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[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

User is offline   Ax 34noff 

#1141

Edit:
1999 / 2000 TC: beatable though has a bug described above.
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User is offline   Ax 34noff 

#1142

A bug in Castle Dukenstein: dogs are very hard to kill, exactly like chickens in Redneck Rampage, except chickens can't eat you. Looks like a regression in Dukenstein or Eduke32, i played this mod before and dogs were easily killable.

This post has been edited by Ax 34noff: 01 January 2021 - 09:33 AM

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User is offline   Ax 34noff 

#1143

Turok Nukem - no bugs found
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User is offline   Ax 34noff 

#1144

Mic Episode - no bugs found
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User is offline   ETPC 

#1145

ran through FbSP Episode, zero bugs
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User is offline   Ax 34noff 

#1146

Community Build Project map 3: this lock doesn't work:

Attached thumbnail(s)

  • Attached Image: Screenshot_20210113_162511.png

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User is offline   NightFright 

  • The Truth is in here

#1147

The more I am reading of all the issues I never had when I played through all those maps some years ago, the more I start believing it's really better to include an outdated EDuke32 build with the Addon Compilation since there's no way we are getting all this fixed in the next few months.

Then again, I am relying on some features that have been added only recently, so we are in a predicament here. Maybe it works better in Rednukem (lol)?

This post has been edited by NightFright: 13 January 2021 - 06:35 AM

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User is offline   Ax 34noff 

#1148

Castle Dukenstein wit Rednukem:
scripts/patches.con:5: error: parameter `appendevent' is undefined.
scripts/patches.con:5: error: parameter `EVENT_SPAWN' is undefined.
scripts/patches.con:6: error: symbol `sprite' is not a variable.
scripts/patches.con:6: error: parameter `' is undefined.
scripts/patches.con:6: error: expected a keyword but found `THISACTOR'.
scripts/patches.con:6: error: expected a keyword but found `'.

Community Build Project with Rednukem:
scripts/community.con: In event `EVENT_GAME':
scripts/community.con:4: error: parameter `EVENT_GAME' is undefined.
scripts/community.con:7: error: expected a keyword but found `setuserdef'.
scripts/community.con:7: error: expected a keyword but found `.eog'.
scripts/reset.con:7: error: found `onevent' within an actor.
scripts/reset.con:7: error: parameter `EVENT_GAME' is undefined.
scripts/reset.con:9: error: expected a keyword but found `ifvarn'.
scripts/reset.con:9: error: expected a keyword but found `sprite'.


This post has been edited by Ax 34noff: 13 January 2021 - 09:55 AM

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User is offline   NightFright 

  • The Truth is in here

#1149

Beautiful. Let's just forget what I wrote.
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User is offline   ETPC 

#1150

quick sanity check: in dark place 2, the blue keycard is supposed to let me open the door right next to it, right? i'm not sure if this is a bug, i'm hopelessly lost and tempted to just noclip through the door. i've enclosed a screenshot just in case.

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  • Attached Image: duke0012.png

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User is offline   Forge 

  • Speaker of the Outhouse

#1151

View PostETPC, on 17 January 2021 - 08:34 AM, said:

quick sanity check: in dark place 2, the blue keycard is supposed to let me open the door right next to it, right?

maybe
go back and check each and every door again after using the keycard
that's the premise of all the dark places maps
push button, wander for 15 minutes until the unlocked door is accidently found
besides the decent atmosphere, the only reason 5 is tolerated is because the doors are within a 2 minute walk of the switch that opens them (a bit facetious, but not that far from accurate)
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User is offline   ETPC 

#1152

yeah, i know it's outside the scope of the project and my task but these levels are extremely annoying. im currently in the city part of dark place 4 and just running around in circles trying to figure out what to do. i'll keep going though, i want to be thorough.
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User is offline   ETPC 

#1153

ok, finished the dark places episode! aside from the blue keycard and a sticky switch in dark places 5 (the ones that turn off the forcefields), it seems to be totally bug free.
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User is offline   Aleks 

#1154

It'd be probably good to check the maps in Mapster and hold left Shift over the suspicious keyswitch to see its channel links and if it should open the door next to it or something else.
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User is offline   ETPC 

#1155

how do i do that with the way the addon pack is constructed? i'm very unfamilar with mapster compared to trenchbroom or GZDB/UDB
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User is offline   NightFright 

  • The Truth is in here

#1156

You can place a duke3d.def file in your Mapster32 directory with following entries:

loadgrp <Path to your duke3d.grp file>
loadgrp <Path to your desired mod>
include <Any def you want to load>


Example:
loadgrp c:\games\duke3d\duke3d.grp
loadgrp c:\games\duke3d\addons\zombiecrisis.grp


