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

User is online   NightFright 

  • The Truth is in here

#1021

You will have fun with the new version, then. Mere_Duke supposedly fixed all problems, already some while ago. I hope he is still around, I might need him for more consultations.
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User is online   NightFright 

  • The Truth is in here

#1022

So, since it will obviously take ages to get enough testers the way I intended, I decided to do this differently.

I will now provide full access to the most recent development branch of the upcoming version 4.0 as it resides on my hard drive at this very moment. Please test anything you want with latest working EDuke32 snapshot (r9257 as of now). In most cases, I have not done anything that goes beyond checking whether the addons show up in the launcher or whether they load in general (without errors).

To make this work, you will have to do the following:
1) Download the base pack (zip, 11.9 MB) and unzip it into your EDuke32 dir.
2) Download any addon you want from this repository and place any downloaded file into your "addons" subdir.
3) Run the compilation with addons.bat (Atomic) or addons_wt.bat (World Tour).

For a detailed changelog and more info about the addons in general, please consult the included addons_readme.txt (in addons/readme subdir) which is up-to-date.

KNOWN ISSUE:
All user map packs (Bolduc Pack, C3PO Pack, Cerovsky Pack, Glavic Pack, Kucera Pack, Pinxten Pack, Quakis Pack, Ruohonen Pack, Space Map Pack, Spiegul Contest, Stranger Pack, Taivo Pack, Urban Map Pack) either don't work as intended or not at all due to the lack of a properly implemented usermaps feature.

IMPORTANT:
Please refrain from requesting any additional addon to be added at this point. The only purpose of this pre-release is to find problems either with the included addons or EDuke32 code.


Code-intense addons which should receive more testing:
Borg Nukem
Chimera
Fusion Redux 2018 (received a lot of fixes)
Grins of Divinity
Infestation in Time
Merc 1+2
Oblivion (that one's gonna hurt for sure)
Platoon
Quest for Al-Qa'eda
Quest for Hussein
Starship Troopers TC (this one was pretty broken)
The Gate (especially the final boss map which was considerably fixed)
WGR2: Knee Deep (includes the outdated Siege Breaker, so it's likely there will be some issues)
WGR2: Demon Throne (well, it should work, it's brand-new)

I don't want to exclude that other addons can show issues in specific maps as well since EDuke32 tends to break some functions over time, so feel free to check any other addon as thoroughly as you can as well.
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User is offline   ETPC 

#1023

I will test out The Gate tonight
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User is online   NightFright 

  • The Truth is in here

#1024

Outstanding. The goal btw is to have everything ready by mid January 2021, so a release at the end of that month is possible.

Primary renderers for testing should be Classic or Polymost (unless explicitly stated otherwise in the readme). I am done with Polymer.

This post has been edited by NightFright: 19 October 2020 - 11:43 AM

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User is offline   ETPC 

#1025

testing with polymost and the latest eduke32 snapshot. just completed episode 1 on CGS! nothing aside from some minor visual bugs (a small HOM here or there) on e1l3, l4 and l7. also noticing that the weird new slug monsters are hard to hit unless they are right in front of me. onto episode 2!
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User is online   NightFright 

  • The Truth is in here

#1026

Smaller visual glitches are OK. What matters more would be stuff like switches that don't work, doors not opening, scripts not triggering, enemies not dying, crashes or any other kinds of showstoppers.The Gate received an important fix in the end that would make it impossible to destroy the brains that would weaken the boss. You still need to avoid that the boss follows you through one of the gateways, though. There is little we were able to do about that.
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User is offline   ETPC 

#1027

the anti-gravity pad.......i'm not sure *how* it's supposed to work in e3l6 but i managed to just jetpack through it. i'll do episode 4 tommorow!
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User is offline   ETPC 

#1028

and that's episode 4 done! zero issues with the boss, brains all worked as they should (ie. they blew up). i can say in good faith that the gate is 100% ready and encountered zero issues other then small visual bugs here and there. no scripting issues, no crashes.
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User is online   Aleks 

#1029

View PostNightFright, on 19 October 2020 - 09:30 PM, said:

You still need to avoid that the boss follows you through one of the gateways, though. There is little we were able to do about that.


I have never considered that a bug, but rather a challenge in The Gate - that you had to outmaneuver the boss while he's invincible, so he doesn't follow you into one of the teleporters and make your way much harder this way. On the other hand, one could also use this to his advantage to trap the boss and have easier way around.
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User is offline   ETPC 

#1030

Gonna test out the SST TC over the weekend
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User is offline   ETPC 

#1031

Apologies for double post, but I ran through all of the TC + bonus levels and only encountered one missing ART tile in Before The Storm (in the comm room) that was crucial to the level. Otherwise, it worked perfectly fine! Zero crashes, all the levels worked (though I never once got the hang of the ladders).
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User is offline   Jimmy 

  • 1776 World Wide

#1032

EDuke32 has different collision than the original game. SST probably uses an exploit of the original behaviour to create ladders. I'd recommend using RedNukem to play larger more advanced old mods like SST and Grins of Divinity.

