Duke Nukem 3D Steam Community Workshop "Usersmaps playable on the steam version of Duke3D"
#331 Posted 14 February 2014 - 12:22 AM
#332 Posted 14 February 2014 - 01:43 AM
#333 Posted 14 February 2014 - 01:52 AM
#334 Posted 14 February 2014 - 02:49 AM
#335 Posted 14 February 2014 - 03:16 AM
Hexi
Entrepot
Mega Socked Devil Ruins (0ruin0.map)
I will also upload Alcatraz at some point but first I need to find the map. Plenty of maps with this name I guess, it was DM only and REALLY huge, like only good for at the very least 3-4 players.
Also, does anyone remember the names of those maps? IIRC they were really fun DM maps, too
1) Pretty sure this one was also singleplayer map, pretty famous?
http://i101.photobuc.../xDukev19-4.jpg
2) I think it was SP too as well
http://i101.photobuc...1sMETHY1vsC.jpg
3)
http://i101.photobuc...3D/duke0068.jpg
http://i101.photobuc...3D/duke0058.jpg
This post has been edited by MetHy: 14 February 2014 - 03:17 AM
#336 Posted 14 February 2014 - 03:40 AM
MetHy, on 12 February 2014 - 03:11 AM, said:
If I want to play a usermap I have to launch an episode of the game, then get back to title, and then select a usermap. That way it won't crash.
Okay, the issue got worse now. I can't play any usermap at all anymore, used not to freeze if I start a normal episode and THEN get back to title and select a usermap, but now it freezes even if I do that so I can't play any usermap anymore on Megaton. I hope the next update also fixes this...
#337 Posted 14 February 2014 - 04:18 AM
#338 Posted 14 February 2014 - 04:54 AM
Micky C, on 14 February 2014 - 01:52 AM, said:
I got a report that my map Domination crashes for a guy using linux, it's almost 2000 sprites.
http://steamcommunit...33523425852126/
#339 Posted 14 February 2014 - 05:53 AM
MetHy, on 14 February 2014 - 03:40 AM, said:
Can you take a screenshot of all folder you have in gameroot\workshop\maps
#340 Posted 14 February 2014 - 05:54 AM
termit, on 13 February 2014 - 03:41 AM, said:
of minor note, the 1.2.2 update made Duke 23:4 playable - i use that term loosely.
let's just say it doesn't crash on start anymore
This post has been edited by Forge: 14 February 2014 - 06:04 AM
#341 Posted 14 February 2014 - 05:59 AM
termit, on 14 February 2014 - 05:53 AM, said:
#342 Posted 14 February 2014 - 06:54 AM
termit, on 14 February 2014 - 05:53 AM, said:
Same issue here, so I figured another list can't hurt...
Also, I just tested BCPB and it CTD first attempt but has run twice since.
stdout said it crashed when it encountered an error attempting to write polymost texcache. I run an ati card so texture cache is disabled.
@ Methy, screenshot 3 is from DX-MOHAVE
This post has been edited by Drek: 14 February 2014 - 06:58 AM
#343 Posted 14 February 2014 - 07:58 AM
Drek, on 14 February 2014 - 06:54 AM, said:
Oh and it's already in Megaton's maps folder so that's nice! IIRC it was a good map
#344 Posted 14 February 2014 - 08:59 AM
MetHy, on 14 February 2014 - 03:16 AM, said:
I do not remember this, lol
#346 Posted 14 February 2014 - 08:10 PM
MetHy, on 14 February 2014 - 03:16 AM, said:
like James said, that kinda looks like Ruin by Stranger
http://www.scent-88....R/ruin/ruin.php
MetHy, on 14 February 2014 - 03:40 AM, said:
did you delete the map off your hard drive? (don't forget it's put in 2 locations when you subscribe: gameroot\workshop\maps & Steam\userdata\########\ugc\download (or temp. can't remember)
have you tried launching a user map in offline mode?
This post has been edited by Forge: 14 February 2014 - 08:21 PM
#347 Posted 15 February 2014 - 12:40 AM
Lunick, on 14 February 2014 - 12:22 AM, said:
After looking into my issue further, I can play BCBP fine if I clear the textures.cache before launching the game. If I don't, the game crashed upon loading the map.
Edit: After doing this a couple times, it still crashes whether I clear it or not. I guess it really does just hate me.
This post has been edited by Lunick: 15 February 2014 - 12:50 AM
#348 Posted 15 February 2014 - 01:57 AM
anyway I guess I'll wait the next version, it's not big deal
#349 Posted 15 February 2014 - 02:56 AM
Just thought I'd put that out there.
