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[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1231 Posted 02 June 2021 - 05:36 AM
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
#1232 Posted 02 June 2021 - 09:19 AM
#1233 Posted 02 June 2021 - 09:27 AM
#1234 Posted 04 June 2021 - 12:44 AM
NightFright, on 02 June 2021 - 09:27 AM, said:
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.
#1235 Posted 04 June 2021 - 02:44 AM
ETPC, on 27 May 2021 - 11:01 AM, said:
Use this video to help you : Oblivion's The sea temple (E1L9) (level 8) - YouTube
#1236 Posted 04 June 2021 - 04:22 AM
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.
#1237 Posted 04 June 2021 - 10:08 AM
TheDragonLiner, 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.
#1238 Posted 04 June 2021 - 03:20 PM
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
#1240 Posted 04 June 2021 - 06:53 PM
#1241 Posted 05 June 2021 - 03:35 AM
ETPC, on 04 June 2021 - 06:53 PM, said:
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 ...
#1242 Posted 05 June 2021 - 05:28 AM
NightFright, on 04 June 2021 - 04:22 AM, said:
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.
Yeah, that would be great but I don't know anything about that sort of thing. At least until someone comes along who does, the repo will be a decent, if mildly inconvenient, way to access the fixes. It's certainly better than nothing.
Thank you.
#1243 Posted 05 June 2021 - 05:53 PM
TheDragonLiner, on 05 June 2021 - 03:35 AM, said:
yup! that was totally it.
#1244 Posted 10 June 2021 - 03:04 PM
edit: looks like there might be a broken effect? the pedestal is supposed to show the path by looking through the glass but it dosen't display correctly on r7395. can see it here https://youtu.be/FiGhg0CT7Fs?t=231
This post has been edited by ETPC: 10 June 2021 - 03:37 PM
#1245 Posted 10 June 2021 - 10:28 PM
ETPC, on 10 June 2021 - 03:04 PM, said:
edit: looks like there might be a broken effect? the pedestal is supposed to show the path by looking through the glass but it dosen't display correctly on r7395. can see it here https://youtu.be/FiGhg0CT7Fs?t=231
Since you have the video you can do this.
Personally, since I always play the secret version of this level, I never found a way to do it, however, I ran a small test and discover a little something. Basically, if you start getting hurt, you're screwed.
Basically, the normal path has your character "lit", and pitch black (and hurt) when off-track. So as long as you're lit you're safe can continue, but you should instantly reload your save if you're getting hurt. Because there's no way to go back on track when that happens.
Otherwize you can do the secret version of the level which doesn't include this puzzle if you really hate it.
Hope this helps a tiny bit ^^
BTW, for those who want the immediate help without the video >>
![Attached Image: Sans titre.png](https://forums.duke4.net/uploads/monthly_06_2021/post-4861-0-93646800-1623393035_thumb.png)
This post has been edited by TheDragonLiner: 10 June 2021 - 10:30 PM
#1246 Posted 11 June 2021 - 01:37 PM
edit: nevermind. it was an extremely small, nearly transparent shootable button on the pillar. the journey continues.
This post has been edited by ETPC: 11 June 2021 - 01:39 PM
#1247 Posted 16 June 2021 - 01:30 PM
#1248 Posted 17 June 2021 - 12:24 AM
ETPC, on 16 June 2021 - 01:30 PM, said:
I hope I didn't make it too hard to read ^^
![Attached Image: duke0002.png](https://forums.duke4.net/uploads/monthly_06_2021/post-4861-0-10739600-1623918166_thumb.png)
However, once you will reach the end, with the room where a rude Fossa who tells you to "find the arround it hole and shoot it", I won't be able to help because I just NEVER EVER found what in the living heck you're supposed to do there X_X
#1249 Posted 27 June 2021 - 01:43 PM
ETPC, on 15 November 2020 - 07:35 PM, said:
I was able to reproduce this exact freeze now myself. Since Red2 uses a midi track, I believe this may be the midi issue I encountered back during testing of WGR2.
What makes it difficult to analyze is that it may occur any time the music changes, but not reliably.
Edit: Confirmed, this is the same issue that I had while playing WGR2. See also: https://voidpoint.io...32/-/issues/118
This post has been edited by Doom64hunter: 27 June 2021 - 02:19 PM
#1250 Posted 28 June 2021 - 02:53 AM
NightFright, on 19 November 2020 - 11:14 PM, said:
1) It is virtually impossible to throw the pipebomb through the hole in the door to blow the crack on the other side to reach the stairs.
