[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1051 Posted 10 November 2020 - 09:42 AM
#1052 Posted 10 November 2020 - 09:50 AM
#1053 Posted 10 November 2020 - 09:56 AM
#1054 Posted 11 November 2020 - 01:10 PM
Jimmy, on 01 November 2020 - 11:51 PM, said:
EDuke32 r9275-6256d4bf7:
Grins of Divinity's ladders aren't functional
Infestation in Time and Starship Trooper's ladders are working
#1055 Posted 11 November 2020 - 01:25 PM
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
#1056 Posted 11 November 2020 - 02:18 PM
comorbidity, on 11 November 2020 - 01:10 PM, said:
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
#1057 Posted 11 November 2020 - 07:37 PM
NightFright, on 11 November 2020 - 01:25 PM, said:
Doom64hunter, 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.
#1058 Posted 11 November 2020 - 10:34 PM
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
#1059 Posted 12 November 2020 - 04:12 PM
Rednukem r11972-c905e4cd7
Built Nov 12 2020 17:57:50, GCC 10.2.1, 64-bit
#1060 Posted 12 November 2020 - 09:13 PM
#1062 Posted 12 November 2020 - 09:57 PM
#1063 Posted 13 November 2020 - 03:11 AM
This post has been edited by comorbidity: 13 November 2020 - 03:12 AM
#1064 Posted 13 November 2020 - 04:17 AM
This post has been edited by NightFright: 13 November 2020 - 04:17 AM
#1065 Posted 13 November 2020 - 07:20 PM
#1066 Posted 15 November 2020 - 07:35 PM
#1067 Posted 16 November 2020 - 02:06 AM
#1068 Posted 17 November 2020 - 02:13 AM
Update your EAC build:
- Get the updated base pack (12 MB).
- Get updated "downtown.grp" (0.4 MB) from the repository.
(If you want to know about details of this new version, there is a changelog named "downtown_changelog.txt" in the addons\readme\various subdir.)
This post has been edited by NightFright: 17 November 2020 - 02:18 AM
#1069 Posted 17 November 2020 - 01:00 PM
Edit:
Nevermind, I just redownloaded the file and it worked, guess I did something wrong. Will test further.
This post has been edited by themaniacboy: 17 November 2020 - 01:09 PM
#1070 Posted 17 November 2020 - 03:47 PM
ETPC, on 15 November 2020 - 07:35 PM, said:
Any more information on this regarding exact location of the bug? Would be interested in investigating the problem.
This post has been edited by Doom64hunter: 17 November 2020 - 03:47 PM
#1071 Posted 17 November 2020 - 08:04 PM
edit: hmm. RED4 is being very wonky. i had an enforcer appear upside down in the bar area that spawns on the stage and im encountering an issue in the engine room area where i can't progress because i keep getting warped to a black box where nothing happens.
This post has been edited by ETPC: 17 November 2020 - 08:38 PM
#1072 Posted 18 November 2020 - 06:31 AM
I also updated "Downtown Journey" once again with a small fix for E5L2.
Update your EAC build:
- Get the updated base pack (12 MB).
- Get updated "wgrealms2_dt.grp" (173 MB) and "downtown.grp" (0.4 MB) from the repository.
This post has been edited by NightFright: 18 November 2020 - 08:42 AM
#1073 Posted 19 November 2020 - 08:41 AM
#1074 Posted 19 November 2020 - 11:25 AM
ETPC, on 19 November 2020 - 08:41 AM, said:
can confirm; there was an upside-down enforcer and a teleportation to the blackout room (lights out scripted event going haywire?)
#1075 Posted 19 November 2020 - 12:58 PM
#1076 Posted 19 November 2020 - 11:14 PM
1) It is virtually impossible to throw the pipebomb through the hole in the door to blow the crack on the other side to reach the stairs.
2) Once you reach the engine room after using the blue keycard, entering a room when the lights are turned off locks you in a black box.
I tested with a few snapshots and found the following:
- r7470 or earlier: works as intended
- r7615-8659: pipebomb throw broken, black room works
- r8700 or later: nothing works
This indicates that the pipebomb throwing issue broke between r7470 and r7615 and the black room issue was introduced between r8659 and 8700. That should narrow it down enough for the EDuke32 team to investigate. Fun fact: r7552 also did not work at all, which is weird since in later builds at least the black room issue was solved again (for a while).
This post has been edited by NightFright: 20 November 2020 - 12:15 AM
#1077 Posted 20 November 2020 - 12:15 AM
I wanted to (re)play Barber's maps from The Gate, but in his first map (last map of the 3rd episode) I found a couple of issues:
You're supposed to shoot this sprite platform to make it go up, but if you try to do so while being on the platform, it breaks the whole thing. Yet, this seems to be the intended thing to do. Thankfully the whole point of this setup is to access a switch up there and you can simply aim up to shoot at it.
This teleporter seems to be supposed to send the player in a rotating SOS room below but instead, sends the player only a few steps away without changing floor. My hunch tells me that the original version used a glitch that got fixed but I haven't checked in M32 to make sure.
At this point I used noclip to check that room, didn't find anything in there despite all logic pointing to the fact there should be a keycard down there, and skipped to the next map. This last part however is probably just me.
This post has been edited by MetHy: 20 November 2020 - 12:16 AM
#1078 Posted 20 November 2020 - 12:25 AM
- ADG Episode
- Borg Nukem
- Crucial Conflict
- Grins of Divinity (ladders not working)
- JJ Duke Nukem 3D
- Red Series (RED4: pipebombs won't fit through hole/getting stuck in black room)
- Starship Troopers TC
- The Gate (GATE306: shooting sprite platform not working/teleporter to SOS room not working)
So far all of these seem to be EDuke32-related issues. In fact, they should all be since I played through all of these before (Grins maybe not that much) and could complete them without issues, at least a few years ago.
If anybody feels up to it, please test different EDuke32 snapshots to find out which is the last version that was able to run the maps properly. For RED4 I have roughly done that already.
This post has been edited by NightFright: 20 November 2020 - 01:03 AM