[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1081 Posted 22 November 2020 - 02:51 AM
#1083 Posted 22 November 2020 - 09:25 AM
NightFright, on 22 November 2020 - 02:51 AM, said:
is there a way to fix that? cause the updated stuff i found only had the grp files. and no info stuff for them. i'd love to be able to have everything updated and playable as much as possible
#1084 Posted 22 November 2020 - 11:11 AM
This post has been edited by NightFright: 22 November 2020 - 11:13 AM
#1085 Posted 22 November 2020 - 01:22 PM
NightFright, on 22 November 2020 - 11:11 AM, said:
yeah. i managed to find that at pure randomness. although some of the addons still don't appear in the selection when loading up EDuke. some of the addons that did load up though. some kinda got me surprised yet curious. i had no idea about the Total Meltdown Remake
#1086 Posted 23 November 2020 - 01:34 PM
#1087 Posted 24 November 2020 - 07:50 AM
#1089 Posted 25 November 2020 - 12:04 AM
1) Download the updated base pack (12 MB)
2) Redownload the following 19 addons from the repository:
Quote
2000tc.grp
acropolis.grp
aqua.grp
countdown.grp
crucialconflict.grp
daikarin.grp
dukeland.grp
dukenstein.grp
eyeofcul.grp
finalconfront.grp
haunted.grp
lostduke.grp
mic episode.grp
munasta.grp
outpostx.grp
savior.grp
wgspace.grp
xenocide.grp
This post has been edited by NightFright: 25 November 2020 - 01:14 AM
#1090 Posted 27 November 2020 - 09:31 AM
You know the drill:
1) Update your base pack (12 MB).
2) Download updated fm4x.grp (4.2 MB) from the repository.
This post has been edited by NightFright: 27 November 2020 - 09:31 AM
#1091 Posted 28 November 2020 - 03:05 PM
Quote Fernando:
Quote
Please re-download the base pack and fm4x.grp. Links are still the same from my post above this one.
This post has been edited by NightFright: 28 November 2020 - 03:05 PM
#1092 Posted 02 December 2020 - 12:34 AM
Quote
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WGR2: Knee Deep (includes the outdated Siege Breaker, so it's likely there will be some issues)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)
Some might have been tested in the meantime, so I will be testing the following (mostly addons that I played in past and recently):
Chimera, Fusion Redux 2018, Grins of Divinity, Oblivion (I'm playing through it currently and I'm halfway through E1, the original version of Oblivion, not the updated one from EAC, so I will be mostly testing that with cheats to make sure it works), Platoon, Quest for Al-Qaeda and Quest for Hussein. I will also test Plunder & Pillage...wait a second, Plunder & Pillage isn't included? I find it a bit odd considering that both Quests are included.
Aside from these, I may test others like FM4X, just let me know which ones need urgent testing. I'm happy to see the addon compilation is still being worked on.
This post has been edited by RunningDuke: 02 December 2020 - 12:37 AM
#1093 Posted 02 December 2020 - 07:53 AM
Already looks like EDuke32 will need some serious fixes before the end.
#1094 Posted 02 December 2020 - 08:54 AM
#1095 Posted 02 December 2020 - 09:23 AM
So, please update your base packs once more. Here are the links:
Latest base pack
Addon repository
Here is the latest list of addons already tested:
- ADG Episode
- Borg Nukem
- Crucial Conflict
- Duke Is 007
- 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)
This post has been edited by NightFright: 02 December 2020 - 09:36 AM
#1098 Posted 03 December 2020 - 10:16 PM
#1100 Posted 03 December 2020 - 11:31 PM
I am sure there will be more problems surfacing during the testing phase, though.
This post has been edited by NightFright: 03 December 2020 - 11:31 PM
#1101 Posted 04 December 2020 - 05:08 PM
NightFright, on 03 December 2020 - 11:31 PM, said:
I am sure there will be more problems surfacing during the testing phase, though.
