[RELEASE] Duke Hard episode "By the Duke4 community"
#392 Posted 19 March 2016 - 05:11 AM
#394 Posted 19 March 2016 - 08:26 AM
High Treason, on 19 March 2016 - 05:11 AM, said:
MetHy, on 19 March 2016 - 07:21 AM, said:
speed reading not your forte?
Daedolon, on 03 February 2016 - 12:37 PM, said:
it's catch 22. The more time it takes to fix things, the more time there is for eduke32 updates to break things
This post has been edited by Forge: 19 March 2016 - 08:29 AM
#395 Posted 19 March 2016 - 10:11 AM
#396 Posted 20 March 2016 - 02:09 AM
I wasn't sure if we were clear enough, but it's looking like this will be the final version of Duke Hard, so please let us know if there's problems with your content in it.
#397 Posted 20 March 2016 - 08:00 AM
#398 Posted 20 March 2016 - 10:15 AM
This post has been edited by Fantinaikos: 20 March 2016 - 10:52 AM
#399 Posted 20 March 2016 - 12:05 PM
#400 Posted 01 April 2016 - 03:19 AM
*EDIT April 4*
I want to release the addon compilation this month (April). Can't wait for all the fixes you guys wanna put in there obviously. Someone please tell me either how to correct the menu glitch by myself or provide a fixed con file if possible.
This post has been edited by NightFright: 04 April 2016 - 12:08 AM
#401 Posted 04 June 2016 - 02:25 AM
I've also sent PMs to High Treason and Mister Sinister who both wanted to update/fix their map a little. If anyone else want to fix something or has anything to report now is the time! Thanks
This post has been edited by MetHy: 04 June 2016 - 02:26 AM
#402 Posted 04 June 2016 - 05:16 AM
Hopefully I can get it done sooner than later, there wasn't much anyway, just a mirror I seem to think.
#403 Posted 04 June 2016 - 10:00 PM
#404 Posted 05 June 2016 - 07:48 AM
MetHy, on 04 June 2016 - 02:25 AM, said:
I've also sent PMs to High Treason and Mister Sinister who both wanted to update/fix their map a little. If anyone else want to fix something or has anything to report now is the time! Thanks
Well I do hate those explosions in my map that we've talked about, "fixing" it would be just a matter of moving the C4 sprites away, but this is not game-breaking so I don't necessarily need to cause more trouble because of it.
Oh wait! There needs to be shitty magenta tint on the screen every time a shot is fired, the BLord needs to shoot @ Duke FIRST, every silent moment needs to have someone saying "noooo!" aaaaaand I want someone to make a ghost sprite of Freddie Mercury to stand there at the end. That all okay?
This post has been edited by Steambull: 05 June 2016 - 08:09 AM
#405 Posted 05 June 2016 - 08:22 AM
Steambull, on 05 June 2016 - 07:48 AM, said:
Okay, go on ahead then? Unless you trust me to do it.
#406 Posted 06 June 2016 - 05:28 AM
#407 Posted 06 June 2016 - 11:15 PM
dukehard2.con:41: warning: variable `for' masks keyword.
It's about this line in the level order randomizer:
gamevar for 0 0
I guess it's not a good idea to use "for" as a gamevar if it's already used in another way. Dunno if it's important or not, but maybe you can fix it while you are at it.
This post has been edited by NightFright: 07 June 2016 - 12:15 AM
#408 Posted 08 June 2016 - 05:38 AM
Full changelog :
Dukeworld and moddb links updated.
If anyone has uploaded it somewhere else, please update to v1.2.
I took it on myself to move the explosion sprites that would hit the player in Steambull's map. I moved them back a little and as a consequence, because the next sectors are lowered, had to lower two of them as well. It's almost nothing but now they're a lot less likely to hit the player unfairly.
This post has been edited by MetHy: 08 June 2016 - 05:42 AM
#409 Posted 09 June 2016 - 10:54 PM
#410 Posted 13 June 2016 - 09:43 PM
#411 Posted 13 June 2016 - 09:46 PM
#412 Posted 13 June 2016 - 09:56 PM
The Reason why it say Death Roll cause it Megaton Edition doing I think
This post has been edited by Demon Duke: 13 June 2016 - 10:16 PM
#413 Posted 13 June 2016 - 10:56 PM
This post has been edited by MetHy: 14 June 2016 - 01:50 AM
#414 Posted 14 June 2016 - 01:31 AM
#415 Posted 14 June 2016 - 01:50 AM
Mr. Nukem Roses, on 13 June 2016 - 09:43 PM, said:
If you had tried running the maps in Megaton, you'd have realized tons of things are off, from graphical stuff to effects (some more advanced effects in some maps probably don't work as intended in Megaton).
