowbar on switches that you can't use and all doors as well.
Teleporter Activation
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport with them.
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.
RR
Sounds like this is only useful if you're caught, not to sequence break.
Double Keycard Insertion
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.
RR
N/A except if this can be done with keys somehow?
Laser Trip Mines
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.
Laser Trip Mines can be placed on mirrors, and are one of many types of explosives that will not destroy a mirror.
Additionally, the laser from a Laser Trip Mine will be reflected off of a mirror if they intersect.
RR
N/A but test RR weapons for similar effect, mainly making falling safe.
Security Cameras
If you quick kick while looking through a security camera, you can kick things through the camera from its perspective.
This is especially noticeable on the main junction security camera in 2-8 Dark Side.
RR
You can also start shooting or jump or crouch, and your state will be frozen with the shot coming out of the gun after you're done viewing the camera feeds.
N/A?
Enemy Tricks and Info
Riding Flying Enemies
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.
This allows one to scale large vertical climbs by riding on top of these enemies.
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.
RR
You can't ride mosquitoes. Can you ride flying saucers?
Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.
Most enemies have their collision areas located at their feet (with the exception of some bosses).
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.
This is especially useful for the boss enemies.
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.
RR
Should test the effect of explosives when aiming for different parts of the enemy's body or on walls adjacent.
Other Info
Notes on Memory Values
- For some reason, the player's health and enemies' healths seem to be present in memory in up to three distinct locations. Some of the values may temporarily have other values after getting hit but are then copied the same value into. One of the values is copied onto the other ones constantly (if you try to overwrite it even while the game is paused).
Stuff specific to Redneck Rampage
General
- RR is built on top of Duke 3D, RA on top of RR and DH on top of RA.
- The game runs at roughly 30 tics/second with interpolation to up to 120 tics/second.
- An enemy with a melee attack can hit you through a sprite like a fence even though you can't hit them with melee.
- "Hint: get into the green zone of both the alcohol and gut meters. When you're a little buzzed and have a little food in your gut, you'll kick more ass and take less damage."
- Hip Waders - Protective against harmful surfaces, speeds you up on muddy/turd surfaces. Auto activated.
- Moonshine increases melee damage? Resets guts and alcohol afterwards?
- Cows can be tipped but repeatedly hitting 'use' while next to them.
- Orange cactuses heal you by 100 health? To 100 health? Just run over them. Should be found on at least Waco and Disgraceland.
- Does pooing do anything? Requires crouching on a toilet?
RNG
- It looks likely the RNG is seeded based on a frame counter that's stored in save files, since if you reload a save file and buffer the same actions, the same outcome is always observed. This means you deal and receive the same damage and get the same drop. It doesn't matter which way you move when the game resumes. The game correctly ignores frames of being in any menu. It doesn't matter if you load the game from the menu or using the hotkey. Buffering a weapon switch first also retains the determinism.
- Enemies behave the same way if you don't move. If you do, even if you buffer the movement, this seems to introduce slight variations into their behavior, possibly to do with lag frames.
Version Differences
- If you use the GOG offline installer, the bug that causes UI flickering seems to not be present when playing on the 800x600 resolution.
- A file comparison should be run between the two versions.
Game files
- REDNECK.inst: Contains some instructions on where in REDNECK.gog the game will find the different CD audio tracks.
- Changing the name of this file is a SDA-legit way of disabling the in-game music from playing automatically.
- REDNECK.gog: Contains the CD audio track. This file was obviously added for the GOG release.
- REDNECK.cfg: Config file.
- Changing MusicToggle (or MusicVolume) to 0 does not disable music, probably as an artifact of how the music was implemented in the GOG version.
- Changing any other defaults that are present in the game's menu but don't get saved by it is allowed.
- Changing the preferred weapon auto-switch order is not allowed.
- Setting the resolution to anything above 800x600 seems to be glitchy: on 1024 x 768 the HUD flickers constantly; on 1280 x 1024, the second switch (in the pipe) in E1M2 causes a softlock; 1600 x 1200 doesn't seem to be supported at all (by DOSBox?). 320x200 is not recommended (in the setup utility) and the game doesn't launch.
- It isn't known if other problems occur with the 1280 x 1024 or whether you could play through the rest of the game without hitches.