I just tested Grins and found the version it breaks at, release 20190319-7437. Ladders work fine in the previous release 7432. Note I am testing on the release version, not the compilation pack, although that shouldn't actually make a difference. The changelog for 7437 has some stuff about projectile collisions and whatever MAXCLIPNUM is. I found this thread on the forum which talks about controversial changes (on this page and the next):
https://forums.duke4.../page__st__8700
What's interesting is that 7432 is supposed to be the version with all of the game breaking clipping changes, but it works fine there. Hopefully this means that whatever the fix is will be trivial for the engine devs. I'm afraid I can't offer up more time/energy researching more, and anything engine-level is beyond me anyway. But this is the culprit, and I bet running 7432 would solve other related issues.
As for an actual fix for the ladders, in the pre-EDuke days there was an extreme level of jank required to make things work, and the ladders were no exception. The good news is they are mostly self contained code-wise and could be replaced with a simple and modern fix. If no one else can step up to the plate, I can see about whipping something up. Is the compilation version using the "decompiled" CON? Unfortunately the original CON has been lost to time.
This post has been edited by Reaper_Man: 04 December 2020 - 05:12 PM
#1102 Posted 04 December 2020 - 08:28 PM
#1103 Posted 05 December 2020 - 12:52 AM
Back in the days some people apparently believed mods would launch faster if you omitted any linebreaks in the code. Maybe it actually did make a difference with really slow PCs, but these days for sure not.
Anyway, thanks a lot for finding out the version that broke the ladders. Will mention this in my testing list from now on.
Regarding elevators not working: It's nothing we should ignore. Could be something that may cause bigger issues elsewhere. Need to check it out.
#1104 Posted 05 December 2020 - 08:15 AM
quick screen grab of the two problem elevators in this room in DNCM2. i'm currently standing on one, trying to make it go up. the one on the bottom left does the same thing. eduke build is r9257, i'll try with an older build in a little bit.
This post has been edited by ETPC: 05 December 2020 - 08:16 AM
#1105 Posted 05 December 2020 - 03:55 PM
https://forums.duke4...ladder-problem/
NightFright, on 05 December 2020 - 12:52 AM, said:
Back in the days some people apparently believed mods would launch faster if you omitted any linebreaks in the code. Maybe it actually did make a difference with really slow PCs, but these days for sure not.
Anyway, thanks a lot for finding out the version that broke the ladders. Will mention this in my testing list from now on.
Regarding elevators not working: It's nothing we should ignore. Could be something that may cause bigger issues elsewhere. Need to check it out.
It was for performance and memory reasons, and even then Grins would crash the engine occasionally. I developed Grins on a 75mhz Pentium 1 with either 8mb or 16mb of RAM, which at the time it was released was beyond outdated, and I think I had the lowest spec system of anyone on the team.
Anyway, if you are using the more readable CON then that's the best that's out there. Forum member Simon_Croes did that cleanup some years ago, I had wanted to do a more in depth re-write but never found the time/energy. I'm currently working on another EDuke project, so maybe in a few months when that's finished I'll consider going back to Grins and refactoring the code.
This post has been edited by Reaper_Man: 05 December 2020 - 03:59 PM
#1106 Posted 07 December 2020 - 08:05 AM
- ADG Episode
- Borg Nukem
- C&C TC
- Crucial Conflict
- DaikariN
- Duke Is 007
- JJ Duke Nukem 3D
- Starship Troopers TC
- Critical Mass (DNCM2: two elevators not working)
- Grins of Divinity (ladders not working after r7432)
- The Gate (GATE306: shooting sprite platform not working/teleporter to SOS room not working)
- Red Series (RED4: pipebombs won't fit through hole, r7470-7615/getting stuck in black room, r8659-8700)
Still need to nail down the exact "last working" builds for
- Critical Mass
- The Gate
- Red Series
#1107 Posted 07 December 2020 - 08:12 AM
#1108 Posted 07 December 2020 - 08:14 AM
#1109 Posted 07 December 2020 - 08:23 AM
#1110 Posted 07 December 2020 - 08:35 AM
Ideally before 4.0 goes final, there will (or should) be a recent EDuke32 snapshot that is able to run everything. We all know things will break again after that eventually, but I really want to avoid that people have to use outdated builds for this.