
[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1111 Posted 14 December 2020 - 08:18 AM
#1112 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
#1113 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
#1114 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.
#1115 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
#1116 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. :P
I will attach a screenshot of the problematic place.
#1117 Posted 16 December 2020 - 05:47 AM
#1118 Posted 16 December 2020 - 06:43 AM
#1120 Posted 26 December 2020 - 11:05 PM
#1121 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
#1122 Posted 30 December 2020 - 10:38 AM
#1124 Posted 30 December 2020 - 02:14 PM
#1125 Posted 31 December 2020 - 02:53 AM
This post has been edited by NightFright: 31 December 2020 - 02:55 AM
#1126 Posted 31 December 2020 - 03:19 PM
This post has been edited by Ax 34noff: 31 December 2020 - 03:20 PM
#1128 Posted 01 January 2021 - 04:58 AM
This post has been edited by Ax 34noff: 01 January 2021 - 04:59 AM
#1129 Posted 01 January 2021 - 07:31 AM
#1130 Posted 01 January 2021 - 09:21 AM
1999 / 2000 TC: beatable though has a bug described above.
#1131 Posted 01 January 2021 - 09:31 AM
This post has been edited by Ax 34noff: 01 January 2021 - 09:33 AM
#1135 Posted 13 January 2021 - 05:26 AM
#1136 Posted 13 January 2021 - 06:31 AM
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
#1137 Posted 13 January 2021 - 09:53 AM
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
#1139 Posted 17 January 2021 - 08:34 AM
#1140 Posted 17 January 2021 - 09:00 AM
ETPC, on 17 January 2021 - 08:34 AM, said:
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)