- If you record using DOSBox recording, it has a framerate of around 70. The game apparently interpolates graphics up to 120 FPS (untested).
- "executions" seems to be a count of how many times the game has been run.
CON files
- DEFS.CON: Just contains definitions for using human-readable names for things.
- GAME.CON: Contains a large amount of custom code for various things like spawning gibs and picking up items. There is no code for enemy AI though.
- USER.CON: Contains various generic variables like RETRIEVEDISTANCE, RUNNINGSPEED and GRAVITATIONALCONSTANT. Not all these values seem to actually be used though, based on trying to edit them.
- Some values that have been confirmed to be used:
- RETRIEVEDISTANCE 844: You can collect items from a 3D-distance of 844 units.
- RESPAWNACTORTIME 768: This is how long it takes for Hulks to come back to life (about 25.5 seconds from when the death animation has finished).
- RUNNINGSPEED 53200
- GRAVITATIONALCONSTANT 176
- Values that are not used or not understood how they are used:
- RESPAWNITEMTIME 768: Probably used, but multiplayer only.
- SQUISHABLEDISTANCE 1024: ?
- GENERICIMPACTDAMAGE 10: ?
- Some values that have been confirmed to be used:
Other files
- COMMIT.DAT: Something to do with multiplayer.
In-game options
- "shadders" means shadows, not some kind of shader.
Skill levels
- There are 8 levels total, of which three can be accessed using the rdskill[x] cheat where x needs to be one more than the skill number.
- The cheat causes the current level to be restarted from pistol start, the same way as if you had warped there with rdmeadow.
- The skill levels are:
- -1: [Almost] no enemies or items.
- 0:
- 1 Wuss:
- 2 Meejum:
- 3 Hard ass:
- 4 Killbilly: Cheats disabled.
- 5 Psychobilly: Cheats disabled. No saving or loading. If you try to save or load, the game is paused and can only be resumed by entering another menu and leaving it.
- 6: Cheats disabled. Saving and loading enabled again. This setting could be allowable by SDA rules as a hidden tougher mode even though you have to cheat to access it. In fact doing segmented runs on this setting might make more sense than level 4.
- Enemy movement is affected by the skill setting: on settings less than 2, the movement is done every 2 tics, on other settings, every 4 tics with twice the speed. This is just to reduce the CPU load when there's lots of enemies and is unlikely to have many noticeable practical consequences.
- On skill levels 4-6, the player is supposed to take 1.5 times the damage but the code is buggy and this doesn't actually happen.
ARE THERE ENEMIES WITH LOTAG 0 OR 6?
- The enemies present on each difficulty are the ones that have a lotag of that number or less. Level -1 is probably of no interest (it seems to have some dynamite sticks lying around in some DM levels but is otherwise without items or enemies); level 0 might offer even less resistance than the already very easy first setting; level 6 on the other hand could be seen as a cheat that increases the game's difficulty further, which have sometimes been allowed.
Saving/loading
- No currently known discrepancies exist in gamestates before and after saving and loading.
- When the player is dead, if you try to quick save it flashes the message "You cannot ,quick save ,when dead" [sic]" (USER.DEF has "YOU CANNOT "QUICK SAVE" WHEN DEAD") but this is immediately replaced with the other message. If you hold down the quick save bind, you can read it. This limitation is very likely just to prevent accidentally getting into a state you cannot get out of without cheating. You can save normally.
Cheat codes
Cheat | Effect |
---|---|
rdall | health, keys and weapons |
rdguns | give weapons (hit 99 for bowling ball mode) |
rdkeys | all keys |
rditems | all items |
rdmoonshine | moonshine mode |
rddebug | debug mode |
rdyerat | display coordinates |
rdcritters | toggles enemies the same way as Duke 3D |
rdclip | no clipping |
rdshowmap | shows the map |
rdunlock | unlocks locked doors and also opens all doors controlled by switches |
rdskill[x] | choose skill levels from -1 to 6 (explained under "skill levels") |
rdmeadow | level warp (1-2 followed by 01-07) |
rdrate | toggle FPS |
rdview | toggle 3-p view (same as F7) |
rdelvis/rdhounddog | god mode |
rdcluck | press 'use' to spawn feathers |
- Debug mode: This seems to just show information on the sound samples being played.
