Duke4.net Forums: Trequonia mod [RELEASED] - Duke4.net Forums

Jump to content

  • 18 Pages +
  • « First
  • 15
  • 16
  • 17
  • 18
  • You cannot start a new topic
  • You cannot reply to this topic

Trequonia mod [RELEASED]  "Downloadable link."

User is offline   Zaxtor 

#481

At very close the beginning where u pass over a bridge with some blue stuff.
Not far from that big white core-like orb room.
0

#482

View PostTheCultist, on 25 December 2017 - 08:54 AM, said:

Hmm maybe I blew him off along with everyone else when I used the UEPB-8000, I don't recall.
I don't see any blue cloudy gas, where is that?


If you go back to the beginning of the level (where you started off) you should cross a small bridge above a blue pit which is where you need the mask.

As for the blue floating platform boss I don't recall where it was but I believe Zaxtor's right, it's not normal that you managed to get up to that point without having fought it O_o
Maybe my feedback can help you find it, with Ctrl+F and typing BOSS since I've done that ^^



EDIT : oops we answered at the same time ^^ BTW I believe it's impossible you blew the boss in question with the UEPB since it not only resists to it (I mean you can't OS it) but if you had fought it you would have killed yourself with it, besides the boss isn't present per say before you enter the room.

This post has been edited by TheDragonLiner: 25 December 2017 - 10:41 AM

0

User is offline   TheCultist 

#483

Found the bridge, I'm sure I've been down here before but oh well. And about getting up to that point without fighting that boss, I'm not surprised, I always find a way to break stuff or find unintended ways, it's a talent. I wish this game would write a log file with everything you do in a level.
Ok, so I got here: https://imgur.com/a/2hbfn
I found this gray door: https://imgur.com/a/7jBpC (the problem is that it's locked), I think that's where you want me to go isn't it?
I remember now that I did fight a "boss" while standing on a moving left and right platform but that was much earlier in the level, as I said the last boss was the Gray Trooper which is much later. I am trying to find the last boss in this level, I am close to the end.

This post has been edited by TheCultist: 25 December 2017 - 11:20 AM

0

#484

View PostTheCultist, on 25 December 2017 - 11:16 AM, said:

Found the bridge, I'm sure I've been down here before but oh well. And about getting up to that point without fighting that boss, I'm not surprised, I always find a way to break stuff or find unintended ways, it's a talent. I wish this game would write a log file with everything you do in a level.
Ok, so I got here: https://imgur.com/a/2hbfn
I found this gray door: https://imgur.com/a/7jBpC (the problem is that it's locked), I think that's where you want me to go isn't it?
I remember now that I did fight a "boss" while standing on a moving left and right platform but that was much earlier in the level, as I said the last boss was the Gray Trooper which is much later. I am trying to find the last boss in this level, I am close to the end.


Well at this point I no longer remember, I would like to help more but apart from my feedback there's nothing more I can provide T_T

Generally when I'm stuck like you are, I just revisit the whole level, but the problem is that you're so far in that it would take you too much time >_> I just know that the boss you're after is the Firery Machine, you'll find it after a series of long bridges in huge rooms with random explosions and lots of hardships.
0

User is offline   Zaxtor 

#485

If the boss door is locked means u fought it, door can never open.

Here is what you suppose to go.
Posted Image
0

User is offline   TheCultist 

#486

Found the boss, thanks. The atmosphere just before reaching the boss and during the boss fight kinda reminds me of my ol' high school, man that brings up memories.
I got to The Core now, nice change of pace with that music. (Boss slayer found message still didn't disappear)

This post has been edited by TheCultist: 25 December 2017 - 01:43 PM

0

User is offline   Zaxtor 

#487

For V2 I fixed the boss slayer not disappearing bug for some levels
1

#488

Hey there

I haven't played for a while but there is something I want to ask a question about It's about the add-ons "RPG\Devastator Altering Gem" and the "RPG\Devastator Enhancer Chip"

> I know the Chip makes the explosion bigger and stronger and that the Gem creates weird blue particles that do more dammage but Does it change anything when we use them both in conjunction (question mark)
(sorry my punctuation keys stopped working T_T)

I remember that it didn't seem that using the Chip along with the Gem did anything special like doing more damage or pushing the blue particles farther >_> I'd like to have your words as enlightenment


I thank thee in advance ^^
0

User is offline   Zaxtor 

#489

Version2 of my MOD is completed.
Were tested.
Fixed every known minor issues and moderate.
I played beginning to end by taking alternate route, secret places and level etc.

