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[RELEASE] Duke Hard episode  "By the Duke4 community"

User is offline   rambo919 

#391

so... nothing happened again?
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#392

I dunno, but if this is getting patched then I want my damn mirror fixed. One of them got broken in the last update.
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User is offline   MetHy 

#393

What door?
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User is offline   Forge 

  • Speaker of the Outhouse

#394

View PostHigh Treason, on 19 March 2016 - 05:11 AM, said:

I dunno, but if this is getting patched then I want my damn mirror fixed. One of them got broken in the last update.

View PostMetHy, on 19 March 2016 - 07:21 AM, said:

What door?

speed reading not your forte?

View PostDaedolon, on 03 February 2016 - 12:37 PM, said:

Doesn't work as intended with new versions of EDuke32, and there was some credits issues.

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

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#395

I'd have to run through again to be sure, but I think it was the one on the black walkway (With the yellow footstep effect), if not, it was in the bathroom next to the start of the map. One of them doesn't show the false reflection last I checked.
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User is offline   Daedolon 

  • Ancient Blood God

#396

Finally, someone else checking for issues with their maps.

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.
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#397

I want to update my map. Gonna move that damn switch to somewhere else and delete most of the indoor turrets.
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#398

It would be good integrate a Dukeplus (and Attrition) compatibility without using external patches.

This post has been edited by Fantinaikos: 20 March 2016 - 10:52 AM

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User is offline   Daedolon 

  • Ancient Blood God

#399

Not gonna happen. If we were to support any gameplay mods, it would be a ton of work on us when we're not even responsible for those mods.
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User is offline   NightFright 

  • The Truth is in here

#400

Hope that I am not getting on anyone's nerves here, but what exactly is holding back a release at this point? I was only waiting for the menu display glitch fix to put it into my addon compilation, but apparently there's bigger stuff pending since otherwise it wouldn't take so long, right? :D

*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

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User is offline   MetHy 

#401

We're close to releasing the 1.2 update. Sorry about the delay.

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

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#402

PM recieved, I've been tied up with stuff all day so if I don't get it in soon you'll have to wait until the other side of midnight GMT.

Hopefully I can get it done sooner than later, there wasn't much anyway, just a mirror I seem to think.
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#403

For the record I just replied to the PM hendricks sent with a fixed version of my map as well as an odd observation about the engine. I also messed up and sent the wrong revision first time, so whoever handles the file, it should be a ZIP labelled DH12FIX.ZIP as the other version I replied with had a texture alignment issue I forgot to repair. Otherwise that should all be working and should require no further tweaking, I'm happy to let the map back out the door in this state.
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User is offline   Steambull 

#404

View PostMetHy, on 04 June 2016 - 02:25 AM, said:

We're close to releasing the 1.2 update. Sorry about the delay.

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

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User is offline   MetHy 

#405

View PostSteambull, on 05 June 2016 - 07:48 AM, said:

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.


Okay, go on ahead then? Unless you trust me to do it.
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User is offline   Sanek 

#406

Sure he trust you. Go ahead and release it before the next eduke update make the whole thing go upside down. :)
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User is offline   NightFright 

  • The Truth is in here

#407

I don't know if it matters, but with the build I use in the addon compilation, I have this warning here (using latest EDuke32 r5771-x64):
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

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User is offline   MetHy 

#408

v1.2 out

Full changelog :
Spoiler


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

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User is offline   NightFright 

  • The Truth is in here

#409

At long last! Will implement this for the upcoming addon compilation patch. Thanks a lot, guys!
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#410

so i did some digging, and it seems that the maps have co-op spawns. but yet it was made for EDuke only, and not to mention that each time you enter a new level, you lose everything. so why not make it to where you can release these maps and make'em work for the likes of Megaton and such. cause there better off being user maps to play with DukePlus than being an episode mod like it is
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User is offline   Lunick 

#411

People have already released some of their singular maps to be used on Megaton (and the Workshop there) so it is up to the individual authors to make that decision.
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User is offline   Steve 64 

#412

Here a question what is your Time record for Eps 1 Level 3 on Duke Die Hard my is :03 sec


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

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User is offline   MetHy 

#413

Megaton is known for being easy on glitches and other "pass through walls or sos" things though. Try this in EDuke32.

This post has been edited by MetHy: 14 June 2016 - 01:50 AM

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#414

I remember pointing that out during development and I think I did it a couple of times in my LP..
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User is offline   MetHy 

#415

View PostMr. Nukem Roses, on 13 June 2016 - 09:43 PM, said:

so i did some digging, and it seems that the maps have co-op spawns. but yet it was made for EDuke only, and not to mention that each time you enter a new level, you lose everything. so why not make it to where you can release these maps and make'em work for the likes of Megaton and such. cause there better off being user maps to play with DukePlus than being an episode mod like it is


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

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#416

well i'm just gonna say this. as cool as the mod is, the thing about the maps for this mod is that they got co-op spawns in them. and there treated like usermaps already cause you made it to where weapons & items are taken away. i mean one would be better off ripping these maps from the mod and playing'em with a different mod like DukePlus or something. i look at these maps, and i see good maps to do co-op mode in rather than single player. and let's face it, it's been years. longer than Duke Nukem Forever took to be finally made & released for us to see EDuke32 have online support. i mean the best chance to possibly have a way to do online stuff, would be to do what Doomseeker does for the classic Doom games. i know this mod has been out for a long time now, but i think it'd be cool to see these maps brought to workshop and stuff and be played in the likes of co-op mode
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User is offline   Lunick 

#417

What's the point of putting maps on the Workshop now when it has a dwindling audience that will no doubt be overshadowed whenever Gearbox finally release their port. As MetHy has explained, the multiplayer starts included are future proofing the maps.

I think you're only arguing because you want to record the maps to co-op them and put on your channel :)
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#418

there's no telling when that'll happen, let alone how it'd be for the game. i know Megaton isn't the most liked port of Duke 3D to play on, but it has workshop, it has better online capabilities than anything out there so far. i've played a lot of usermaps made by people for Duke 3D over the years, and i've seen lot of maps that had potential to be co-op based maps. and the maps for this mod fit the bill for sure. cause the way they done, with losing everything when you enter a new level, to having co-op spawns added into the game. you might as well say that Duke Hard was made for a cooperative campaign. i'm not hating on the mod or anything, i'm just saying that the maps have a bit more to offer than just a solo usermap run
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User is offline   MetHy 

#419

You haven't been listening.

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

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User is offline   Steve 64 

#420

View PostMetHy, on 13 June 2016 - 10:56 PM, said:

Megaton is known for being easy on glitches and other "pass through walls or sos" things though. Try this in EDuke32.



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

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