[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1111 Posted 11 December 2020 - 03:37 AM
A couple of observations regarding the addons:
1) The main maps lacked level names in original versions, so they were given generic "Mission 1, Mission 2, Mission 3" names, which is better than nothing as I can't think of a name for each map. However the user maps for Al-Qaeda still have their original filename as level name, example the Helicopter map is named Eliopter. I think some of these maps can be guessed which name to be given, at least in Helicopter's case. Not sure what names to give to the others but the user maps were also given the backwards order, at least in original version, I started playing them in alphabetical order which started with the Helicopter map and ended with the one that has an explosion at beginning, which I believe is called WOST'N and that is probably short for Workstation. Maybe the author of user maps can be contacted and asked for the level names unless a better solution is found?
2) The "Kick Laden" (KICKLADN or whatever is called) map has been edited to have an ending sector when you reach that "tower" place after surfacing from water, as the map didn't have an ending sector before. The sector that ends the level isn't actually the main sector where the two enemies reside, instead it's the ledge in front. I suppose it was done so that you can collect the RPG. I can't think of a place where a nuke button/ending sector would work better.
3) Related to the above, can the Al-Qaeda user maps be separated from the menu instead of being played in same episode? Since they were released separately and without logical progression, I think they should be player's choice how they are played, though I like that the inventory resets between them and that the first map chosen is that one that didn't have exit originally because it was made by a different author, though I still think they should be all separated. Maybe when EDuke32 gets the awaited feature to start User Maps defined as episodes which is needed for the Map Packs (Urban Map Pack, Space Map Pack, etc).
4) Is Plunder & Pillage going to be included at some point in the compilation? I don't see any reason to exclude it.
I think that's all for now. I will test a couple more addons next week, with Zombie Crisis being the first and easiest one to test.
This post has been edited by RunningDuke: 11 December 2020 - 03:40 AM
#1112 Posted 11 December 2020 - 04:09 AM
Mind the red-letter note
We are in testing stage now, not content stage.
This post has been edited by NightFright: 11 December 2020 - 04:17 AM
#1113 Posted 11 December 2020 - 04:39 AM
To make up for this short post, I'm going to test now Zombie Crisis and give reports later.
This post has been edited by RunningDuke: 11 December 2020 - 04:39 AM
#1114 Posted 11 December 2020 - 05:20 AM
1) No proper names were ever provided, so naming the levels after the file name is legitimate and will remain. I doubt the authors will still be found, anyway.
2) In KICKLADN, an exit sector was only added for the convenience of having it as part of an episode. If anything, it will be replaced by the original version which did not have any way to leave.
3) If this is done, then the bonus episodes in Platoon for example also need to be removed. AFAIK it won't be possible have regular episodes and a bonus map structure at the same time. Will it happen? Considering my request to properly add this feature is already a few years old... I guess rather not.
4) I did not know about the addon when I was gathering more content. Now it's too late. More widescreen tiles would have to be produced for this, more testing would have to be done and I neither have time nor motivation for it. It just didn't make the cut. I hope that's enough reason.
In general we are not supposed to discuss content or organization of files, these are trivial matters. Relevant right now is only: Do the maps work as intended or not? It's a simple, single-priority task.
This post has been edited by NightFright: 11 December 2020 - 05:21 AM
#1115 Posted 11 December 2020 - 05:36 AM
This post has been edited by RunningDuke: 11 December 2020 - 05:37 AM
#1116 Posted 13 December 2020 - 10:59 AM
#1117 Posted 13 December 2020 - 06:10 PM
#1118 Posted 14 December 2020 - 03:58 AM
That is normal since it's one of the usermap packs. They have no episodes, at least not any more. Most of these are currently not really supported since the necessary EDuke32 feature is missing.
Usermap packs are:
In the meantime, WGR2: Demon Throne has been updated to version 2.1.
1) Get the new base pack (12 MB)
2) Download wgrealms2_dt.cfg and wgrealms2_dt.grp from the repository.
This post has been edited by NightFright: 14 December 2020 - 03:58 AM
#1119 Posted 14 December 2020 - 04:20 AM
This post has been edited by The Watchtower: 14 December 2020 - 04:21 AM
#1120 Posted 14 December 2020 - 04:46 AM
This post has been edited by NightFright: 14 December 2020 - 04:55 AM
#1121 Posted 14 December 2020 - 07:19 AM
NightFright, on 14 December 2020 - 03:58 AM, said:
That is normal since it's one of the usermap packs. They have no episodes, at least not any more. Most of these are currently not really supported since the necessary EDuke32 feature is missing.