- rdmeadow: Warping to E0M0-7 crashes the game. Warping to E0M8 plays E1M1 but it crashes after you've beaten it. Warping to E1M0 crashes the game. Warping to E1M8 takes you to E2M1 except if you beat it, the score screen doesn't display right and it takes you back to E1M1. Warping to E2M0 takes you to E1M6. Beating it causes the E2 end cutscene to play and stats to be shown as if you beat E2M7. Warping to E2R8 takes you to "Country Livin'", a smaller version of E1M1. Looks like you can't warp directly to the last level of episode 2, ("Close Encounters"). Warping to E3M0 takes you to E2R7. Beating it takes you to E3M1. Warping to E3M1-7 takes you to various multiplayer maps from the "Pissin' Contest" episode. E3M8 crashes it. E4M0 takes you to the last multiplayer level. E4M1 and presumably any maps past that crashes the game.
- Invulnerability and other cheats are kept between saving and loading. This allows you to be invulnerable playing on any skill setting.
- Some cheat codes were omitted that just seem to display a message on the screen. Specifically rdmaxx, rdrafael, rdteachers and rdbeta. Some of these didn't work in GOG-offline RR.
- Other codes that didn't work in GOG-offline RR:
- "rdtime" is supposed to remove the "aiming feature" (presumably auto-aiming) on guns.
- "rdmonsters" is supposed to toggle enemies
- "fuckngo" is supposed to act as a level warp
- "rdinventory" is supposed to give all the inventory items
- "rdgofuckinxtoy" is supposed to toggle an "x-rated mode"
- It may be some of these codes are usable in one of the shareware releases.
Unsorted
- Holding either SHIFT or either ALT key delays map zooming until you release it.
- If you go to the menu right as a blood sprite has been spawned, it will animate even though the game is paused. This presumably goes for other similar sprites as well.
Convenience and Hotkeys
- Hit ESC to consistently get through the level end screen fast.
- To disable in-game music without having to go to the menu every time, find 'REDNECK.inst' and rename it, e.g. 'xREDNECK.inst'. This is acceptable for SDA submissions unless some side effect is discovered.
- When the game hangs up after selecting "quit", it seems you can hold down ALT to get it to shut down quickly. Alternatively close the window from Windows.
- F7 changes view modes. Highly unlikely to have any gameplay effects.
- Movement key + F7: causes a rapid up-down motion of the view.
- If you hit TAB twice to show the full map, then hit ESC to leave the map view instead of cycling it with TAB, the next time you hit TAB, it goes straight to the full view.
- F8 toggles displaying of any kind of messages.
- F9 is a hotkey for reloading the last save (useful when testing and with segmented runs, you can directly buffer a shot with the same mouse input as confirming the reload).
- F10 is a hotkey for exiting the game.
Movement
Straferunning
Strafe-40 (SR-40) is when you move along both the forwards-backwards axis and left-right axis at once. Strafe-50 (SR-50) is when you also hold down the strafe toggle key while turning left or right, and it adds even more speed. The figures 40 and 50 are vestigial and refer to Doom engine units, not Build engine. The exact speeds for the Build engine are XYZ.
One way to bind your keys for SR-50 is to have all of "strafe left", "strafe" and "turn left" bound on the same key, and similarly with moving to the right. You may want to keep another set of keys bound to just "strafe left/right" to be able to corner and dodge enemies more efficiently. E.g. S and F can be bound for SR-40 and A and G to SR-50.
If you have extra mouse buttons, binding two of them on "turn left" and "turn right" might be sufficient.
You will also want to be able to hit crouch and jump at the same time as the SR-50, and generally at the same time. One idea is to bind jump on SPACE and crouch on C so you can hit them both with the thumb simultaneously.
- If you're on the rooftop of the barn at the dairy farm in E1M1 and you stand on the part surrounding the chimney on three sides, running perpendicularly towards the higher part of the roof does not cause you to step up, but running into the corner between the chimney and the higher roof does. Why?
- This is possible even while crouched if your position has first started to jitter, which in turn will happen if you've first run towards the corner while standing before crouching.
Stairs / Air stepping
- There is a part of the code that allows you to move into a sector whose floor height is up to XYZ above the one you're coming from, provided there is enough room inside it. This warping enables stairs to work. The same happens when you're airborne and trying to move into another sector that's up to XYZ above your current position. This is called air stepping.
