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

User is online   NightFright 

  • The Truth is in here

#1291

Let's hope that can be fixed, too. It's almost where I need it to be.
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#1292

View PostNightFright, on 05 August 2021 - 02:07 AM, said:

Let's hope that can be fixed, too. It's almost where I need it to be.

I submitted another MR, so soon, probably.

This post has been edited by Doom64hunter: 05 August 2021 - 08:33 AM

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User is online   NightFright 

  • The Truth is in here

#1293

Excellent. If this works out, I'll provide a big update with all the affected addons.
0

#1294

It should be fixed in r9498
2

User is online   NightFright 

  • The Truth is in here

#1295

User map packs (Bolduc Pack, C3PO Pack, Cerovsky Pack, Glavic Pack, Kucera Pack, Pinxten Pack, Quakis Pack, Ruohonen Pack, Space Map Pack, Spiegul Contest, Stranger Pack, Taivo Pack and Urban Map Pack) are now all working as intended: User Maps menu is opening instead of episode selection.

Thanks *A LOT* (and I mean that!) to Doom64Hunter for making this work as intended after all this long waiting time!

I have given all affected packs a quick startup test and everything seems to be fine. Testing on these packs may now officially commence as well.
Note: Usage of EDuke32 r9498 or newer is MANDATORY from here on out!

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 "bolduc.grp", "c3po.grp", "cerovsky.grp", "glavic.grp", "kucera.grp", "pinxten.grp", "quakis.grp", "ruohonen.grp", "space.grp", "spiegul.grp", "stranger.grp", "taivo.grp" and "urban.grp" from the repository

This post has been edited by NightFright: 05 August 2021 - 11:56 PM

2

User is offline   FistMarine 

#1296

I gave a quick test in latest EDuke32 r9498 on Pinxten Pack (first 5 or so maps completed quickly with cheats, stopped at MPRail for now) and Spiegul Contest (only to check if maps work fine) and it seems everything is working properly. I only have to report the following stuff:

-The user map menu works as intended, you select a map directly from the list to play, they are shown in alphabetical order. When you beat a map, it returns you immediately to main menu where you can select another map to play. I would like if possible to customize the order of the maps shown, so people will know the correct order when playing these Map Packs and maybe have the text turn green for completed maps or have all maps display as red/orange and when completed, turn blue.
-The maps showed their name just fine (at start, on automap and at end of level), though I would suggest giving names to those Pinxten maps that have no proper names, I'm talking about those such as MPHydro, MPOrbit and so on. I think I suggested some names a few years ago on same topic but nothing was done about it. Maybe it might be worth contacting the author and asking for map names for the rest maps that have no proper names?
-In MPHydro, there is that underwater sector that is difficult to fit through. I only tested quickly the maps with cheats (DNKROZ, DNSTUFF, DNCLIP) and I forgot to test that part properly due to being in a rush but I remember that sector is difficult to cross even in the original DOS version (1.3D and 1.5), which I just played a while ago for the previous month's Map/Mod club event. And I imagine with EDuke32 clipping changes (which might have been reverted, I'm not sure because I haven't followed EDuke32 development as of lately) this particular section might be impossible to complete without the noclip cheat. I would suggest making the sector slightly larger, unless it has already been changed before and I haven't noticed.
-When I tried the Spiegul maps, at one point I entered in the user map menu to select another map and tried going back with ESC button but then I got stuck in menu when it kept asking me "ABORT GAME? Y/N" and pressing N, if pressing Y I was able to go into the main EDuke32 user map directory but then I still got locked there and I couldn't exit the menu until I started a new game. I imagine this will be frustrating to those that haven't saved and are forced to lose progress just to continue playing. Good thing I'm saving often! To reproduce this bug, start a new game and then after map has loaded, press ESC, go to New Game, then press ESC again and you will be stuck with game asking you to "ABORT GAME". I tried reproducing this on EDuke32 (no mods loaded, just a bunch of user maps in random directories inside EDuke32 folder) and I couldn't reproduce the issue, so it must be something related to this new User Maps menu for the addons.

Other than that, things seemed fine and it's good to see the EDuke32 Addon Compilation making progress. I will give a couple more tests this weekend or next week for the remaining maps/packs and then I will report everything I will find! :)
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User is offline   Aleks 

#1297

View PostFistMarine, on 06 August 2021 - 02:56 AM, said:

-The maps showed their name just fine (at start, on automap and at end of level), though I would suggest giving names to those Pinxten maps that have no proper names, I'm talking about those such as MPHydro, MPOrbit and so on. I think I suggested some names a few years ago on same topic but nothing was done about it. Maybe it might be worth contacting the author and asking for map names for the rest maps that have no proper names?

