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

User is online   Ninety-Six 

#1231

View PostNightFright, on 04 June 2021 - 04:22 AM, said:

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.


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.
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User is offline   ETPC 

#1232

View PostTheDragonLiner, on 05 June 2021 - 03:35 AM, 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 ...


yup! that was totally it.
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User is offline   ETPC 

#1233

i've completed episodes 1 and 2 of oblivion but portal base in episode 3 has an invisible maze in the dark with a hurt floor and i can't figure out how to navigate it without cheating. is there a hint ingame or am i just supposed to slam my head against it until it works?

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

Attached thumbnail(s)

  • Attached Image: duke0028.png


This post has been edited by ETPC: 10 June 2021 - 03:37 PM

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#1234

View PostETPC, on 10 June 2021 - 03:04 PM, said:

i've completed episodes 1 and 2 of oblivion but portal base in episode 3 has an invisible maze in the dark with a hurt floor and i can't figure out how to navigate it without cheating. is there a hint ingame or am i just supposed to slam my head against it until it works?

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




This post has been edited by TheDragonLiner: 10 June 2021 - 10:30 PM

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User is offline   ETPC 

#1235

alright, i got past that. now im stumped in E3L5 (Temple of Illusions Part III). zaxtor never uploaded a video for this level as far as I could tell, and im stuck in the pyramid section. i have no clue what to do next.

edit: nevermind. it was an extremely small, nearly transparent shootable button on the pillar. the journey continues.

Attached thumbnail(s)

  • Attached Image: duke0029.png


This post has been edited by ETPC: 11 June 2021 - 01:39 PM

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User is offline   ETPC 

#1236

in e4l3, what do you do once you have used the yellow card to shut off the force field? completely stuck.

Attached thumbnail(s)

  • Attached Image: duke0034.png

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#1237

View PostETPC, on 16 June 2021 - 01:30 PM, said:

in e4l3, what do you do once you have used the yellow card to shut off the force field? completely stuck.


I hope I didn't make it too hard to read ^^

Attached Image: duke0002.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
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#1238

 ETPC, on 15 November 2020 - 07:35 PM, said:

RED2 crashes eduke32 when you jump down the hole and the screen fades to black.

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

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#1239

View PostNightFright, on 19 November 2020 - 11:14 PM, said:

I have now played Red2 and Red4. While I did not find anything wrong with Red2, Red4 has at least two issues with r9275 which are 100% showstoppers:

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.
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#1240

View PostMetHy, on 20 November 2020 - 12:15 AM, said:

Sorry if this has already been posted.

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 duke0470.png

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.
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#1241

William Gee released WG MEGA PACK all-in-one grp recently, it contains also the 8 WGspace maps. Should enter in place of the standalone WGspace? Otherwise delete WGspace from compilation given that is less comprehensive than the new pack, but since it's even possible download Addon Compilation grp individually from repositary is more practical to just add it. Assuming that the other maps do not need corrections.
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User is online   Ninety-Six 

#1242

View PostDoom64hunter, on 28 June 2021 - 02:53 AM, said:

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).


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.
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User is online   NightFright 

  • The Truth is in here

#1243

"WG Mega Pack" has been added. This makes previous standalone packs "WG The Abyss", "WGRealms" and "WGSpace Episode" obsolete which have therefore been removed. WGCity map has been deleted from the "Urban Map Pack" since it is now part of the new addon.

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

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User is offline   ETPC 

#1244

 TheDragonLiner, on 17 June 2021 - 12:24 AM, said:

I hope I didn't make it too hard to read ^^

duke0002.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


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.
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#1245

View PostNightFright, 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.
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User is online   NightFright 

  • The Truth is in here

#1246

Good to see some issues are getting addressed.
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User is online   Ninety-Six 

#1247

I remember trying to beat the Gate on eduke some years back and it seemed like the final level was broken, with the destruction of the brains not working properly. Either that or I had a fundamental misunderstanding of what I was supposed to do.

Does the finale work as it's supposed to in this compilation?
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#1248

View PostNinety-Six, on 07 July 2021 - 12:03 PM, said:

I remember trying to beat the Gate on eduke some years back and it seemed like the final level was broken, with the destruction of the brains not working properly. Either that or I had a fundamental misunderstanding of what I was supposed to do.

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.
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User is online   NightFright 

  • The Truth is in here

#1249

We implemented a fix for the boss level quite a while ago. It should work now. Boss brain logic broke for example whenever you stepped into slime. Now it even tells you how many brains are left to be destroyed. (Fix is in current 4.x beta builds, not in any of the regular releases, though.)

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

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User is online   Ax 34noff 

#1250

Starship Troopers: at sstb1.map allies constantly shoot even though there are no enemies.
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User is online   NightFright 

  • The Truth is in here

#1251

"WG Mega Pack" has been updated to v2.0.

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" from the repository

Note:
Instead of having two separate batch files for Atomic and World Tour users, there is now just one file again (addons.bat) which can launch both versions. Just press either "A" (Atomic) or "W" (World Tour) at the beginning as prompted. You won't need addons_wt.bat any more which can be safely deleted.

This post has been edited by NightFright: 17 July 2021 - 09:03 AM

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User is online   Ninety-Six 

#1252

View PostNightFright, on 07 July 2021 - 01:04 PM, said:

(Fix is in current 4.x beta builds, not in any of the regular releases, though.)


So does this mean it isn't on the repository yet? I'm not clear on what a "regular release" means in this context.
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User is online   NightFright 

  • The Truth is in here

#1253

Repository ALWAYS has latest versions. Regular release is anything that's on the HRP website.

This post has been edited by NightFright: 17 July 2021 - 01:57 PM

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User is online   Ninety-Six 

#1254

Roger that.
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User is online   NightFright 

  • The Truth is in here

#1255

"WG Mega Pack" has been updated to v2.1.

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" from the repository
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User is online   Phredreeke 

#1256

Would there be interest in me documenting which addons in the compilation can run with the ERP?
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User is online   NightFright 

  • The Truth is in here

#1257

Well, if you can manage to determine that... I can add the info to the readme at any time.
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User is online   Phredreeke 

#1258

These should work fully: aqua, asteroid, armydeath, battlefield3,blitzkrieg, bobsp
These should work provided you disable skyboxes: adg_episode, apocalypse, badass, burnt

That puts me about a fifth of the way through the compilation.
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User is online   Phredreeke 

#1259

Update on ERP compatibility

Compatible: cerovsky, cnc pack, complex
Compatible with skyboxes disabled: c3po, castlequest, community, crucial conflict

BTW I'm making notes of what skyboxes need palette swaps so I can add those for a future version
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User is online   Phredreeke 

#1260

More updates on ERP compatibility

Full compatibility: daikarin, deathdrive, downtown, duke_ten, duke_vr, escape, eyecul, finalfight, indytour, jungletour, kucera
Semi-compatible due to skybox palettes: darkplace, dayafter, duke007, epic, fbsp, fm4x, glavic, incubation

The following have further issues

dn64revisited: logo.ivf conflicts with the one in the pack, also needs skybox
dukehard: conflict with tile 2503, also potential future conflicts in regards to anms (uses episode 4 fmv file names)
finalconfront: need skybox, also potential future conflict with tile 3293
jjduke: logo.anm and tile 2503 overridden by pack, also needs skybox

that puts me about halfway through the compilation, with 19 of 72 addons having full compatibility* and another 21 being mostly compatible

* I am not taking voxels into account here as they are not my turf
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