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[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1141 Posted 01 January 2021 - 09:21 AM
1999 / 2000 TC: beatable though has a bug described above.
#1142 Posted 01 January 2021 - 09:31 AM
This post has been edited by Ax 34noff: 01 January 2021 - 09:33 AM
#1146 Posted 13 January 2021 - 05:26 AM
#1147 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
#1148 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
#1150 Posted 17 January 2021 - 08:34 AM
#1151 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)
#1152 Posted 17 January 2021 - 09:30 AM
#1153 Posted 17 January 2021 - 01:33 PM
#1154 Posted 17 January 2021 - 02:25 PM
#1155 Posted 17 January 2021 - 09:40 PM
#1156 Posted 18 January 2021 - 04:13 AM
loadgrp <Path to your duke3d.grp file> loadgrp <Path to your desired mod> include <Any def you want to load>
Example:
loadgrp c:\games\duke3d\duke3d.grp loadgrp c:\games\duke3d\addons\zombiecrisis.grp
In theory, this should load all the art tiles and maps that come with both Duke3D and the mod in question when firing up Mapster32. I have to admit however that recently this didn't work for me any more.
#1157 Posted 18 January 2021 - 04:30 AM
Example of Mapster32 shortcut for Zombie Crisis:
D:\EDuke32\mapster32.exe /gzombiecrisis.grp
After you do that, all the mod's resources should be loaded. Hold CTRL+F for loading all maps from the GRP file. After that you are free to load each map you want.
#1158 Posted 22 January 2021 - 11:57 AM
#1159 Posted 22 January 2021 - 05:05 PM
#1160 Posted 23 January 2021 - 01:14 PM
#1163 Posted 04 February 2021 - 11:17 AM
this is on r9308
edit: updating to r309 fixed it? weird.
This post has been edited by ETPC: 04 February 2021 - 11:21 AM
#1164 Posted 04 February 2021 - 11:35 AM
#1165 Posted 04 February 2021 - 11:40 AM
also, i hope that author is doing ok nowadays.
This post has been edited by ETPC: 04 February 2021 - 11:48 AM
#1167 Posted 05 February 2021 - 12:54 PM
ETPC, on 04 February 2021 - 11:40 AM, said:
also, i hope that author is doing ok nowadays.
I've been in touch with Steph, he's perfectly fine, don't worry!
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#1168 Posted 05 February 2021 - 07:23 PM
Aleks, on 05 February 2021 - 12:54 PM, said:
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
that's genuinely great to hear!
#1169 Posted 06 February 2021 - 12:30 AM
NightFright, on 04 February 2021 - 11:35 AM, said:
I haven't been keeping up with this thread because I've been busy with work, but this is not the case.
As the error states, either the tile is locked, or it is a dummytile, i.e. it has a "tilefromtexture" definition in a DEF file. Since Jungle Tour doesn't use DEF, we can rule the latter out.
The reason why it was fixed on the second attempt is because the error only occurs if you've entered E6L2 previously, which also has per-map art. So we can determine that it only happens after a per-map tile has been loaded previously. This can be done by loading the same map twice in a row, and it doesn't seem to matter how many non per-map tile using maps have been loaded in-between. The first load "taints" the storage somehow.
Furthermore, the problem doesn't occur for the AMC TC, which uses per-map tiles extensively. My suspicion here is that the tile range matters -- AMC uses tiles in the range 20480+ for per-map art, while Jungle Tour uses the usual usermap slot 3585-3839. Indeed if I only use the second per-map art file, where the range is from 3840-4095, no such issue occurs on repeated loads.
EDIT: This only happens if the maps are loaded from within the GRP. I removed all scripts, sounds and music from the file and only left the maps, then included it through the `-g` parameter. This happens regardless of the tile range.
EDIT 2: And it turns out this is a problem of my own doing, it originates from r9266, which was a fix for another per-map art problem.
EDIT 3: Ok, found the cause and submitted a MR.
This post has been edited by Doom64hunter: 06 February 2021 - 03:07 AM