- You can air step back into the same sector you've just fallen off if you're very precise and weren't moving too fast.
Jumping
- You can jump if the ceiling above you is XYZ units higher than the floor.
- Shelf jump: Sometimes you can jump up and down standing on the edge of a shelf sector even though you can't jump in the middle of it. This might require a sector of a specific minimum height. This has only been seen (so far) in E1M2 in the area with the forklift. There is one part where there are two tiers of planks. The above tier is probably just spritework but this should be confirmed. It could also be this only works because the true ceiling is higher up in this case. If it is a minimum height, that height is XYZ.
Mouse analogue movement
- Using mouse analogue movement increases your cap acceleration during any kind of movement, but probably doesn't change the actual cap speed. The difference in acceleration from the mouse compared to the keyboard keys is so big that the mouse can completely nullify the keyboard acceleration, moving you the opposite way instead.
- This is useful in RR since shooting guns while moving forwards causes a backwards recoil that slows you down, but you can't also simultaneously aim up and down with the mouse.
- Left, forwards and pitching down are the positive directions; right, backwards and pitching up the negative ones.
- Mouse analogue mapping options allow assigning either X-movement (strafing), Z-movement (forwards and backwards), or Y-rotation (turning) to a mouse axis. The "rat aim" option maps Z-movement to pitching the view instead. This is the only way to get mouse aiming.
- Any time the strafe toggle is hit, turning maps to strafing instead.
- When X is mapped to strafing and the mouse is moved forwards or backwards, you get a wobbly left-right strafing. Similarly when X is mapped to turning, it jerks the view left and right.
Underwater Movement
- In Duke 3D, movement is slowed down by a factor of between 1.4 and 1.5 while underwater. This needs to be tested for RR.
- You can't do the same kind of automatic rapid bobbing as in Duke by holding down jump and crouch at the same time: moving down takes preference.
Clipping
- If there's a water sector that you can enter from a normal sector with the normal sector continuing further but the water one ending there, entering the water sector near such an edge seems to cause getting crushed.
- If you enter a water sector near a convex corner facing a wall on the side, even if you're trying to move in a direction slightly away from the corner, you're stuck.
- In E1R7, being the rotating mixer that has a hole in the casing can be used to clip out of the hole.
Items
- Any edibles reduce alcohol and increase guts?
- Pork Rinds: heal 30 up to 100.
- Cow Pie: each use (of six) heals 5 up to 100.
- Goo-Goo Cluster: heals 50 up to 200.
- Whiskey: each use (of ten) heals 10 up to 100.
- Beer: each use (of six) heals 5 up to 100.
- Moonshine: Lasts XYZ. Increases movement speed by XYZ. When it hits 1% (0%?), the effect ends and alcohol (and guts?) is reset.
- Skeleton Key:
- Hip Waders:
- Vacuum Hose Snorkel:
Enemies
- Enemies can open locked doors. Observed with a Billy opening the door leading to the docks in E1M1.
- Enemies take the most damage when explosions happen XYZ
- Enemies don't have a bbox per se, rather a radius is used to calculate when collisions are happening. This effectively creates a circular bbox. This is seen when you push them around: it's difficult to push enemies in a straight line.
Weapons
- Weapon recoil: Every weapon with recoil kickback seems to give the same amount of backwards acceleration. Obviously the fire rate will affect the net effect.
- Six-shooter - happens very soon after shooting.
- Scattergun - happens at a delay after the shots have already connected.
- Huntin' rifle - happens very soon after shooting.
- AAG - happens at a delay after the shot has been fired.
HOW MANY SHOTS TO CAUSE THE VIEW TO PITCH ALL THE WAY UP EXACTLY? OVERFLOW OR UNDERFLOW?
- Weapon effects on view:
- Huntin' rifle - After you've stopped shooting the huntin' rifle, the view pitches down by the same amount as the upwards pitch from one shot times the number of shots. If you shoot the huntin' rifle while the view is pitched up as high as it can be, this causes the pitch to go past neutral afterwards. It takes around 132 bullets fired in that position to cause the compensation to pitch the view down as far as it goes (it takes around 66 bullets for the view to pitch all the way up from the neutral position). Similarly, if you constantly compensate for the recoil with rat aim while you're shooting, at the end, the view is pitched too far down.
