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

#1201

View PostNightFright, on 01 May 2021 - 03:26 PM, said:

EAC 3.x and 4.x cannot coexist. If I understand correctly, you want to mix the new addons from 4.x into 3.x. It's not supported, as simple as that. You have to erase or at least rename the "addons" folder for a fresh install. I am using a completely different system now, zipfiles instead of .grp (they are named .grp, but only for convenience - maybe it will be changed to avoid confusions). This isn't meant as an upgrade of any kind, it's a replacement.

Just so that we are in the clear: A 3.x to 4.x upgrade isn't going to happen, like ever, since it doesn't make sense. Every single addon has been changed completely. Not a single file is the same.

And you don't select the "addons" folder in custom games. That's not how this works. -jaddons already adds the folder and searches for the .grpinfo with all its associated files there.


Thanks for the info NightFright, but still no joy. Here's what I tried:

I copied my existing Duke3D folder with all my payware addons (Duke it out in DC Caribbean & Polymer HRP pack etc) to a temporary folder and amended the shortcut to reflect the change of folder e.g. C:\TMP\eduke32.exe -jaddons instead of C:\Games\Duke3dHRP\Eduke32.exe -jaddons and the 'Start In' line to read C:\Tmp\Duke3dHRP.

Renamed the existing addons folder to EAC3addons
Unzipped the EAC40base.zip file into C:\Tmp\Duke3DHRP folder which then contained the new addons folder.
Ran the Eduke32 shortcut and all I can see is the Duke 3D Atomic Edition in the available add-ons window.

I then tried the same with a vanilla install of Duke 3D after installing Eduke32 (64 bit version) and got exactly the same result.

Also, when new .grp files come along, do I have to edit the addons.grpfile each time as there does not appear to be an updated addons.grpfile in the Mega repository.

However, I've just discovered something in EDuke32.log that MAY provide a clue:

Eduke32.log:-

EDuke32 r9321-7225643e3
Built Apr 4 2021 12:56:30, GCC 10.0.0, 64-bit
Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D Twentieth Anniversary World Tour/ for game data
Application parameters: -jaddons
Using C:/Tmp/DN3D/ for game data
Using addons/ for game data
Running on Windows 10 (build 10.0.19042)
Initialized 1ms system timer
CPU: Intel® Core™ i7-6700 CPU @ 3.40GHz
Initializing SDL 2.0.13
Searching for game data...

Is the line "Using c:/Program Files(x86)/Steam/..." (etc.) line the problem? Should it read something like "Using c:/Tmp/DN3D/ for game data"?

But if so, which file do I edit to change it?

Much thanks in anticipation
0

User is online   NightFright 

  • The Truth is in here

#1202

Necessary steps:

1) You need a folder which holds duke3d.grp and eduke32.exe (unless you are using a World Tour installation, then you only need eduke32.exe).
2) You extract the base pack into that folder.
3) Then you copy any addon you want into the "addons" folder after downloading it from the repository. This is important since the base pack does NOT contain any addons by default!
4) If you are using World Tour, use addons_wt.bat to launch, if you use Atomic, use addons.bat.

In case you are trying to use EAC 3.x addons with EAC 4.x base pack - don't try, it won't work.

This post has been edited by NightFright: 05 May 2021 - 02:55 AM

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#1203

Much thanks Nightfright,

I followed your vanilla install instructions which worked fine and I now have the full 138 addon .grp files visible in Eduke.

Which raises two questions:

1) WHAT ON EARTH was stopping them from appearing in the original EDuke setup - even though I renamed the addons folder and created a new one?

2) How do I easily add any future addon .grp files to the 138 that already exist?

Much thanks for sorting this puzzling one one.