So it should be downloadable soon. I sent a message to MSandt to be added.

This post has been edited by Zaxtor: 07 February 2018 - 06:23 PM

4

User is offline   Zaxtor 

#490

Downloadable link for version 2
http://msdn.duke4.net/trequoniav2.zip
If you have Trequonia.grp, you can overwrite it with the new one in the download link.


If you don't have version 1.
http://msdn.duke4.net/trequonia.zip
make sure you download the version 1 cus it have the texture pack.
Then download version 2 and overwrite Trequonia.grp with new download.
6

User is offline   Zaxtor 

#491

Trequonia's website is completed.
Including enemies, screenshots, level pics, inventory, weapons info and more.
http://www.zaxtor.ne...ntrancePage.htm
4

User is offline   Polunka 

#492

WARNING! Spoilers in the attachment! (well, not really...)

So I tried playing through ANWR again in hopes of finding the alternate route of that level and have discovered what appears to be a glitch:
Spoiler

So, could you clarify what it is supposed to be? It clearly has been put there for a reason.

Attached thumbnail(s)

  • Attached Image: duke0020.png


This post has been edited by Polunka: 11 February 2018 - 05:35 AM

0

User is offline   Zaxtor 

#493

It's strange.
Works fine for me.
I even downloaded the Mod's zip file and works fine from the website.

Only cause of your error as I know of would be if the old version would have GAME.CON file outside the mod inside its folder
but I don't recall old version to have any GAME.CON file outside the folder.

if it does, delete GAME.CON cus the mod has one inside the grp file and doesn't need to have any CON file outside the GRP file to work.

This post has been edited by Zaxtor: 11 February 2018 - 07:34 AM

0

#494

I'm happy to see that V2 is out :dukecigar:

Do you think it would be worth the trouble that I make another detailed feedback for the alternate route levels ?

I will especially have to find that new Golden Gem to try it out (and also give the Cyan one a bigger try ...) !
0

User is offline   Zaxtor 

#495

I like the reviews etc.

Btw Dragon on ur end does the alternate way glitch too like Polunka??


On my end works fine, even when I downloaded the mod from the site for fun and tested, works.
0

#496

View PostZaxtor, on 11 February 2018 - 08:20 AM, said:

I like the reviews etc.

Btw Dragon on ur end does the alternate way glitch too like Polunka??


On my end works fine, even when I downloaded the mod from the site for fun and tested, works.



If it's me you're asking then I can't say since I haven't downloaded the new version yet, that will be for next week-end ^^
But I'll make sure to see if there's a con file in the folder and check things out accordingly >_>
0

User is offline   Zaxtor 

#497

Ok.

Con are inside the grp so it works without Con outside the grp file.
If any con in the Trequonia's folder remove them cus they dont need to be outside.
2

User is offline   Zaxtor 

#498

If you have a file called "textures" with no file type just "textures"
Textures the file that can get enormous and it can sometime mess up the maps. ROR etc.


Delete it.
Delete the "textures" file

if its size is 0 bytes, should pose no probs.

This post has been edited by Zaxtor: 11 February 2018 - 10:49 AM

0

#499

View PostZaxtor, on 11 February 2018 - 10:48 AM, said:

If you have a file called "textures" with no file type just "textures"
Textures the file that can get enormous and it can sometime mess up the maps. ROR etc.


Delete it.
Delete the "textures" file

if its size is 0 bytes, should pose no probs.


Are you referring to the texture Cache or is it a different issue ?
0

User is offline   Zaxtor 

#500

Yes that one.
the file with no type.

It caused weird things.

was during when I played through, did fixes, updates etc.
Maybe the cache bugs up when you add new stuff / update etc.

PS
on the mod's website added the map link that shows level maps etc.
Will add the ship and weird level map later today.

This post has been edited by Zaxtor: 11 February 2018 - 01:18 PM

0

#501

View PostZaxtor, on 11 February 2018 - 01:17 PM, said:

Yes that one.
the file with no type.

It caused weird things.

was during when I played through, did fixes, updates etc.
Maybe the cache bugs up when you add new stuff / update etc.

PS
on the mod's website added the map link that shows level maps etc.
Will add the ship and weird level map later today.


I suppose that, originally, the texture cache wasn't supposed to house so many textures ... I suppose it bugs out when they're too many textures and a certain value is exceeded or if the map has too much ROR going on, even though ROR issues should be linked to rendering not to textures >_>
OR maybe the cache glitched out the way you describe because you changed it directly while it shouldn't be, or maybe you changed it while you had a save already in place and used it a bit before the change and a bit after the change ... I suppose it could be another cause >_>

I'm not a specialist but it has somes sense to me ...

