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

User is offline   FistMarine 

#1111

I tested both Quest for Al-Qaeda and Quest for Hussein quickly with DNKROZ & DNSTUFF and they work fine, I haven't found any issues with them other than a few EDuke32 issues such as in Al-Qaeda on second level, when you go upstairs in the four buildings, the floor seems a bit glitchy, probably a Polymost bug. And I also found the elevator (or rather player's view) acting weird when transitioning from one part to another (in the first and last map of Quest for Hussein), I suppose it's a recent EDuke32 bug because I read about it a while ago when it was reported (if it's exact same bug I experienced).

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

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User is offline   NightFright 

  • The Truth is in here

#1112

At this point, requests for any additional addons are not accepted. It was mentioned before, actually.

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

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User is offline   FistMarine 

#1113

Yes, I'm aware you are not adding any more addons. But you haven't answered my question before in regards to P&P why wasn't considered and I wanted to bring it up again. You also haven't said anything about my reports in my previous post.

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

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User is offline   NightFright 

  • The Truth is in here

#1114

I will keep it short, too.

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

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User is offline   FistMarine 

#1115

Alright, thanks for the explanation. The maps in Quest for Al-Qaeda and Quest for Hussein work as intended. It's only those glitches mentioned above that I encountered and I assume they are EDuke32 bugs (the rendering bugs and the elevator glitch when going from one area to another). Forgot to mention I used EDuke32 r9278 build to test the addons.

This post has been edited by RunningDuke: 11 December 2020 - 05:37 AM

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#1116

Seems that 'Kucera Pack' (kucera.grp) is missing an episode list; it just has usermaps when you try to start a new game. (r9284)
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User is offline   ETPC 

#1117

it took me way longer then i expected, but i finished last reaction & water bases, as well as chimera, with zero problems or bugs!
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User is offline   NightFright 

  • The Truth is in here

#1118

@comorbidity
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:
Spoiler

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

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#1119

Did Pipeline get his own episode here or were his maps scattered in the space/urban mapsets?

This post has been edited by The Watchtower: 14 December 2020 - 04:21 AM

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User is offline   NightFright 

  • The Truth is in here

#1120

Pipeline's maps were moved into a separate pack called "The Day After" (dayafter.grp), tagged as incomplete episode.

This post has been edited by NightFright: 14 December 2020 - 04:55 AM

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User is online   Phredreeke 

#1121

 NightFright, on 14 December 2020 - 03:58 AM, said:

@comorbidity
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?
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User is offline   NightFright 

  • The Truth is in here

#1122

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 

#1123

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 offline   NightFright 

  • The Truth is in here

#1124

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 

#1125

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 offline   NightFright 

  • The Truth is in here

#1126

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 

#1127

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 offline   NightFright 

  • The Truth is in here

#1128

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 

#1129

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 

#1130

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

#1131

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 

#1132

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 offline   NightFright 

  • The Truth is in here

#1133

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 

#1134

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

#1135

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

  • The Truth is in here

#1136

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 

#1137

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 

#1138

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

#1139

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 

#1140

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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