This post has been edited by Jimmy: 01 November 2020 - 11:51 PM

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User is online   NightFright 

  • The Truth is in here

#1033

Maybe something like compatibility settings should be considered to be added to EDuke32 so that mods explicitly requiring such behavior would work without having to adjust anything.
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User is offline   Jimmy 

  • 1776 World Wide

#1034

Sounds like bloat and potential for more issues. RedNukem is fine.
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User is online   NightFright 

  • The Truth is in here

#1035

Well, if anybody wants to test all of this on other ports, feel free to do so, but EDuke32 will remain the target port one way or the other. Rednukem and EDuke32 should be close enough to each other code-wise to not require large adjustments (I guess).
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User is offline   ETPC 

#1036

honestly, i remember the ladders being annoying as hell back in 2000 so i won't sweat it

also god im old

oh, i just ran through the ADG episode! zero problems whatsoever, again!

This post has been edited by ETPC: 02 November 2020 - 08:55 PM

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User is offline   ETPC 

#1037

ran through Crucial Conflict, zero issues!
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User is online   NightFright 

  • The Truth is in here

#1038

That one has practically zero custom code. I would have been surprised if it didn't work properly.
1

User is offline   ETPC 

#1039

hey, you never know, right? plus it was only around an hour long, so didn't take much time at all.
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User is offline   ETPC 

#1040

ran through borg nukem, did both episodes. zero issues again!
1

User is online   NightFright 

  • The Truth is in here

#1041

Good, that one was an entry from the list. Keep going, sadly it seems you are the only one actually doing something right now.
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User is offline   ETPC 

#1042

hey, i bugged you enough over the past year and change, it wouldn't be right to wait for someone else to do everything!
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#1043

View PostJimmy, on 01 November 2020 - 11:51 PM, said:

EDuke32 has different collision than the original game. SST probably uses an exploit of the original behaviour to create ladders. I'd recommend using RedNukem to play larger more advanced old mods like SST and Grins of Divinity.


EDuke32 r9275-6256d4bf7:

Grins of Divinity's ladders aren't functional
Infestation in Time and Starship Trooper's ladders are working
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User is online   NightFright 

  • The Truth is in here

#1044

Does it work with Rednukem?

Anyway, this would be something I wouldn't fix through map updates. The port needs to make it work properly.

This post has been edited by NightFright: 11 November 2020 - 01:32 PM

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#1045

View Postcomorbidity, on 11 November 2020 - 01:10 PM, said:

EDuke32 r9275-6256d4bf7:

Grins of Divinity's ladders aren't functional
Infestation in Time and Starship Trooper's ladders are working


See: https://voidpoint.io...e32/-/issues/68
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#1046

View PostNightFright, on 11 November 2020 - 01:25 PM, said:

Does it work with Rednukem?Anyway, this would be something I wouldn't fix through map updates. The port needs to make it work properly.



View PostDoom64hunter, on 11 November 2020 - 02:18 PM, said:



I've yet to test it with that fork of eDuke32. I can confirm the same behavior in Raze (0.6.0-573-g57ad04803) which obviously forked at a later point.

Just surprised that the other TCs exploited similar functions in the engine and were working.

Anyways, I'll report back if I find anything 'funny' with the new set of addons.
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User is online   NightFright 

  • The Truth is in here

#1047

With kind permission of Preto Murara, I have added "Downtown Journey" (even though I didn't want to add anything at this point, but it was really easy).

Update your EAC build as follows:
- Get the updated base pack (12 MB).
- Get "downtown.grp" (0.4 MB) from the repository.

For the record, here is a short overview what has been tested so far (OK / Bug / Showstopper):
- ADG Episode
- Borg Nukem
- Crucial Conflict

- Grins of Divinity (ladders not working - EDuke32 issue)
- Starship Troopers TC
- The Gate


This post has been edited by NightFright: 11 November 2020 - 10:40 PM

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#1048

Seems like every addon I've tried thus far with the Rednukem port have had CON compilation issues.

Rednukem r11972-c905e4cd7
Built Nov 12 2020 17:57:50, GCC 10.2.1, 64-bit
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User is online   NightFright 

  • The Truth is in here

#1049

I never tried to run any addon with Rednukem. Not sure if it's even possible to make them compatible. If the port is lacking code portions from EDuke32, it's never going to work.
0

#1050

Aye. Just throwing that out there. :)
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