- AAG - After each shot, there is a small shift up and then back down. If you keep firing, this stacks bit by bit until the view is at its highest after six shots. If you aim all the way up first, firing the arm cannon causes a net shift down instead, which maxes out after four shots.
- Teat cannon - There is a right-left jiggle. The first shot and other odd shots always cause a rotation towards the right with the even shots causing one towards the left
- Weapon auto-switching:
- Order of preference: Scattergun - Huntin' rifle - Dynamite - Ripsaw projectile - AAG - Teat cannon - Six-shooter - Powder keg - Crowbar. 3-4-5-7a-8-0-2-9a-1
- The crossbow (6), ripsaw melee attack (7b) and bowling ball (9b) aren't switched to at all.
- When auto-switching to the dynamite, you don't see anything on the screen until you let go of the fire button.
- Order of preference: Scattergun - Huntin' rifle - Dynamite - Ripsaw projectile - AAG - Teat cannon - Six-shooter - Powder keg - Crowbar. 3-4-5-7a-8-0-2-9a-1
- When the player is killed, the current weapon and a skeleton key may be dropped. The weapon dropped isn't entirely logical. Here are the ones that don't drop the weapon that was held:
- Crowbar: nothing.
- Dynamite: crossbow.
- Crossbow: 1 dynamite.
- Ripsaw melee: 1 dynamite.
- Bowling ball: nothing.
- Teat gun: bowling ball.
- The skeleton key dropped can seemingly only be one of those that you already had. This behavior might have something to do with co-op multiplayer.
- Damage values:
Weapon | Damage Per Shot | DPS | Clip size | Extended DPS | Reload time | Ammo limit | |
---|---|---|---|---|---|---|---|
CROWBAR | 10-16 | ||||||
SIX-SHOOTER | 19-24 | DPS | Clip size | Extended DPS | Reload time | 198 | |
SCATTERGUN | Example | Example | Example | Example | 50 | ||
RIFLE | 23 | Example | Example | Example | Example | Example | 200 |
DYNAMITE | 100-200 | Example | Example | Example | Example | Example | 30 (shared with crossbow) |
CROSSBOW | 100-200 | Example | Example | Example | Example | Example | 30 (shared with dynamite) |
RIPSAW RANGED | 100 - - - - | Example | Example | Example | Example | Example | 30 |
RIPSAW MELEE | Example | Example | Example | Example | Example | Example | |
ALIEN ARM GUN | Example | Example | Example | Example | Example | Example | 100 |
POWDER KEG | Example | Example | Example | Example | Example | Example | 1 |
TEAT GUN | Example | Example | Example | Example | Example | Example | 200 |
BOWLING BALL | Example | Example | Example | Example | Example | Example | 1 |
Example | Example | Example | Example | Example | Example | Example | |
Example | Example | Example | Example | Example | Example | Example |
- Crowbar (1):
- Having the crowbar out and picking up any kind of weapon will cause a switch to that weapon. Same with picking up ammunition, so long as you have the weapon.
- Picking up dynamite switches to weapon 5, not weapon 6.
- Six-shooter (2):
- After this weapon runs out of ammunition, there is an automatic switch to the next weapon, firing it once. The weapon switched to cannot be affected.
- If you pick up a speedloader that makes you have full ammo, this also places bullets in the chambers. If you were not shooting at the time, this happens without a reload animation. If you were shooting, the reload animation is played. It looks like the game simply does a MOD6 check on the ammo count and reloads whenever the result is 0. The same trick does not work with the scattergun.
- Scattergun (3):
- If you tap quickly, this discharges one of the two barrels. Holding the button down causes both barrels to be emptied in rapid succession.
- The scattergun remembers whether there's one or two shots left in the barrels even if you top up to max ammo or pick up ammo when you have nothing left. The counter is reset when moving between levels.
- Huntin' rifle (4):
- Dynamite (5):
- The dynamite is readied but not lit when first depressing the key, then lit when it's released.
- Three-second fuse. If you don't throw the stick before the time has run out, your health is set to 0 and a cosmetic explosion happens that does not damage surrounding actors. The fuse burns indefinitely if god mode is on.
