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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

#1111

Nah. We are almost there with the feature. It's supposed to open the usermaps folder in the menu by default any time you start a new game or finish a map. Already works with ungrouped content since quite a while, but not from within a group-/zipfile, for whatever reason.
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User is offline   FistMarine 

#1112

Tested Zombie Crisis (quickly with DNSTUFF & DNKROZ) and it works fine. I tested the two bonus maps as well.

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

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User is online   NightFright 

  • The Truth is in here

#1113

Zombie Crisis has been updated to fix 4 inaccessible enemies in an out-of-bounds sector.
(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

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User is offline   FistMarine 

#1114

Ah yes, there were 4 zombies in that sector (I looked now in mapster), two of them were flagged to appear on hardest skill which is weird since Railyard had most (if not all?) zombies present appear on all skill levels, I also noticed the main ZC levels have a lot of zombies on skill 4 too but I didn't try to play on S4 since I don't want any respawning bullshit unless respawning has been disabled in this mod, I may check soon to see if the mod can be completed on hardest skill. I would also appreciate if you have a working link to the original Railyard map because I couldn't find it (only a link on 3D Realms forums that wasn't archived and Quakis didn't have the map hosted on his TAW website either), I want to play it on the original version of Zombie Crisis just for hell of it. :P

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.

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User is online   NightFright 

  • The Truth is in here

#1115

I updated the base pack link. Please download again.
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

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User is offline   FistMarine 

#1116

I understand about Railyard map. I see Quakis sometimes logged on the forums but I haven't tried contacting him to ask about the map and maybe it's not worth in the end (I already played through every map the mod offered, including Basement and those weird test maps that were included initially), as Railyard will always be available in the addon compilation version. I guess I will instead play Quakis' other releases.

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. :P

I will attach a screenshot of the problematic place.

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User is online   NightFright 

  • The Truth is in here

#1117

I feel like I have tempered with the map enough already. This is a trivial matter and the map works fine. Time to move on to something else.
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User is offline   FistMarine 

#1118

Alright then. I will test something else in the meantime, maybe tomorrow. I will focus on Fusion Redux & GOD TC this time.
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User is offline   ETPC 

#1119

ran through the roch series, had zero issues or bugs!
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User is offline   ETPC 

#1120

played through all of GOD TC with r7395 with zero issues! i hope this just means the ladders are all that's busted in newer versions.
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User is offline   Ax 34noff 

#1121

A Dream Trilogy has broken ladders too + some Polymer glitches + some places are too dark (maybe there should be dynamic lights which doesn't work for some reason?).
Also in Downtown Journey in E5L8 this PC doesn't work so it's impossible to get the keycard:

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This post has been edited by Ax 34noff: 30 December 2020 - 07:58 AM

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User is online   NightFright 

  • The Truth is in here

#1122

Downtown Journey has seen some updates since its official release. You get the keycard in a different way now. Please consult my walkthrough if you cannot find it. Hint: It's a switch now.
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User is offline   Ax 34noff 

#1123

Ok, Downtown Journey - no bugs found.
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User is offline   Ax 34noff 

#1124

A bug found in Alien Extermination: flamethrower freezes facehuggers instead of burning them.
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User is online   NightFright 

  • The Truth is in here

#1125

Not a showstopper. Only those matter.

This post has been edited by NightFright: 31 December 2020 - 02:55 AM

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User is offline   Ax 34noff 

#1126

Alien Extermination, episode 4, Outpost level: looks like this elevator is broken so you get stuck in this secret place:

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This post has been edited by Ax 34noff: 31 December 2020 - 03:20 PM

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User is offline   Ax 34noff 

#1127

Edit: it works, i just used it wrong way. My pardons.
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User is offline   Ax 34noff 

#1128

Edit 2: Alien Extermination - playable, beatable except minor bugs. Even ladders work.

This post has been edited by Ax 34noff: 01 January 2021 - 04:59 AM

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User is offline   Ax 34noff 

#1129

1999 TC: a really lot of some kind of invisible bulletproof objects on The Wash map. Still playable but very annoying.
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User is offline   Ax 34noff 

#1130

Edit:
1999 / 2000 TC: beatable though has a bug described above.
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User is offline   Ax 34noff 

#1131

A bug in Castle Dukenstein: dogs are very hard to kill, exactly like chickens in Redneck Rampage, except chickens can't eat you. Looks like a regression in Dukenstein or Eduke32, i played this mod before and dogs were easily killable.

This post has been edited by Ax 34noff: 01 January 2021 - 09:33 AM

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User is offline   Ax 34noff 

#1132

Turok Nukem - no bugs found
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User is offline   Ax 34noff 

#1133

Mic Episode - no bugs found
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User is offline   ETPC 

#1134

ran through FbSP Episode, zero bugs
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User is offline   Ax 34noff 

#1135

Community Build Project map 3: this lock doesn't work:

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User is online   NightFright 

  • The Truth is in here

#1136

The more I am reading of all the issues I never had when I played through all those maps some years ago, the more I start believing it's really better to include an outdated EDuke32 build with the Addon Compilation since there's no way we are getting all this fixed in the next few months.

Then again, I am relying on some features that have been added only recently, so we are in a predicament here. Maybe it works better in Rednukem (lol)?

This post has been edited by NightFright: 13 January 2021 - 06:35 AM

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User is offline   Ax 34noff 

#1137

Castle Dukenstein wit Rednukem:
scripts/patches.con:5: error: parameter `appendevent' is undefined.
scripts/patches.con:5: error: parameter `EVENT_SPAWN' is undefined.
scripts/patches.con:6: error: symbol `sprite' is not a variable.
scripts/patches.con:6: error: parameter `' is undefined.
scripts/patches.con:6: error: expected a keyword but found `THISACTOR'.
scripts/patches.con:6: error: expected a keyword but found `'.

Community Build Project with Rednukem:
scripts/community.con: In event `EVENT_GAME':
scripts/community.con:4: error: parameter `EVENT_GAME' is undefined.
scripts/community.con:7: error: expected a keyword but found `setuserdef'.
scripts/community.con:7: error: expected a keyword but found `.eog'.
scripts/reset.con:7: error: found `onevent' within an actor.
scripts/reset.con:7: error: parameter `EVENT_GAME' is undefined.
scripts/reset.con:9: error: expected a keyword but found `ifvarn'.
scripts/reset.con:9: error: expected a keyword but found `sprite'.


This post has been edited by Ax 34noff: 13 January 2021 - 09:55 AM

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User is online   NightFright 

  • The Truth is in here

#1138

Beautiful. Let's just forget what I wrote.
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User is offline   ETPC 

#1139

quick sanity check: in dark place 2, the blue keycard is supposed to let me open the door right next to it, right? i'm not sure if this is a bug, i'm hopelessly lost and tempted to just noclip through the door. i've enclosed a screenshot just in case.

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User is offline   Forge 

  • Speaker of the Outhouse

#1140

View PostETPC, on 17 January 2021 - 08:34 AM, said:

quick sanity check: in dark place 2, the blue keycard is supposed to let me open the door right next to it, right?

maybe
go back and check each and every door again after using the keycard
that's the premise of all the dark places maps
push button, wander for 15 minutes until the unlocked door is accidently found
besides the decent atmosphere, the only reason 5 is tolerated is because the doors are within a 2 minute walk of the switch that opens them (a bit facetious, but not that far from accurate)
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