I don't think it's fit to think up names for someone else's maps. If they're just named MP Orbit, then so be it I guess.

Quote

-In MPHydro, there is that underwater sector that is difficult to fit through. I only tested quickly the maps with cheats (DNKROZ, DNSTUFF, DNCLIP) and I forgot to test that part properly due to being in a rush but I remember that sector is difficult to cross even in the original DOS version (1.3D and 1.5), which I just played a while ago for the previous month's Map/Mod club event. And I imagine with EDuke32 clipping changes (which might have been reverted, I'm not sure because I haven't followed EDuke32 development as of lately) this particular section might be impossible to complete without the noclip cheat. I would suggest making the sector slightly larger, unless it has already been changed before and I haven't noticed.



Just checked in r9476 and can confirm it's impossible to fit through that passage. It's one of the diagonal underwater corridors, close to a tripmine pickup.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1298

The EAC's custom CONs should not leave any warning messages in eduke32.log.
Spoiler
Almost all of them are inherited from the original USER.CON, of course, but here is a good opportunity to get rid of them. I can do that for you to save your time. Note that the example's "muzak" issue is a slip specific to badweekend_user.con.
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User is online   NightFright 

  • The Truth is in here

#1299

Thanks for the hint with the missing sound in "Bad Weekend"! That one was an oopsie on my part. Incorrectly defined in the script AND misplaced in the music subdir (well, it's a music track, but used as a sound ingame). Facepalm...

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 "badweekend.grp" from the repository

Also, please test attached edit for MPHYDRO to see if that solves getting stuck in the underwater corridor (wall #1402 has been slightly moved to make the passage a bit wider). I dunno how a minimal shift of one wall could result in a filesize reduction of 10 KB, but it seems I didn't delete anything, so I guess/hope it's only a side effect without any consequences. Still, even if it just barely worked in DOS, it's something that should be looked at by EDuke32 coders since there might be other maps out there with similar problems that won't get fixed.

Attached File(s)



This post has been edited by NightFright: 06 August 2021 - 05:12 AM

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#1300

View PostFistMarine, on 06 August 2021 - 02:56 AM, said:

-In MPHydro, there is that underwater sector that is difficult to fit through. I only tested quickly the maps with cheats (DNKROZ, DNSTUFF, DNCLIP) and I forgot to test that part properly due to being in a rush but I remember that sector is difficult to cross even in the original DOS version (1.3D and 1.5), which I just played a while ago for the previous month's Map/Mod club event. And I imagine with EDuke32 clipping changes (which might have been reverted, I'm not sure because I haven't followed EDuke32 development as of lately) this particular section might be impossible to complete without the noclip cheat. I would suggest making the sector slightly larger, unless it has already been changed before and I haven't noticed.


Yeah this is also really hard to get through in r6775 (which I use as my go-to old revision, before any player clipping changes).

The section is here, just move the top-leftmost vertex of the passage up a bit and the player will fit through.

Attached Image: capt0000.png

View PostFistMarine, on 06 August 2021 - 02:56 AM, said:

-When I tried the Spiegul maps, at one point I entered in the user map menu to select another map and tried going back with ESC button but then I got stuck in menu when it kept asking me "ABORT GAME? Y/N" and pressing N, if pressing Y I was able to go into the main EDuke32 user map directory but then I still got locked there and I couldn't exit the menu until I started a new game. I imagine this will be frustrating to those that haven't saved and are forced to lose progress just to continue playing. Good thing I'm saving often! To reproduce this bug, start a new game and then after map has loaded, press ESC, go to New Game, then press ESC again and you will be stuck with game asking you to "ABORT GAME". I tried reproducing this on EDuke32 (no mods loaded, just a bunch of user maps in random directories inside EDuke32 folder) and I couldn't reproduce the issue, so it must be something related to this new User Maps menu for the addons.


This one is the fault of my CON file, I forgot that there's a prompt between the newgame menu and the episode screen while inside a running game.

Edit:

View PostNightFright, on 06 August 2021 - 04:38 AM, said:

I dunno how a minimal shift of one wall could result in a filesize reduction of 10 KB, but it seems I didn't delete anything, so I guess/hope it's only a side effect without any consequences.


The map file might have had some data appended to it that was removed by mapster32 saving the file. It probably shouldn't affect the map, but I'll keep it in mind to look at later.

View PostNightFright, on 06 August 2021 - 04:38 AM, said:

Still, even if it just barely worked in DOS, it's something that should be looked at by EDuke32 coders since there might be other maps out there with similar problems that won't get fixed.