In theory, this should load all the art tiles and maps that come with both Duke3D and the mod in question when firing up Mapster32. I have to admit however that recently this didn't work for me any more.
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User is offline   FistMarine 

#1157

Personally I just create a Mapster shortcut (for each GRP file that I have installed in my EDuke32 folder) and load the GRP file like this: /g(nameofmod)
Example of Mapster32 shortcut for Zombie Crisis:
D:\EDuke32\mapster32.exe /gzombiecrisis.grp

After you do that, all the mod's resources should be loaded. Hold CTRL+F for loading all maps from the GRP file. After that you are free to load each map you want.
1

User is offline   Ax 34noff 

#1158

Total Meltdown: "Plug and Pray" episode is hard but beatable. "Butt Kicking Zone" is multiplayer episode and the first 4 episodes are unmodified original ones i suppose..
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User is offline   NightFright 

  • The Truth is in here

#1159

Yeah, that's how it's supposed to be. TM is (or was) the inofficial 5th episode before World Tour appeared. Normally I am hiding any of the original episodes, but for this I made an exception.
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User is offline   ETPC 

#1160

ran through LAW's AVP TC, zero bugs or issues! might not be a bad idea to give some recommended color correction settings in the readme? i know you mention 'brightness level 4' but i wasen't sure what that corresponded to.
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User is offline   ETPC 

#1161

ran through Duke Is Ten as well, no problems there either!
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User is offline   ETPC 

#1162

One more: the Spiegul Contest maps have no issues or bugs!
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User is offline   ETPC 

#1163

SHOWSTOPPER: Jungle Tour 3's textures do not load. eduke32.log has a line that says "loadpics: per-map ART file "/maps/junglet3_00.art": tile 3584 has dummytile or is locked"

this is on r9308

edit: updating to r309 fixed it? weird.

This post has been edited by ETPC: 04 February 2021 - 11:21 AM

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User is offline   NightFright 

  • The Truth is in here

#1164

I think this was a reported issue with per-map user art, fixed recently.
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User is offline   ETPC 

#1165

ah, good to hear. anyway, Jungle Tour Trilogy has zero issues otherwise!

also, i hope that author is doing ok nowadays.

This post has been edited by ETPC: 04 February 2021 - 11:48 AM

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User is offline   jimbob 

#1166

anyone know if DECAY and AWOL ever got released?
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User is offline   Aleks 

#1167

View PostETPC, on 04 February 2021 - 11:40 AM, said:

ah, good to hear. anyway, Jungle Tour Trilogy has zero issues otherwise!

also, i hope that author is doing ok nowadays.


I've been in touch with Steph, he's perfectly fine, don't worry! ;)
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User is offline   ETPC 

#1168

View PostAleks, on 05 February 2021 - 12:54 PM, said:

I've been in touch with Steph, he's perfectly fine, don't worry! ;)


that's genuinely great to hear!
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#1169

View PostNightFright, on 04 February 2021 - 11:35 AM, said:

I think this was a reported issue with per-map user art, fixed recently.


I haven't been keeping up with this thread because I've been busy with work, but this is not the case.
As the error states, either the tile is locked, or it is a dummytile, i.e. it has a "tilefromtexture" definition in a DEF file. Since Jungle Tour doesn't use DEF, we can rule the latter out.

The reason why it was fixed on the second attempt is because the error only occurs if you've entered E6L2 previously, which also has per-map art. So we can determine that it only happens after a per-map tile has been loaded previously. This can be done by loading the same map twice in a row, and it doesn't seem to matter how many non per-map tile using maps have been loaded in-between. The first load "taints" the storage somehow.

Furthermore, the problem doesn't occur for the AMC TC, which uses per-map tiles extensively. My suspicion here is that the tile range matters -- AMC uses tiles in the range 20480+ for per-map art, while Jungle Tour uses the usual usermap slot 3585-3839. Indeed if I only use the second per-map art file, where the range is from 3840-4095, no such issue occurs on repeated loads.
Speculation was wrong, this is the case because the AMC maps only lie around in folders and aren't loaded from GRP files.

EDIT: This only happens if the maps are loaded from within the GRP. I removed all scripts, sounds and music from the file and only left the maps, then included it through the `-g` parameter. This happens regardless of the tile range.

EDIT 2: And it turns out this is a problem of my own doing, it originates from r9266, which was a fix for another per-map art problem.

EDIT 3: Ok, found the cause and submitted a MR.

This post has been edited by Doom64hunter: 06 February 2021 - 03:07 AM

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User is offline   ETPC 

#1170

finished the christmas project, zero issues or bugs!
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