This post has been edited by TheDragonLiner: 11 February 2018 - 11:10 PM

0

User is offline   Polunka 

#502

View PostZaxtor, on 11 February 2018 - 09:15 AM, said:

Con are inside the grp so it works without Con outside the grp file.
If any con in the Trequonia's folder remove them cus they dont need to be outside.

That was the problem. I deleted the extra GAME.CON and the passage worked fine for me.

I've got to Deep Arctic Cave. Trying not to get lost since the level is even mazier than Secret Arctic Forest. Also, I managed to find the Strange Gem in ANWR Route 2; from what the website tells I get it's supposed to work as a universal boss slayer. right?
1

User is offline   Zaxtor 

#503

Strange gem is like a universal boss slayer.
It has other props too
Doesnt effect all bosses but effect many,

If it effect a boss and u have slayer, works combined with boss slayer so even more dmg,

Deep Arctic cave is kinda hard alternative to get self-repairing armor alongside that gem.

This post has been edited by Zaxtor: 12 February 2018 - 06:41 AM

1

User is offline   Zaxtor 

#504

PS
To make it slightly easier the hard Deep Arctic Cave.

in level 1, you get many resources as possible and instead of finishing lv1, u goto lv1a.
1

#505

This is what I get with the current eduke32:
eduke32 -usecwd -gTrequonia.grp -xgame.con
EDuke32 r6597
Built Jan 27 2018 12:11:50, GCC 7.2.0, 64-bit 
Application parameters: -usecwd -gTrequonia.grp -xgame.con 
Using CON file "game.con".
Using /home/martin/Downloads/trequonia1/ for game data
Initializing SDL 2.0.6
Using "x11" video driver
Searching for game data...
 Checksumming Trequonia.grp... Done
 Checksumming LOOKUP.DAT... Done
 Checksumming PALETTE.DAT... Done
 Checksumming SETUP.DAT... Done
 Checksumming TABLES.DAT... Done
Warning: could not find main data file "DUKE3D.GRP"!
Using file "Trequonia.grp" as game data.
Compiling: game.con (8407103 bytes)
Including: DEFS.CON (226014 bytes)
Including: USER.CON (170462 bytes)
game.con: In state `troopcode':
game.con:13512: warning: found `else' with no `if'.
game.con:13595: warning: found `else' with no `if'.
game.con: In state `droneshrunkstate':
game.con:14979: warning: found `else' with no `if'.
game.con: In state `pigshootenemystate':
game.con:15778: warning: found `else' with no `if'.
game.con: In state `checkboss3seekstate':
game.con:17104: warning: found `else' with no `if'.
game.con: In state `checkboss3hitstate':
game.con:17268: warning: found `else' with no `if'.
game.con: In state `boss3code':
game.con:17367: warning: found `else' with no `if'.
game.con: In state `checkliteborbnearplayer':
game.con:55077: warning: found `else' with no `if'.
game.con:55080: warning: malformed `else' branch
game.con:55211: warning: found `else' with no `if'.
game.con:55214: warning: malformed `else' branch
game.con: In state `gtroopduckstate':
game.con:79716: warning: found `else' with no `if'.
game.con:79718: warning: empty `ifactioncount' branch
game.con:79718: warning: empty `else' branch
game.con: In state `gtroopshrunkstate':
game.con:79968: warning: malformed `ifcount' branch
game.con:79968: warning: found `else' with no `if'.
game.con: At top level:
game.con:138150: warning: expected define or move, found action.
game.con: In actor `FINALBOSSBRAIN':
game.con:146306: warning: expected define, found action.
Relocating compiled code from to 0x00005565dff6b320 to 0x00005565e0aec3f0
/usr/games/eduke32/eduke32(+0x15d8a1)[0x5565ce0a48a1]
/lib/x86_64-linux-gnu/libc.so.6(+0x37140)[0x7fa321c51140]
/usr/games/eduke32/eduke32(+0x11b81c)[0x5565ce06281c]
/usr/games/eduke32/eduke32(+0x1209d0)[0x5565ce0679d0]
/usr/games/eduke32/eduke32(+0x2beab)[0x5565cdf72eab]
/usr/games/eduke32/eduke32(+0x2c4f4)[0x5565cdf734f4]
/usr/games/eduke32/eduke32(+0x150914)[0x5565ce097914]
/usr/games/eduke32/eduke32(main+0x379)[0x5565cdf74d99]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf1)[0x7fa321c3b1c1]
/usr/games/eduke32/eduke32(+0x305fa)[0x5565cdf775fa]

Is this ever likely to be fixed? I ask because you only supply a Windows version of the eduke32 you have used and don't provide source code. This makes the mod unplayable in Linux :)
0

User is offline   Zaxtor 

#506

I dunno much about Linux.
Your Eduke32 6597 wont work.
I've tried it

I use
EDuke32 2.0.0devel r4584 (64-bit)


The Eduke32 comes with the mod that works and it explains how to make it work


PS
I don't think is Linux causing it.
Does that on my Windows with that version.
Version comes with works fine, has txt files explaining it.