Wouldn't it be better to put in a stub level that instructs the player to use the DNSCOTTY or changelevel cheat to jump to the desired map?
#1122 Posted 14 December 2020 - 08:18 AM
#1123 Posted 15 December 2020 - 08:57 AM
Compared to original version of mod (that runs in a slightly older JFDuke3D version, though it can also be played in latest 2005 JFDuke3D), I no longer had two missing zombies on third or fourth map, so I'm not sure if it was fixed recently or something. However, in the Railyard map, there were two zombies in a sector outside the level. They can only be killed by noclipping to that room. I would suggest to remove that sector entirely, so you can get all kills in a normal gameplay. Other than that, there wasn't anything else to be found.
This post has been edited by RunningDuke: 15 December 2020 - 08:58 AM
#1124 Posted 15 December 2020 - 10:46 PM
(Normally I want to avoid touching maps at this point, but since this was a rather easy edit, I made an exception.)
Update now:
1) Get the new base pack (12 MB)
2) Download "zombiecrisis.grp" from the repository
Side note: On that same map, there are two zombies on an elevated ledge/balcony right next to the exit. I wasn't able to shoot them since the wall in front of them appears to be solid. Dunno if it's supposed to be like that or not, but OK...
This post has been edited by NightFright: 16 December 2020 - 02:37 AM
#1125 Posted 16 December 2020 - 12:13 AM
The new zombiecrisis.grp you posted doesn't get recognized by the addons.bat file (I guess you reuploaded the same Base Pack as before?), so had to continue testing with my previously downloaded zombiecrisis.grp, that one still got recognized by the launcher!
Yes, you are right, those two zombies are almost impossible to kill with default pistol (when I tested previously, I used the invisible RPG, Devastator and a modified Shrinker that acts like BFG from Doom, so I get rid of zombies quickly instead of having to kill them with the pistol) but I found a spot to kill them with the pistol. You must jump on those crates and shoot them while jumping to be able to hit them, which may not be intended since jumping and crouching aren't needed in the maps at all. Plus I also found a way to get softlocked, if you continue climbing and go further, you get locked inside that ledge and can only get out with DNCLIP (again this wasn't an issue for me right now since during testing, I can cheat as much as I like, it's only in normal gameplay I don't cheat at all). I have 4 screenshots that demonstrate how to kill those two zombies on ledge and the softlock issue.
#1126 Posted 16 December 2020 - 02:38 AM
The original Railyard map has apparently been lost to time and my version is the only available release out there. Only Quakis himself may still have the map, but good luck contacting him these days.
This post has been edited by NightFright: 16 December 2020 - 02:44 AM
#1127 Posted 16 December 2020 - 04:52 AM
I redownloaded (both the base pack and zombiecrisis.grp) and now works fine. I can confirm there weren't missing zombies this time around, the whole pointless sector was deleted thankfully.
However you can still get softlocked from one side as you can see in screenshot. It looks like if you climb on that crate, you get stuck and can only climb further crates which causes you to get softlocked like previously (stuck on that ledge). And the two zombies on ledge are still present, maybe they should be removed too.
I will attach a screenshot of the problematic place.
#1128 Posted 16 December 2020 - 05:47 AM
#1129 Posted 16 December 2020 - 06:43 AM
#1131 Posted 26 December 2020 - 11:05 PM
#1132 Posted 30 December 2020 - 07:54 AM
Also in Downtown Journey in E5L8 this PC doesn't work so it's impossible to get the keycard:
This post has been edited by Ax 34noff: 30 December 2020 - 07:58 AM
#1133 Posted 30 December 2020 - 10:38 AM
#1135 Posted 30 December 2020 - 02:14 PM
#1136 Posted 31 December 2020 - 02:53 AM
This post has been edited by NightFright: 31 December 2020 - 02:55 AM
#1137 Posted 31 December 2020 - 03:19 PM
This post has been edited by Ax 34noff: 31 December 2020 - 03:20 PM
#1139 Posted 01 January 2021 - 04:58 AM
This post has been edited by Ax 34noff: 01 January 2021 - 04:59 AM