For instance, the first map: in original Duke and Megaton only active sprites are carried by subways. So the cars going around the level with sprite "people" in them? Wouldn't work.
Then a bit later on I have a transparent mask wall curtain, and behind a fan texture, which uses transparency as well. You can't have two transparency at once in original Duke and Megaton, the 2nd one will appear pink.
Then further in the map you have a bunch of floor aligned sprites, except that in original Duke/Megaton, only certain sprites can be floor aligned or else they will appear glitchy (I think it's like, only square ones or maybe only those which resolution is a power of 4? I don't remember), so anyway several sprites appear glitchy.
Also when uploading Forge's map on Megaton's workshop, all the sprites inside the aquarium kept flickering in and out. No idea why.
That's just basic stuff, and just the first map. Like I said, some advanced effects probably don't work as intended.
Then you have the fact that if you upload maps individually you'll be missing the intro, ending videos, the menu, the stats screen, the randomizer. We'd also have to find/make .ogg version of the songs. Also, the idea is to play this as a episode, not invidivually.
Then you also have the fact I don't personally like Megaton that much, with its smoothed out full 3D renderer and with its "widescreen support" that consists in a zoom-in; and like we said just above, it glitches a lot more easily (which is why speedrunners use it).
Besides, Megaton's online has a lot of latency.
Then you have the fact that full co-op support would have to include map changes so that players can't get stuck. Like for instance when a path closes behind you, etc
We did provide co-op spawn points, so whenever EDuke32 has working multiplayer, we can give it a try, or if you want it to give a try in an old version of EDuke32 or in megaton, you can but at your own risk but know that tons of things won't be correct. But it won't be fully supported until we give that a try whenever EDuke32 has multiplayer again. We won't make downgraded version of maps just so we can play it a laggy ugly environment, sorry.
The standard these days is to use EDuke32, especially for maps and modding. Tons of people assume that making a vanilla compatible map (which is pretty what it takes for them to be Megaton compatible, except for the ressources limit which is higher) is as simple as not going over the old wall limit or not using any main EDuke32 feature like TROR or lights or code changes etc
There are in fact plenty of small things we now take for granted which just don't work in vanilla, like for instance, using any sprite as floor aligned. Also an advanced trick of effect you get to work in EDuke32 may not work in vanilla, even if it doesn't use any "EDuke32 exclusive" stuff.
For instance, the ship shooting rockets in the rooftop map of Duke Hard? The rockets don't work in vanilla/megaton. The ship has to be pretty much on the same Z axis level as the player for that to work in vanilla/megaton, but in EDuke32, it does work when the ship is above you. I'd have to get rid of the ship for the map to work properly in vanilla/megaton, OR lower the Z height of the ship AND all the buildings and everything surrounding the rooftop, which would be ugly as fuck.
This post has been edited by MetHy: 14 June 2016 - 01:57 AM
#416 Posted 14 June 2016 - 03:18 AM
#417 Posted 14 June 2016 - 03:25 AM
I think you're only arguing because you want to record the maps to co-op them and put on your channel
#418 Posted 14 June 2016 - 03:50 AM
#419 Posted 14 June 2016 - 04:18 AM
It is not possible.
Not unless we release a 2nd version with downgraded maps. Nobody involved in the episode would want to make a mirror "shit version".
Not to mention that some maps like Construction Destruction or Poorman's Library really aren't designed for co-op. Or even Abstractech with its moving walls. We could technically make co-op friendly verisons of those, in the sense that they would be "functional", beatable without the risk of a player getting stuck, but that still doesn't make the design intended for co-op.
This post has been edited by MetHy: 14 June 2016 - 04:19 AM
#420 Posted 14 June 2016 - 07:41 AM
MetHy, on 13 June 2016 - 10:56 PM, said:
It is the map not megaton doe's it in EDuke32 as well
This post has been edited by Demon Duke: 14 June 2016 - 09:00 AM