PPS
If you downloaded Version 2.
Make sure you have the texture packs that comes with version 1

And is playable in polymost not polymer.

This post has been edited by Zaxtor: 24 March 2018 - 06:42 AM

0

User is offline   Forge 

  • Speaker of the Outhouse

#507

View PostMartin Howe, on 24 March 2018 - 04:13 AM, said:

Is this ever likely to be fixed? I ask because you only supply a Windows version of the eduke32 you have used and don't provide source code. This makes the mod unplayable in Linux :)

Go to this link:

http://dukeworld.duk...ke32/synthesis/

find the release version synthesis #

download the source

edit: dang ninja post editors

This post has been edited by Forge: 24 March 2018 - 07:24 AM

0

#508

Thanks :)

In fact, you posted that during while I had actually booted the machine into Windows (ick). I found that that the included .EXE works fine and is, as you said above while I was doing it, r4584.

So I downloaded from synthesis builds the source for r4584 and while it compiles OK, as I suspected, building on a modern machine will cause issues; in my case it's the linker that give me problems:

Built object build/obj/dynamicgtk.o 
/usr/bin/ld: /tmp/ccoYaU0U.ltrans0.ltrans.o: relocation R_X86_64_32S against `.rodata' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans1.ltrans.o: relocation R_X86_64_32S against hidden symbol `GametypeFlags' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans2.ltrans.o: relocation R_X86_64_32 against hidden symbol `bunchdist.lto_priv.459' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans3.ltrans.o: relocation R_X86_64_32S against `.rodata' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans4.ltrans.o: relocation R_X86_64_32S against hidden symbol `g_player' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans5.ltrans.o: relocation R_X86_64_32S against `.bss' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans6.ltrans.o: relocation R_X86_64_32S against hidden symbol `validmode' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans7.ltrans.o: relocation R_X86_64_32S against hidden symbol `picsiz' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans8.ltrans.o: relocation R_X86_64_32S against hidden symbol `g_player' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans9.ltrans.o: relocation R_X86_64_32 against hidden symbol `sintable' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans10.ltrans.o: relocation R_X86_64_32S against hidden symbol `glfiltermodes' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans11.ltrans.o: relocation R_X86_64_32 against `.rodata.str1.1' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans12.ltrans.o: relocation R_X86_64_32 against hidden symbol `actor' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans13.ltrans.o: relocation R_X86_64_32 against `.rodata.str1.1' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans14.ltrans.o: relocation R_X86_64_32 against `.rodata.str1.1' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans15.ltrans.o: relocation R_X86_64_32 against hidden symbol `curpalette' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans16.ltrans.o: relocation R_X86_64_32S against hidden symbol `commandSizes.lto_priv.211' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans17.ltrans.o: relocation R_X86_64_32S against hidden symbol `headspritestat' cannot be used when making a shared object
/usr/bin/ld: /tmp/ccoYaU0U.ltrans18.ltrans.o: relocation R_X86_64_32S against `.rodata' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: /tmp/ccoYaU0U.ltrans19.ltrans.o: relocation R_X86_64_32S against `.rodata' cannot be used when making a shared object; recompile with -fPIC
/usr/bin/ld: final link failed: Nonrepresentable section on output
collect2: error: ld returned 1 exit status
Failed linking executable eduke32!
Makefile:404: recipe for target 'eduke32' failed


Do any of the eduke32 devs have any explanation how to build r4584 on a modern Linux system that builds the current eduke32?
0

#509

PS: @Forge, I was replying to Zaxtor and only saw your post afterwards.

I had actually just built the very latest eduke32 r6789 and that has the same issues, just the addresses are different.

This post has been edited by Martin Howe: 24 March 2018 - 07:23 AM

0

User is offline   Zaxtor 

#510

Got it to work yet?
0

Share this topic:


  • 18 Pages +
  • « First
  • 15
  • 16
  • 17
  • 18
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options