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Trequonia mod [RELEASED]  "Downloadable link."

User is offline   Zaxtor 

#181

I always have ideas.
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User is offline   Polunka 

#182

I'd like to report some more of what can be considered bugs. After this I think I'm gonna take a break from Trequonia before version 2 is released (I'll try to find every other secret om secret level 3 at that version as well). So far I think I've covered (almost) every glitch I could find (even the glitch in the maze of secret level 3).

First, there are some ammo sprites at E4L22 which seemingly can't be picked up (sprites 8132, 8133 and 8134).

Secondly, is it normal that the cutscene-to-gameplay transfer screen doesn't adjust to user's resolution (see the attached pic to comprehend)? Same is true for the gasmask hud as well (can't send a screen shot right now but if you need it, I can do it). And if it's normal, is there a way to make it do so?

Also, how soon can we play the second version?

Attached thumbnail(s)

  • Attached Image: duke0018.png


This post has been edited by Polunka: 05 September 2017 - 02:12 AM

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User is offline   Polunka 

#183

Btw, use '+J to jump to sprites by number.

This post has been edited by Polunka: 05 September 2017 - 03:48 AM

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User is offline   Zaxtor 

#184

Ammo is probably some TROR bug cus the floor where they are is touching TROR end, so I'll add some small inv sprite few pixels above floor, should solve it. Small sprite will lift ammo few pixels above ground.

Cutscene does not shrink/adjust screen.

PS what is that weird black square in the screenshot u sent?
I went to cutscene spot and I dont see that.

Screenshots are important

This post has been edited by Zaxtor: 05 September 2017 - 07:34 AM

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User is offline   Polunka 

#185

View PostZaxtor, on 05 September 2017 - 07:25 AM, said:

PS what is that weird black square in the screenshot u sent?
I went to cutscene spot and I dont see that.

That pic was shot in the process of cutscene fading back to gameplay. My resolution was set to 1366x768, that's the reason why the black square was there (since you've said cutscenes don't adjust for custom resolutions).

Still, how soon are you planning to release version 2 of the mod?

This post has been edited by Polunka: 05 September 2017 - 07:52 AM

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User is offline   Zaxtor 

#186

I use different resolution.
I thought resolution (stetches) Duke stuff and wouldn't do that.

I play duke in 800x600


V2 should be in few months, hopefully before 2018
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User is offline   Zaxtor 

#187

I increased resolution and get same issues.
I have a way to fix it.
I make cutscene the thing larger
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User is offline   Polunka 

#188

View PostZaxtor, on 05 September 2017 - 08:09 AM, said:

I increased resolution and get same issues.
I have a way to fix it.
I make cutscene the thing larger

Nice! Now I think my job of a beta tester is done here. Well, at least for some time...

This post has been edited by Polunka: 05 September 2017 - 08:33 AM

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User is offline   BestViking 

#189

I'm taking a small break as well. It's a great mod, but very demanding to play over time. Levels are huge and long term projects to complete. I went back to Oblivion to compare and see the difference. It was significant. You can even see the progress from E1 to E4 in Oblivion! Trequonia is a leap first and foremost in coding. That is what is most impressive about it if you ask me. It doesn't feel so much like a standard build game anymore, even though the base mechanics are there.

According to your site, you have another mod planned too, but since you're updating this one, I guess that will be far off in the future.

Either way I am excited to follow your works. I was on the forums when Oblivion was first constructed, back in the AMC/Repository days. For some reason this year I was compelled to pick up Duke again and saw your mod was scheduled for release.
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User is offline   Zaxtor 

#190

The rectangular resolution causes probs and fixing that would require too much work, some art in model to be redone.
mask scene and others will be very complicated etc.
So is best a cubic, near cubic resolution.

Max Duke resolution I can display is 1366x768
(my screen resolution is 1440 x 900 (at my aunt when I visit her with her screen I can go higher)


so I made so it does that.
Posted Image
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User is offline   Zaxtor 

#191

Yes may be another mod in the future.
Will be totally polymer based mod.
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User is offline   Zaxtor 

#192

So best resolutions for my mod will be.
800x600,
1280x1024
higher
even max of Eduke32 "3072x2304"
near-cubic resolution.

This post has been edited by Zaxtor: 05 September 2017 - 09:27 AM

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#193

Not sure if was already posted, but if someone gets the same problem as me with "download quota exceeded", there's a tool - MegaDownloader - which helps. Caution: Chrome doesn't like this file.
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User is offline   Zaxtor 

#194

The file was added on MSDN Mikko's duke site.
Says right now connection thing exceeded,
Wait a little bit.
Maybe is being overwhelmed

This post has been edited by Zaxtor: 05 September 2017 - 11:43 AM

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#195

I have a weird glitch .. whenever I take this Hydrazine here > Attached Image: duke0001.png
It explodes right away O_o
Here I already had the ducktape but it explodes even when I don't have it :/

If it may be of help, unlike in my first playthrough (where it didn't explode) I did the Out Of This Dimension level and managed to destroy the side moving wall boss before reaching the end of its arena and found a bunch of enhancers.
1

#196

Found my first glitch...

Attached Image: duke0000.png
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User is offline   Zaxtor 

#197

You need to play this mod in polymost 32bit or 64 depend ur machine (32 bit mode in Edule32).
in 8 bit, it will glitch, display wrong textures, and etc

This post has been edited by Zaxtor: 05 September 2017 - 05:24 PM

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User is offline   Zaxtor 

#198

Hydrazine explodes if you fall (ur feet making impact sound).
Jumping while holding it.
Shooting it.
Etc.