True, but this is a case that's almost impossible to account for, since it was already close to impossible to get through in DOS, any change to the player movement (or even Build's clipping functions) is likely to cause problems. One option would be to revert to legacy clipping functions if certain map md4 hashes are recognized.

This post has been edited by Doom64hunter: 06 August 2021 - 06:00 AM

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User is online   NightFright 

  • The Truth is in here

#1301

What would need to be the necessary edit for the con files? Geez, that means I need to update all 13 user map packs yet again. But well, can sneak in the Pinxten Pack map patch like that - if it is approved.

This post has been edited by NightFright: 06 August 2021 - 06:04 AM

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#1302

View PostNightFright, on 06 August 2021 - 06:04 AM, said:

What would need to be the necessary edit for the con files? Geez, that means I need to update all 13 user map packs yet again. But well, can sneak in the Pinxten Pack map patch like that - if it is approved.


Sorry for the inconvenience, I made a wrong assumption in how the menu change works.

Change the EVENT_CHANGEMENU event to the following:

onevent EVENT_CHANGEMENU
    ife RETURN 100
        set RETURN 101

    ife RETURN 1500
        ife current_menu 101
            set RETURN 0
endevent


And you can also remove the variable mm_type as a result. I hope this now works properly.
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User is online   NightFright 

  • The Truth is in here

#1303

Third and last update today. Script update for all user map packs + MPHYDRO fix for the "Pinxten Pack".

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 "bolduc.grp", "c3po.grp", "cerovsky.grp", "glavic.grp", "kucera.grp", "pinxten.grp", "quakis.grp", "ruohonen.grp", "space.grp", "spiegul.grp", "stranger.grp", "taivo.grp" and "urban.grp" from the repository

*UPDATE*
Now it even works after I f'ed up all the scripts before.

*UPDATE #2*
Did anyone check what the "Mariokart-DM" map from the Bolduc pack looks like? I randomly loaded it during my launch test and it doesn't seem to render the large gaps between the different levels correctly, and that in Polymost. It's just a DM map, but as simple as it is, I find it hard to believe the author made any fundamental mapping mistakes here.

This post has been edited by NightFright: 06 August 2021 - 11:08 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1304

Bug in fusion.con:

line 2374 is supposed to be "definesound BODY_THUD5 sounds/bodyf5.wav -64 64 128 0 0"

Patched CON attached.
I've also corrected the other "Sound *.voc(#*) not found!" warnings, some inherited from the original USER.CON, some specific to fusion.con, as proposed above in Post #1298.

Attached File(s)


1

User is offline   Phredreeke 

#1305

Ok, I'm done with the EAC ERP compatibility list

Spoiler


In most cases, semi-compatible just means I need to add a palette swapped skybox.

Would it be a lot of work to edit a few addons to use something else than logo.anm/logo.ivf as the name of their intro animation? I'm unsure if I can prevent that from being overridden by my existing upscale of the nuke logo.

dn64revisited
jjduke
lastreaction
0

#1306

View PostPhredreeke, on 06 August 2021 - 03:06 PM, said:

Ok, I'm done with the EAC ERP compatibility list

Spoiler


In most cases, semi-compatible just means I need to add a palette swapped skybox.

Would it be a lot of work to edit a few addons to use something else than logo.anm/logo.ivf as the name of their intro animation? I'm unsure if I can prevent that from being overridden by my existing upscale of the nuke logo.

dn64revisited
jjduke
lastreaction



With new Eduke32 version (downloaded the latest one to check Nightfright's updated addons) the upscale pack has some issues with colors (keycards, liztroopers appears blue)
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User is offline   Phredreeke 

#1307

Of course it does, because it doesn't have indexed hightiles merged...
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#1308

View PostPhredreeke, on 07 August 2021 - 12:32 AM, said:

Of course it does, because it doesn't have indexed hightiles merged...

I've been wondering what the status on that branch is anyways, it's been lying around as a WIP Merge Request on voidpoint.io for a long while now.
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User is online   NightFright 

  • The Truth is in here

#1309

One more update for the usermaps packs since I decided to move the EDuke32-specific code into a separate file. In case it needs to be updated, it will be a lot easier since you can change just one con and then copy-paste it into all the others. Also, the incorrectly defined sound(s) in Fusion are fixed.

However, I don't think I will go through the behemoth task of uncommenting all unused sounds in all addons now, this would simply require too much effort for nothing to gain except for getting rid of some harmless startup warnings.

