RELEASE: DUKE NUKEM FOREVER 2013 "it wasn´t a hoax."
#901 Posted 05 March 2018 - 03:39 AM
Tried playing DNF2013 with EDuke32 r6717 and reached the place in the EDF headquarters where you have to blow up the shooting range dummy after the aliens attack the base (see Youtube video). However, the crack does not blow up when I shoot it with the RPG.
Can anybody confirm this?
[I know, the mod is supposed to be played with the supplied exe, but still, it'd be great to know what changed in EDuke32 behavior to break this.]
This post has been edited by NightFright: 05 March 2018 - 03:43 AM
#902 Posted 05 March 2018 - 11:42 AM
@NIghtFright: Did you try checking with the _included_ exe as well? It's a problem in any case, but we should be 100% sure that the copy you downloaded works with the older exe.
This post has been edited by Trooper Dan: 05 March 2018 - 11:53 AM
#903 Posted 05 March 2018 - 10:58 PM
EDIT: I found something that may be relevant. The crack sprite has a hitag of -12069. The actual number entered is 53467 but it overflows to negative. I wonder if that number is now outside of the allowable hitag range. Maybe it was all along, but a former EDuke32 bug let is slip past? I will try changing it to a more sane number to see what happens.
EDIT2
Problem Identified. The hitag 53467 is outside of the allowable range in recent revisions, but it worked back in 2013. I changed the tags to 3467 and the effect worked fine.
This post has been edited by Trooper Dan: 05 March 2018 - 11:14 PM
#904 Posted 05 March 2018 - 11:49 PM
Changelog from r6581:
Quote
Any issues in Duke's code relating to misunderstanding these types are now restricted to Duke itself rather than changing the engine and potentially introducing new issues in all Build games.
Since I have played the whole mod including DLC with r6717, I can say this is the only problem I was able to find - however, a quite severe one.
This post has been edited by NightFright: 05 March 2018 - 11:51 PM
#905 Posted 06 March 2018 - 02:25 AM
#907 Posted 06 March 2018 - 06:15 AM
#908 Posted 06 March 2018 - 07:58 AM
This post has been edited by NightFright: 06 March 2018 - 08:06 AM
#909 Posted 06 March 2018 - 10:19 AM
These efforts are meaningless and should be added to fix the performance issues or the neverending annoyances like the chaingun when it runs out of ammo. I'm pretty sure the more-than-once reported floor aligned, not block/hitscan tagged button problem is still there too.
This post has been edited by Nancsi: 06 March 2018 - 10:29 AM
#910 Posted 06 March 2018 - 12:13 PM
VGA, on 06 March 2018 - 06:15 AM, said:
That advice is included because it is well-known that newer builds sometimes break things. It's the safest way for the mod developer to avoid hearing about problems that they have no control over. However, newer builds really should work flawlessly. In this case, it's important for newer builds to work because DNF is still being developed, and the next release will include all of the old levels with updates, as well as new content. As the person who will be coding the scripts in the next release, I really don't wan to be stuck using a build of EDuke32 from 2013. It lacks a lot of features and improvements of the current build, like widescreen working properly.
#911 Posted 06 March 2018 - 12:30 PM
I am glad you guys are still working on this and hope for more maps of similar quality than those that came with the 2013 release. The bike sequences were great but sometimes annoying because driving mistakes happened quite frequently in high-speed situations. And as remarkable as the "Born To Be Wild" bike level from the DLC was, it was a nightmare to get through. You were forced to drive fast during tunnel collapses and any mistake could be your last. If there are more vehicle sequences in the new version, they should be more enjoyable.
This post has been edited by NightFright: 06 March 2018 - 12:33 PM
#912 Posted 06 March 2018 - 12:36 PM
#913 Posted 06 March 2018 - 12:46 PM
This post has been edited by NightFright: 06 March 2018 - 12:47 PM
#914 Posted 06 March 2018 - 07:10 PM
#915 Posted 07 March 2018 - 04:36 AM
Nancsi, on 06 March 2018 - 10:19 AM, said:
These efforts are meaningless and should be added to fix the performance issues or the neverending annoyances like the chaingun when it runs out of ammo. I'm pretty sure the more-than-once reported floor aligned, not block/hitscan tagged button problem is still there too.
Most of the time a break like this happens, it’s because they were fixing/tweaking someone else, and it just happened to have a flow-on effect to other areas.
#916 Posted 07 March 2018 - 09:58 PM
The 2013 version was stress-tested and released with the exe so comfortably provided in the package. While the crack bug was a good finding, I´m not interested on problems which happen after changing files on the mod, and it shouldn´t be advised on this thread to do so.
#917 Posted 08 March 2018 - 10:58 AM
Nancsi, on 06 March 2018 - 07:10 PM, said:
It's a well-known counter bug of Duke Nukem 3D. Long ago I've modified DNFGAME.CON/DLCGAME.CON for myself and got rid of most of the very annoying bugs. Played throught the mod twice, found no big problems with counters.
#918 Posted 14 March 2018 - 03:24 AM
P.s. The ending brought a chuckle with the sudden turn after the sombre tone!
#919 Posted 14 March 2018 - 10:49 AM
#921 Posted 15 March 2018 - 05:30 AM
Malgon, on 14 March 2018 - 10:35 PM, said:
http://www.moddb.com...speedometer-fix
#923 Posted 18 March 2018 - 06:32 AM
From what I can see, the changes to EDuke32 are purely cosmetic, so given what has been said above about fixing regressions, presumably the latest build should at least run the mod? Have I understood this correctly or did I miss something (in which case please forgive me, it's a long thread)?
EDIT: Well it seems to work so far.
I never played the original DNF as it got slated for development hell and then many people said when it did happen it wasn't great. This looks promising so will crack on with it.
This post has been edited by Martin Howe: 18 March 2018 - 07:25 AM
#924 Posted 18 March 2018 - 07:16 AM
#925 Posted 18 March 2018 - 07:21 AM
http://dukeworld.duk.../20130331-3634/
Eduke32 is constantly evolving and therefore values, features and other peculiarities we relied our mod on back then, may be broken, missing, or affected by new features.
I strongly recommend you to use the build on the link above, so you can get the most of the experience!
#926 Posted 18 March 2018 - 07:27 AM
NightFright, on 18 March 2018 - 07:16 AM, said:
As I said some posts ago, you should not advice to run this mod using a different build than the one we provided it with.
I know it may work and be playable. But I assure you that -as the person who built a large part of it- there´s a bunch of things that may alter or affect the original experience. So there´s no reason at all to rely on an untested newer version, because the one that comes with the mod runs perfectly on all systems.
#927 Posted 18 March 2018 - 07:50 AM
Anyway, I guess once an updated version of the mod is released, it will be ok to use recent snapshots. Whenever that will be.
This post has been edited by NightFright: 18 March 2018 - 08:07 AM
#928 Posted 18 March 2018 - 07:56 AM
#929 Posted 18 March 2018 - 09:29 AM
Gambini, on 18 March 2018 - 07:27 AM, said:
I know it may work and be playable. But I assure you that -as the person who built a large part of it- there´s a bunch of things that may alter or affect the original experience. So there´s no reason at all to rely on an untested newer version, because the one that comes with the mod runs perfectly on all systems.
The future of EDuke32 depends on content made for it being accessible as possible. I agree that first time players should use the version it came with unless special needs arise. But experienced players should use the latest EDuke32 so problems can be identified and we can fix anything that is broken.
#930 Posted 18 March 2018 - 09:37 AM
Hendricks266, on 18 March 2018 - 09:29 AM, said:
Why fix something that already works? And works perfectly fine.