CP
0

User is online   NightFright 

  • The Truth is in here

#1204

1) No clue. It could be for so many reasons.
2) Doubtful I'll add any more. Surely nothing old any more, only if there are new vanilla-style addons, which are rare. I release updated base packs then and you download the new addon. Or you wait for the final release, but that can still take a long time.
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User is online   NightFright 

  • The Truth is in here

#1205

Another one for the list.
- DukeVR: Showstopper in Red mission 2 (pipebombs cannot be stacked)

We should figure out the last EDuke32 build that works with this. My suspicion is it's around r7432+ since Red4 also started having issues with pipebombs physics after that.

This post has been edited by NightFright: 23 May 2021 - 02:56 PM

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User is offline   ETPC 

#1206

i did a quick test and 7470 works with pipebomb stacking. also hello! i'm still slugging through oblivion

This post has been edited by ETPC: 23 May 2021 - 06:01 PM

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User is online   NightFright 

  • The Truth is in here

#1207

Good, then it would be good to find out the first version that breaks it.

This post has been edited by NightFright: 23 May 2021 - 11:15 PM

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User is offline   ETPC 

#1208

are there any video walkthroughs of oblivion tc? im constantly getting lost (i know, no surprise there) as i go further and further in.
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User is online   NightFright 

  • The Truth is in here

#1209

Not sure if anyone even ever made it through the entire thing besides Zaxtor himself. He used to be a master of obscure level design.

In the meantime, I have added Will's "WG Abyss".

Update now:
1) Get the new base pack (13.6 MB)
2) Download "wgabyss.grp" from the repository

Current testing progress overview:

Tested OK
Spoiler

Problems
Spoiler

Showstoppers
Spoiler


This post has been edited by NightFright: 24 May 2021 - 10:19 PM

2

User is offline   FistMarine 

#1210

View PostETPC, on 24 May 2021 - 04:09 PM, said:

are there any video walkthroughs of oblivion tc? im constantly getting lost (i know, no surprise there) as i go further and further in.

The only walkthrough I found was the one by Zaxtor for final level of Oblivion TC:
https://www.youtube....E7503E038BCFDBD
He used to have a walkthrough on his site but his site is long gone and I don't think much of it was archived, at least last year when I went to check on Wayback Machine and very little was archived. I wish I had saved all the useful stuff when I could, since I visited his site once or twice in past few years. I think there was a more updated 2014-2015 version of Oblivion TC on his site (compared to the common final 2009 release) because I remember testing it once years ago when the Muddlelizer wasn't working in the compilation version (and even helped fixing the bug). I think the compilation version is based on the latest with further fixes...

I'm curious on which level you are? I played through Oblivion TC since last year in JFDuke3D on CGS skill and I finished first episode twice (first version and second version) and I'm currently on second level of second episode, I admit most levels are pretty confusing and annoying to navigate but they aren't too bad if you save often and use multiple save slots, it saves a lot of frustration. I also load the GRP in mapster and look at the secrets, as I like to get 100% in each level. Will take a while before I get through all episodes and versions, I just want to play through all of them. I will test the compilation version at a later time. If anyone is interested, I can write a walkthrough when I replay through first episode at a later time, since I am mostly familiar with first episode, then the second, third and so on.

Also NightFright, I'm happy to see William Gee's new Abyss episode getting added into the compilation. But now I wonder if you can add Plunder & Pillage into the compilation as well? It is 3 levels only and I requested months ago (last year?) for it to be added but you declined. I'm not asking much and the upcoming 4.0 release looks promising anyway but I just find it weird to not include it, since both Quests are included and P&P is the "prequel" to them. I will also get back into testing Fusion TC & Grins TC to see if they are broken in latest eduke32 build and I will also try to find the eduke32 build that breaks the pipebomb behavior.
1

User is online   NightFright 

  • The Truth is in here

#1211

Right now I am only including new maps that have just been released and therefore work with latest EDuke32 snapshots. We have so many issues popping up with old entries at the moment that it's getting harder and harder to keep track of everything. I want to focus on getting those fixed for now.