If you climb on the dresser and take it and walk off, is high enough to blow up.
If you're on it, by accident while taking it, Duck down and walk off. u should be ok
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#199

View PostZaxtor, on 05 September 2017 - 05:30 PM, said:

Hydrazine explodes if you fall (ur feet making impact sound).
Jumping while holding it.
Shooting it.
Etc.

If you climb on the dresser and take it and walk off, is high enough to blow up.
If you're on it, by accident while taking it, Duck down and walk off. u should be ok


I understood that the first time I played the level but my problem is that even when I'm already on the ground it explodes right away, I don't have time to either crouch, walk, or even make the slightest movement O_o
It explodes as soon as I pick it up, no matter I'm on the desk or not
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User is offline   Zaxtor 

#200

Weird, I tested it not long ago and doesn't prematurely explodes.
I walk off the top of the dresser (explodes as suppose to)
If you're on the ground, it should not blow up.
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#201

View PostZaxtor, on 05 September 2017 - 11:18 PM, said:

Weird, I tested it not long ago and doesn't prematurely explodes.
I walk off the top of the dresser (explodes as suppose to)
If you're on the ground, it should not blow up.


Well it still does >_>


BTW in the mean time I managed to reach The Core again, and I'm still stuck !

I press those switches >> Attached Image: duke0002.png + Attached Image: duke0004.png
Monsters spawn and lead me respectively to these doors >> Attached Image: duke0003.png + Attached Image: duke0005.png
BUT NONE of them opens T_T

There's clearly a problem with that map, or it's me being blind IDK but there's clearly something >_>
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User is offline   Zaxtor 

#202

Is weird, never had issues,
Other user beat the level etc.
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#203

View PostZaxtor, on 06 September 2017 - 12:15 AM, said:

Is weird, never had issues,
Other user beat the level etc.


The fact other people beat the level is actually what worries me the most T_T

It may be too much ask but maybe could you PM me the course of action from the starting point up to the point where these doors are supposed to open ?
Since you don't have issues maybe this will have me (or us) find the thing that is troublesome ...

I kept a save from the previous level (Machines without going into The Core) just in case ...
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User is offline   Polunka 

#204

View PostTheDragonLiner, on 06 September 2017 - 12:12 AM, said:

BUT NONE of them opens T_T

There's clearly a problem with that map, or it's me being blind IDK but there's clearly something >_>

All these non-working doors (your problem as well as what I reported for level 8) seem to be engine-inherent. Looks like the game somehow manages to fuck up savestates randomly. Good thing you've made a backup.

P.S.: Damn, what's wrong with me? I thought I'd already taken a break from this mod, yet I'm still hanging around out here responding to every friggin' post.

This post has been edited by Polunka: 06 September 2017 - 06:14 AM

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#205

View PostPolunka, on 06 September 2017 - 06:11 AM, said:

All these non-working doors (your problem as well as what I reported for level 8) seem to be engine-inherent. Looks like the game somehow manages to fuck up savestates randomly. Good thing you've made a backup.

P.S.: Damn, what's wrong with me? I thought I'd already taken a break from this mod, yet I'm still hanging around out here responding to every friggin' post.


So according to you I would need to try doing the level from my back-up without saving in the mean time ?
I guess I can try that but not today, do you really think that saving can mess up the map like that O_o ?

I believe you managed to beat the game on your end right ? You've never encountered that problem of doors that don't unlock ?
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User is offline   Polunka 

#206

View PostTheDragonLiner, on 06 September 2017 - 07:50 AM, said:

I believe you managed to beat the game on your end right ? You've never encountered that problem of doors that don't unlock ?

No, I didn't, apart from what I reported about level 8. Tho I'm starting to lean towards an assumption that it's a glitch that's related to the map itself (or even coding).

But did you encounter any malfunctioning doors at level 11 on your first playthrough? It's not like you reported anything like that.
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#207

View PostPolunka, on 06 September 2017 - 07:55 AM, said:

No, I didn't, apart from what I reported about level 8. Tho I'm starting to lean towards an assumption that it's a glitch that's related to the map itself (or even coding).

But did you encounter any malfunctioning doors at level 11 on your first playthrough? It's not like you reported anything like that.


Well Level 11 IS The Core, and YES on my first playthrough I was stuck exactly the same way >> The 2 yellow doors that I show, according to Zaxtor, are supposed to be opened when I press the switches that I showed here and last time BUT they never ever open.

Also oddly enough about one of the doors in question (the one with a pigcop) I remember when I dnclipped to seek a solution I found a switch with a camera that showed that very door !
It feels like I am supposed to open those doors from places I can't even reach in the first place O_o


I think that what I will do next time is that I'll try playing without saving like you gave me the idea and if it doesn't work then I will either start a new playthrough with the objective of making my detailed feedback OR I'll cheat in order to unblock myself and carry on "legitimately" >_>
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User is offline   Zaxtor 

#208

For V2 I might put numbers above the doors at the doorhub.
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User is offline   Polunka 

#209

View PostZaxtor, on 06 September 2017 - 09:31 AM, said:

For V2 I might put numbers above the doors at the doorhub.

Good idea. You did the same in Oblivion's case (for the most part).
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#210

View PostPolunka, on 07 September 2017 - 03:24 AM, said:

Good idea. You did the same in Oblivion's case (for the most part).


Yes, and he also used symbols even though not always and when they were they were not always clearly visible
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