- If the dynamite immediately bounces back towards you, you can pick it up after throwing it. If god mode is on, this completely cancels the explosion. If it's off, there is still an explosion that kills you as if you never threw the lit stick in the first place (and also the fuse visually resumes burning). This happens even if you switch weapons or save the game in-between.
- The stick generally never explodes if you've died to anything.
- Crossbow (6):
- Ripsaw (7a):
- When a blade is fired, the game randomly chooses a damage value between 100 and 107. After every bounce, this value is reduced by 20. The blade only bounces a sixth time if the damage is greater than zero at that point. Afterwards, the blade is embedded into a wall. It falls off and disappears after some more seconds.
- The ripsaw blade damage can erroneously be left negative. The damage value isn't reduced further but it will bounce around indefinitely. Not clear what causes this.
- When a blade hits an enemy, the damage reduced from their health is one less than the damage value of the blade for some reason. This was tested on Wuss on Coots, Billys, Hulks and the Vixen Boss.
- If an enemy is hit by a 1 damage blade, they make a noise but don't enter the pain animation (no damage is dealt).
- If an enemy is hit by a 0 or negative damage blade, they don't make a noise or enter the pain animation.
- After the ripsaw runs out of ammo, it auto-switches to the next weapon and fires it once.
- When a blade is fired, the game randomly chooses a damage value between 100 and 107. After every bounce, this value is reduced by 20. The blade only bounces a sixth time if the damage is greater than zero at that point. Afterwards, the blade is embedded into a wall. It falls off and disappears after some more seconds.
- Ripsaw melee(7b):
- AAG (8):
- Powder keg (9):
- The powder keg deals exactly 100 damage without any drop-off to anything within a very large radius.
- An enemy can detonate a powder keg themselves if they shoot while they're on top of the keg, even if they're not aiming down.
- Teat gun (10):
Enemies
- Enemy names (preferred names in caps): Skinny Old COOT, BILLY Ray Jeeter, SHERIFF Hobbes, Alien HULK Guard, Alien VIXEN, Turd Minion, Ass Face (RR E1 boss), Mosquito, Cow, Pig, Dog, Chicken.
- R66: Alligator.
- RA: Daisy Mae, Frank Doyle/BIKER, Jackalope (Jack o'lope), Flying Saucer, Swamp Minion, Lava Minion, Groovy Old Coot (any differences to normal variety?).
AI
- Coots (And presumably other enemies too) can get caught in an endless loop of walking back and forth. You can push them around. If you move too far, or shoot them, they might start shooting you again.
- Enemy movement is affected by the skill setting: on settings less than 2, the movement is done every 2 tics, on other settings, every 4 tics with twice the speed. This is just to reduce the CPU load when there's lots of enemies and is unlikely to have many noticeable practical consequences.
- Some enemies can't hit you with hitscan attacks if you're right next to them. At least seen with Coots.
Health points
- The following information was filled in using the Wuss difficulty setting.
- The wiki says Coots can be killed with just 2 six-shooter shots and Billys with 4. Was there a version where this was the case?
Enemy/Health | Crowbar | Six-shooter | Scattergun | Huntin' rifle | Dynamite | Crossbow | Ripsaw range | Ripsaw melee | Alien arm gun | Powder keg | Teat gun | Bowling ball |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Coot (50) | 4-5 | 3 | 1 | 3 | Example | Example | Example | Example | Example | Example | ||
Billy (75) | 5-6 | Example | Example | Example | Example | Example | Example | Example | Example | |||
Sheriff (300) | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Hulk | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Tan Vixen | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Green Vixen | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Blue Vixen (700?) | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Queen Vixen | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Turd Minion | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Ass Face | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Mosquito | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Cow | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Pig (35) | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Dog | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Chicken (1?) | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Bubba (100) | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | ||
Example | Example | Example | Example | Example | Example | Example | Example | Example | Example | Example |
- Coot:
- Billy:
- Hulk:
- Vixen:
- Tan Vixen:
- Green Vixen:
- Blue Vixen:
- Queen Vixen:
- Turd:
- Ass Face:
- Mosquito:
- Has no bbox so you cannot stand on or jump off them.
- Cow:
- Pig:
- Dog:
- Chicken:
- You can push enemies around when they're not in their attack animations?