I still haven't received any word from the EDuke32 team regarding my requests to enable the pending user maps compilations, let alone fixes for all those port-related things that broke in the last two years. Normally I would consider including an older build with the compilation, but I actually need functions that haven't even been implemented yet, so there's actually only one option left.

Regarding user maps compilations, Hendricks mentioned in an older PM newgamechoices might be a solution, but I am not familiar with that feature at all. Has anybody ever used this and can possibly provide some insights about it? What I managed to do with it was to create a new episode that jumps directly to the user maps menu, which is already something, but I would need it to enter a custom maps folder as well to avoid showing regular Duke3D maps.

This post has been edited by NightFright: 24 May 2021 - 10:52 PM

0

User is offline   ETPC 

#1212

i'm having a ton of trouble with e1l9 (the sea temple) and trying to open the third door in the main area. i can't tell if this is a progress blocker due to eduke32 or if i'm missing something. i ran through both of the other areas again and could not find a way to open it.
0

User is offline   FistMarine 

#1213

ETPC, could you please post a screenshot of the exact place where you are stuck, so I can identify the problem and give it a quick test myself? All I can say is good luck in trying to beat that level, it is one of the hardest in the episode and it has a very difficult boss fight at the end of the level where you fight a yellow sphere boss which has a lot of health and is difficult to hit and at some point it will unleash a bunch of black spheres that are quite overpowered and difficult to outrun, if one hits you, you lose about 150-200 health and if 2-3 hit you at same time, it is more likely an instant death. I recommend you to save and use multiple save slots, with a backup save at end of each level, while in this boss battle use at least 3 save slots that you rotate occasionally when dealing damage to the boss. Then when you reach that point with those spheres, try making them explode around corners (like you would do with Sentry Drones in the original game), so you will not take any damage. As far as I know they are impossible to hit/kill with your weapons and you can only get rid by letting them blow up in your face or in a wall or something. After firing a lot with your shotgun/chaingun at that yellow sphere, you should destroy it. Just don't stand too close to it when it explodes.

Alternatively, to deal damage faster to the boss, place the bomb (tripmine replacement) and hope it runs into it. Just make sure you don't run into your own trap or you lose large amounts of health or even die. It's a very frustrating boss fight and once done, you will probably be low on health or at least around 100 health points (out of the 255 which is player's max health in the mod) and the next level has very little health in it, at least until you reach later parts of the level. Good luck, you will need it!
1

User is offline   ETPC 

#1214

this is where i'm stuck

Attached thumbnail(s)

  • Attached Image: duke0024.png

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User is offline   FistMarine 

#1215

I see. To clarify once again (after reading your previous post), have you went through the other two doors (left and right) before this one? One of them should lead through many deadly platforming sequences, puzzles and mazes, before eventually arriving to a room with two enforcers and a circular teleporter that should send you back to where you are. If you went through those deadly mazes (one that contained several black spheres and you needed to activate two switches, a maze that contained many enforcers while you needed to press switches, a maze where you had to quickly run through the poisonous maze and so on) and got teleported back to where you are and that door didn't open at all, then you most likely got a showstopper bug. So if I understood correctly, that door simply doesn't open, right? If yes, then it's most likely a showstopper and I must test soon and confirm. Most likely another case of an EDuke32 glitch that broke a map.

I took a look in Mapster32 and it appears that the door is opened upon touching the teleporting sector. If you have a backup save before teleporting, when you killed the enforcers and saved, please try walking around that room several times (and touching the teleporter from multiple angles or even while jumping or crouching) and see if you can activate the door in one of these attempts. If not, then it's a bug (which will require DNCLIP to get past that point) and NightFright will be informed about that. BTW, if you wonder, that door leads to the boss room, so you are close to the end of the level. Good luck once again! The yellow sphere boss is a pain in the ass.
0

User is online   Aleks 

#1216

View PostFistMarine, on 28 May 2021 - 04:12 AM, said:

I see. To clarify once again (after reading your previous post), have you went through the other two doors (left and right) before this one? One of them should lead through many deadly platforming sequences, puzzles and mazes, before eventually arriving to a room with two enforcers and a circular teleporter that should send you back to where you are. If you went through those deadly mazes (one that contained several black spheres and you needed to activate two switches, a maze that contained many enforcers while you needed to press switches, a maze where you had to quickly run through the poisonous maze and so on) and got teleported back to where you are and that door didn't open at all, then you most likely got a showstopper bug. So if I understood correctly, that door simply doesn't open, right? If yes, then it's most likely a showstopper and I must test soon and confirm. Most likely another case of an EDuke32 glitch that broke a map.

I took a look in Mapster32 and it appears that the door is opened upon touching the teleporting sector. If you have a backup save before teleporting, when you killed the enforcers and saved, please try walking around that room several times (and touching the teleporter from multiple angles or even while jumping or crouching) and see if you can activate the door in one of these attempts. If not, then it's a bug (which will require DNCLIP to get past that point) and NightFright will be informed about that. BTW, if you wonder, that door leads to the boss room, so you are close to the end of the level. Good luck once again! The yellow sphere boss is a pain in the ass.


If the Touchplate that activates the door is located in the teleporter sector (with SE7), then it won't activate in current EDuke - I've had a similar problem sometime ago in LEM II. The reason for this might be touchplates activating only upon touching the floor (angle up) or being anywhere above the sector floor (angle down), which is a very useful addition. If this is confirmed to be the reason of a showstopper, probably an easy fix would be to simply rotate the touchplate sprite(s) 180 degree around so they point downward.
1

User is offline   ETPC 

#1217

View PostFistMarine, on 28 May 2021 - 04:12 AM, said:

I see. To clarify once again (after reading your previous post), have you went through the other two doors (left and right) before this one? One of them should lead through many deadly platforming sequences, puzzles and mazes, before eventually arriving to a room with two enforcers and a circular teleporter that should send you back to where you are. If you went through those deadly mazes (one that contained several black spheres and you needed to activate two switches, a maze that contained many enforcers while you needed to press switches, a maze where you had to quickly run through the poisonous maze and so on) and got teleported back to where you are and that door didn't open at all, then you most likely got a showstopper bug. So if I understood correctly, that door simply doesn't open, right? If yes, then it's most likely a showstopper and I must test soon and confirm. Most likely another case of an EDuke32 glitch that broke a map.

I took a look in Mapster32 and it appears that the door is opened upon touching the teleporting sector. If you have a backup save before teleporting, when you killed the enforcers and saved, please try walking around that room several times (and touching the teleporter from multiple angles or even while jumping or crouching) and see if you can activate the door in one of these attempts. If not, then it's a bug (which will require DNCLIP to get past that point) and NightFright will be informed about that. BTW, if you wonder, that door leads to the boss room, so you are close to the end of the level. Good luck once again! The yellow sphere boss is a pain in the ass.


yeah, i went through both the left and right areas and went through the teleporter at the end of left area.
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User is online   NightFright 

  • The Truth is in here

#1218

A new era for obtaining EAC content has started!

From now on, I will be using a Wget-based script to download and update EAC content. You will never need to update any base pack again - you just get this script package ONCE and then it's doing everything for you whenever you execute it!

EAC Downloader Script (zip, 2.1 MB)

How to use:
Unzip eac_downloader.zip into your EDuke32 root dir (e.g. E:\EDuke32) and execute eac_install.bat. It's as simple as that.

For the time being, the only option is to download the entire repository, but more options can be added easily later on (like highlights only etc). Once everything is downloaded, it will only update changed/updated assets whenever you run the script. I haven't figured out yet how to set up recursive downloading (dunno if it's even possible from the Duke4.net servers), so it's probably more complicated than it would have to be. Anyway, with good connection speed, I am able to download the entire repository in less than a minute.