2) Once you reach the engine room after using the blue keycard, entering a room when the lights are turned off locks you in a black box.
I tested with a few snapshots and found the following:
- r7470 or earlier: works as intended
- r7615-8659: pipebomb throw broken, black room works
- r8700 or later: nothing works
This indicates that the pipebomb throwing issue broke between r7470 and r7615 and the black room issue was introduced between r8659 and 8700. That should narrow it down enough for the EDuke32 team to investigate. Fun fact: r7552 also did not work at all, which is weird since in later builds at least the black room issue was solved again (for a while).
The first issue is related to sprite clipping and is probably difficult to resolve without breaking something else (also because this is yet another edge-case).
The latter is a problem where touchplates are not triggered if a SE7 transport sprite occupies the same sector. I think this one should be simple to resolve.
Also the upside-down enforcer is there in DOS Duke 3D as well, so definitely not an eduke32 issue.
#1251 Posted 28 June 2021 - 11:36 AM
MetHy, on 20 November 2020 - 12:15 AM, said:
I wanted to (re)play Barber's maps from The Gate, but in his first map (last map of the 3rd episode) I found a couple of issues:
You're supposed to shoot this sprite platform to make it go up, but if you try to do so while being on the platform, it breaks the whole thing. Yet, this seems to be the intended thing to do. Thankfully the whole point of this setup is to access a switch up there and you can simply aim up to shoot at it.
![Attachment](https://forums.duke4.net/public/style_images/cgs/attachicon.gif)
This teleporter seems to be supposed to send the player in a rotating SOS room below but instead, sends the player only a few steps away without changing floor. My hunch tells me that the original version used a glitch that got fixed but I haven't checked in M32 to make sure.
At this point I used noclip to check that room, didn't find anything in there despite all logic pointing to the fact there should be a keycard down there, and skipped to the next map. This last part however is probably just me.
As of r9395 this map is completely impossible to even start playing. The elevator at the start is broken.
I can't find the keycard here either, and the spinning area is indeed supposed to be entered at any time.
#1252 Posted 28 June 2021 - 12:20 PM
#1253 Posted 28 June 2021 - 10:23 PM
Doom64hunter, on 28 June 2021 - 02:53 AM, said:
So, what exactly was the intent and the extent of these clipping changes, if I might ask? Clipping in general has been very...questionable for many revisions at this point.
#1254 Posted 28 June 2021 - 11:25 PM
To update:
- Use the downloader script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download "wgmega.grp" + updated "urban.grp" from the repository
Afterwards, you can delete the following files/folders (optional):
- addons/readme/wgrealms (entire folder)
- addons/readme/urban: wgcity.txt
- addons/readme/various: beerzity.txt, wgabyss.txt, wgspace.txt
- addons: wgabyss.grp, wgrealms.grp, wgspace.grp
This post has been edited by NightFright: 28 June 2021 - 11:30 PM
#1255 Posted 01 July 2021 - 11:04 AM
TheDragonLiner, on 17 June 2021 - 12:24 AM, said:
![Attachment](https://forums.duke4.net/public/style_images/cgs/attachicon.gif)
However, once you will reach the end, with the room where a rude Fossa who tells you to "find the arround it hole and shoot it", I won't be able to help because I just NEVER EVER found what in the living heck you're supposed to do there X_X
i'm still not sure even with your image. would you be able to make a quick youtube video if you have the time? i'm just not sure if all the invisible walls and instant squishing is intended behavior or not.
#1256 Posted 06 July 2021 - 06:57 AM
NightFright, on 20 November 2020 - 12:25 AM, said:
- Grins of Divinity (ladders not working)
- The Gate (GATE306: shooting sprite platform not working/teleporter to SOS room not working)
As of r9461, the ladders in Grins of Divinity work again, as does the sprite platform in "The Gate". The teleporter to the SOS room works occasionally, but it hasn't been addressed yet.
#1258 Posted 07 July 2021 - 12:03 PM
Does the finale work as it's supposed to in this compilation?
#1259 Posted 07 July 2021 - 12:15 PM
Ninety-Six, on 07 July 2021 - 12:03 PM, said:
Does the finale work as it's supposed to in this compilation?
I think Sang also had this issue last time he played it. The Gate definitely deserves a full check.
#1260 Posted 07 July 2021 - 01:04 PM
The fixes involve EDuke32 code however, so now it doesn't work in vanilla any more. I tried contacting Mere_Duke to make a vanilla-compatible fix, but it looks like he isn't active these days.
This post has been edited by NightFright: 07 July 2021 - 01:22 PM