#350 Posted 15 February 2014 - 03:09 AM
Also I just played the version of Library (DX-Library) that is given with the steam version of the game. Holy shit, I don't know where you got that version but the guy who did it completely ruined the map. Item placement was great in the original map and it's just AWFUL in this one. It's too hard to get a good weapon, and there is that fucking jetpack, who thought that was a good idea.... With the jetpack and the terrible item placement, once somebody gets the jetpack and starts killing the other, it's WAY too hard for the other to get back on his feet because the other one controls the entire map with the jetpack already. Library is a great map, but that DX-Library you put there is just awful. If you ask me you should change the map and put the original instead http://dukerepository.com/maps/Library
Now I just hope not every "DX" usermap given with Megaton is a ruined version of the original....
This post has been edited by MetHy: 15 February 2014 - 03:09 AM
#351 Posted 15 February 2014 - 06:06 AM
MetHy, on 15 February 2014 - 03:09 AM, said:
DX = Duke Xtreme. They were lifted off a copy of Duke Xtreme. Apparently someone within the community told Termit which maps were the best to include with Megaton and ended up being 10 maps (I have the others uploaded, just search for the collection. One map isn't included because it is glitched beyond visually in Megaton) and it matches my copy. I'm also sure this is the original on the workshop http://steamcommunit...s/?id=215263539
As for the other maps, I think only Anslem(x) was a popular map. I couldn't find traces to authors for any of the other Deathmatch maps for Duke Xtreme which is kind of sad really because I highly doubt all the maps were made by Sunstorm Interactive. I know Robert Travis (who made Aztec, Anslem and Hoth) had some of his maps included but still... would be great to find out the origins of each map somehow.
This post has been edited by Lunick: 15 February 2014 - 06:09 AM
#352 Posted 15 February 2014 - 06:24 AM
#353 Posted 15 February 2014 - 06:25 AM
Micky C, on 15 February 2014 - 06:24 AM, said:
I've replied to this like 3 times on the Megaton Hub now but, I tested it myself and the same thing happens in Coop in 1.5 DOS Duke (Didn't feel like checking other versions). It thinks it is a weapon and weapon only.
#354 Posted 15 February 2014 - 06:33 AM
Micky C, on 15 February 2014 - 06:24 AM, said:
Yes it's a setting in original game so that in coop, every player can pick the weapon and don't have to wait until it respawns, or, in case respawns are off, everybody can have it.
The problem with that is that some usermaps tend to put the same weapons several times to give ammo, instead of well, simply giving the ammo the 2nd time and on.
But anyway, balance is screwed in coop, in every map... so I think the best is to play with all item respawns on, OR everything off and in this case have very good communication on which player needs to pick what. This would require a mic though, I never did it.
Anyway you're missing out if you never played Duke coop before. I remember having tons of fun playing episodes, maps in coop with Steambull, I think the best was when we played WGRealms1.
Also, is it me or latency tends to be big in Megaton? I don't remember having that much latency when playing with DukesterX and YANG even with people who lived farther away. But then again, my internet connection has changed since then (it has faster download but apparently NOT faster ping...) so maybe that's just me...
This post has been edited by MetHy: 15 February 2014 - 06:35 AM
#355 Posted 15 February 2014 - 06:33 AM
Edit: How do we set it with all items respawn? I can't see any such options/settings anywhere in Megaton.
This post has been edited by Micky C: 15 February 2014 - 06:36 AM
#356 Posted 15 February 2014 - 06:40 AM
#357 Posted 15 February 2014 - 07:54 AM
termit, on 14 February 2014 - 07:17 PM, said:
I ran version 1.2.3 for the first time and I was able to view my usermaps, even played one. The second time it crashed (actually froze and I had to CTRL ALT DEL out) now I can't view them anymore.
here is stdout.txt
Added:
OK. I went through the workshop/maps folder and looked in the zips. A lot of shit gets up that shouldn't thumbs.db jpegs midi and wrongly named .json files and a .JSon files. I deleted a lot of maps, unsubscribed to them and now it loads. I will systematically resubscribe until I find the culprit.
Added more:
added again... I give up, it worked for a bit now it doesn't. I didn't resub to anything... Also, I rebooted my pc it worked the first time not after.
This post has been edited by Drek: 15 February 2014 - 11:53 AM
#358 Posted 15 February 2014 - 09:58 AM
The normal way it went in COOP was that:
1. You could only pick up one weapon sprite.
2. You can pick up any ammo (normal settings do not allow it to respawn)
3. KEY CARDS DO NOT RESPAWN!!!!
This is a major game breaker that I have brought up before, some large user maps make use of the same colour key card, so I can just go back up pick up the same card from before without getting the card where I am intended to get it.
What is meant to happen is that the player who picks it up (possibly all players get this card at this point, MetH can you confirm this?) keeps this card even if they die till it is used in the key slot, then it is removed from the player.
This post has been edited by The Commander: 15 February 2014 - 09:59 AM
#359 Posted 15 February 2014 - 10:10 AM
As for items respawns there are 2 different settings, one in which everything diseappears (including weapons) but also respawn. At least that's how it was in dukesterX, but perhaps it was a glitch in dukesterX and we were using DM respawns for coop?
This post has been edited by MetHy: 15 February 2014 - 10:10 AM