I am celebrating the occasion with a slightly updated version of "Downtown Journey" which now uses the music tracks suggested by Ninety-Six.
2

User is offline   Ax 34noff 

#1219

View PostNightFright, on 02 June 2021 - 01:14 AM, said:

eac_install.bat

Some people use MacOS and Linux (or even FreeBSD) here. Will there be official way for them to manually download addons?

This post has been edited by Ax 34noff: 02 June 2021 - 05:14 AM

0

User is online   NightFright 

  • The Truth is in here

#1220

If someone knows a way to do the same for those OSes, then yeah. Otherwise, I guess it comes down to manual downloading like before. I moved everything over to the Duke4.net servers now for easier script access, though. If I can't find any other way, I will have to reactivate that Mega file mirror, even though the idea of having two repositories for the same thing is not exactly appealing.

Any assistance from MacOS/Linux users would be greatly appreciated since I have literally zero experience with that. All info I could find about the topic was that Wget actually comes with most Linux distributions by default, so that's a start. MacOS users need to install command line tools via Homebrew, then you run brew install wget in the terminal. That just covers getting Wget, though, nothing regarding the download script (even though it's not that complex, really).

This post has been edited by NightFright: 02 June 2021 - 05:48 AM

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User is offline   Ax 34noff 

#1221

I think not many of linux users like "setup.exe" approach so i think direct link to repository and instructions about what and how to download would be better for linux/FreeBSD users than a downloader script.
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User is online   NightFright 

  • The Truth is in here

#1222

Well, Duke4.net servers apparently don't support browsing through entire directories, you can only link to single files. If it's like that, I guess the download script will be a luxury only reserved for Windows users. And I will have to set up the Mega share again that I just deleted. Sigh.
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User is online   Ninety-Six 

#1223

View PostNightFright, on 02 June 2021 - 09:27 AM, said:

And I will have to set up the Mega share again that I just deleted. Sigh.


Could I request it be reinstated anyway? Just for those of us who already have most of these mods and want to install the fixed versions without creating an entire redundant directory.
0

#1224

View PostETPC, on 27 May 2021 - 11:01 AM, said:

this is where i'm stuck


Use this video to help you : Oblivion's The sea temple (E1L9) (level 8) - YouTube
0

User is online   NightFright 

  • The Truth is in here

#1225

I'll bring back the Mega repository, but only next week.
I dunno how far I can push the script, but in a perfect world, a multi-selection menu should allow you to choose which of the addons you want to download. Might be messy with that amount of entries and just a command line-based script, though. This cries for a GUI.
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User is offline   ETPC 

#1226

View PostTheDragonLiner, on 04 June 2021 - 02:44 AM, said:



yeah, i was using that but it seems like it's an eduke problem. i just need to test with an older build.
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User is online   NightFright 

  • The Truth is in here

#1227

So I have reinstated the Mega repository.

To get latest content, open this link, then
- download "eac40_base.zip" and unzip it into your EDuke32 dir and
- enter the "addons" folder to get the new "downtown.grp".

This post has been edited by NightFright: 04 June 2021 - 03:20 PM

1

User is offline   ETPC 

#1228

E1L9 of oblivion confirmed to be working fine with r7395.
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User is offline   ETPC 

#1229

ugh. another sanity check because im not sure if it's eduke or not: the button in the first image is supposed to open the door in the second image, right? it's not working for whatever reason.

Attached thumbnail(s)

  • Attached Image: duke0025.png
  • Attached Image: duke0026.png

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#1230

View PostETPC, on 04 June 2021 - 06:53 PM, said:

ugh. another sanity check because im not sure if it's eduke or not: the button in the first image is supposed to open the door in the second image, right? it's not working for whatever reason.


From what I can see in the videos, this button does open this door but it is timed, you have to rush back and it seemed as if the timing was relatively tight ...
0

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