Miscellaneous
- If your GUT is too high, you start farting, which enemies can hear?
- Sometimes the stereo is wrong (left is right). Fixed by toggling the Flip Stereo option twice?
- It seems starting a new game can revert it to the erroneous state again.
- Sometimes CAPS LOCK stops turning auto-running on and off.
- If you hold down a bind as you're entering the main menu or help screen, the game starts to pause and unpause rapidly.
- Peeing restores 2 health and lowers your alcohol level. This can even be done when you're dead, which is obviously just an oversight. Resurrecting yourself this way therefore should not be considered a cheat. Sometimes when you do either this or type in the rdelvis cheat when dead, the game will start displaying a message saying "you used the cheat to come back to life", however this is clearly assumed to only pop up after typing the rdelvis cheat ("THE cheat").
- When you've resurrected yourself, you're immune from further damage from some sources and also you get to pick up whatever ammo you dropped.
Vehicles / Getting crushed
- An actor getting hit by a moving vehicle dies instantly. It can glitch and cause massive amounts of blood splattering, leaving multiple sprites hanging in the air.
- It can also cause the dead body to be launched high up in the air, or to get stuck on the vehicle itself. The same effects can happen to the player, causing the camera to move accordingly.
- Could have something to do with queueing the same effect on every frame that the enemy or body spends in the deadly sector.
- If in god mode while getting hit, you can just move off the car sector to restore a normal state. If you hit "use" while semi-dead like this, you get the reload prompt to show. If you answer "no", the game enters a weird in-between state (normally this causes the level to reset). Effects:
- Graphics stop getting updated and sounds getting played (the game might technically be paused though it stutters between a few different frames).
- Hitting "ESC" takes you to the main menu as it looks as you've just launched the game (e.g. there's no option to save the game and the 8 track player is disabled). You can still save the game by hitting the quicksave key. After doing so, things are normalized (you're still in the dead state). Reloading that save file the game goes back to the state it was in when you first hit "use".
- You can still adjust the HUD and show the map. You can also change weapons once but this isn't done until you leave the dead state.
- You stay in the dead state (in god mode) if you fall off the car without moving yourself, until you've moved.
Level-specific (but not category-specific) notes
- E1M1 Taylor Town:
- You can get the car to stop if you shoot it enough. Nothing special happens afterwards but the sector becomes safe.
- E1M2 Lumberland:
- The refrigerator in the staff kitchen is blocking access to the secret area depending on the skill setting.
- E1M3 Junk Yard:
- E1M4 Drive In:
- E1M5 Dairyair Farms:
- E1M6 Sewers:
- E1M7 Smeltin' Plant:
- E2M1 Downtown Hickston:
- You can parkour through the garage window into the secret area behind the gas station. You will get stuck unless you trigger the secret mid-air and return back onto the fence. You can't get the ripsaw that way.
- E2M2 Nut House:
- E2M3 J.Cluck's:
- E2M4 The Ruins:
- There's a bug that prevents the opening of the third key door. You can enter the building through the platform where Bubba is so this shouldn't prevent any objectives from being completed.
- E2M5 Grimley's Mortuary:
- E2M6 Uranium Mines:
- E2M7 Beaudry Mansion :
- ENDGAME:
- The blue jets inside the UFO block projectiles. The gray ones don't.
Unanswered questions
- What is the "executions" counter in REDNECK.cfg used for if anything? Why is it in the config file to begin with?
Extra Route 66 Notes
Extra Rides Again Notes
Cheat codes
rdjoseph Motor Bike rdarijit Boat rddonut Boat rdwholeslagle Makes you sober (Toggle??) rdgary Turn into a chicken rdtony Shrinks enemies, more and more rdvan Larger enemies, more and more rdkfc Chicken Mode rdaaron Mushroom mode rdgreg Toggle boat rocking rdmrbill Increase Damage rdrhett Kills player rdnocheat Disables Cheat Mode rdnoah Lowers weapon (alternate debug info) rdmikael All items
Check this list: https://gamefaqs.gamespot.com/pc/198446-redneck-rampage-rides-again/cheats
Skill levels
- There might be differences in how these were handled in RA compared to RR.
Weapons
- Weapon: Sling Blade, Swamp Buggy, Motorcycle