Oh, and forget about that DM map in the Bolduc pack. Seems it's Polymer only, like most others of that author's maps.

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 "bolduc.grp", "c3po.grp", "cerovsky.grp", "fusion.grp", "glavic.grp", "kucera.grp", "pinxten.grp", "quakis.grp", "ruohonen.grp", "space.grp", "spiegul.grp", "stranger.grp", "taivo.grp" and "urban.grp" from the repository

-------------------------------------

@Phredreeke:
Renaming the logo intros can be considered, but it will require scripting and tbh I don't know what it would have to look like. Also, please note your current list is incomplete. "Fusion" for example also has a logo.anm, and I am sure there are many more addons which do.

@Doom64Hunter:
Once thing that is bothering me since quite a while is that grpinfo can only support one groupfile dependency at a time. I am wondering if that could be changed so that Atomic and World Tour are recognized at the same time. This would spare me the bothersome effort of having to maintain two grpinfo files with almost identical definitions except for the "dependency" entries. I was thinking of something like making two entries possible, with EDuke32 being able to choose from either of them:
grpinfo
{
[...]
    dependency DUKE15_CRC DUKEWT_CRC
}

or maybe
grpinfo
{
[...]
    dependency1 DUKE15_CRC
    dependency2 DUKEWT_CRC
}


This post has been edited by NightFright: 07 August 2021 - 01:12 AM

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User is offline   Phredreeke 

#1310

View PostNightFright, on 07 August 2021 - 01:07 AM, said:

@Phredreeke:
Renaming the logo intros can be considered, but it will require scripting and tbh I don't know what it would have to look like. Also, please note your current list is incomplete. "Fusion" for example also has a logo.anm, and I am sure there are many more addons which do.


Fusion is in the "No" list because it replaced a bunch of vanilla tiles. the ones I listed would otherwise work with the ERP.
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#1311

View PostNightFright, on 06 August 2021 - 08:30 AM, said:

*UPDATE #2*
Did anyone check what the "Mariokart-DM" map from the Bolduc pack looks like? I randomly loaded it during my launch test and it doesn't seem to render the large gaps between the different levels correctly, and that in Polymost. It's just a DM map, but as simple as it is, I find it hard to believe the author made any fundamental mapping mistakes here.

I think you just found the ultimate TROR stress test. As it turns out, this used to be a Polymer-only DM map.

The map uses multiple sloped TROR layers which only render correctly in Polymer, and cause glitches with Classic and Polymost.

View PostNightFright, on 07 August 2021 - 01:07 AM, said:

@Doom64Hunter:
Once thing that is bothering me since quite a while is that grpinfo can only support one groupfile dependency at a time. I am wondering if that could be changed so that Atomic and World Tour are recognized at the same time. This would spare me the bothersome effort of having to maintain two grpinfo files with almost identical definitions except for the "dependency" entries. I was thinking of something like making two entries possible, with EDuke32 being able to choose from either of them:
grpinfo
{
[...]
    dependency DUKE15_CRC DUKEWT_CRC
}

or maybe
grpinfo
{
[...]
    dependency1 DUKE15_CRC
    dependency2 DUKEWT_CRC
}



I'll see what can be done.
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User is online   NightFright 

  • The Truth is in here

#1312

In general, Bolduc's maps are the best test cases for Polymer. Not too many authors were mapping for this renderer.

It's not a drama if you can't get selective dependencies working, but it would make user handling a bit easier. At first, I had hoped omitting the dependency parameter entirely would be enough, but seems like only Atomic tolerates that, not WT.

This post has been edited by NightFright: 07 August 2021 - 05:07 AM

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User is offline   Phredreeke 

#1313

Bolduc requires Polymer? I guess I should scratch those from the compatibility list then
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User is online   NightFright 

  • The Truth is in here

#1314

Most of his maps do. It's even noted down in the readme.

@LeoD
If you are willing to go through all addons and check for sound warnings, you are more than welcome to do so. I just wouldn't want to do it on my own. Since I had to move all sounds and music into subdirs, I cannot exclude some mistakes happened during that process. Some addons might also have bugs in the definitions like Fusion which I didn't recognize.

This post has been edited by NightFright: 07 August 2021 - 08:36 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1315

View PostNightFright, on 07 August 2021 - 06:11 AM, said:

If you are willing to go through all addons and check for sound warnings, you are more than welcome to do so. I just wouldn't want to do it on my own. Since I had to move all sounds and music into subdirs, I cannot exclude some mistakes happened during that process. Some addons might also have bugs in the definitions like Fusion which I didn't recognize.
I'm more than halfway through, tbh.. A compulsive log file reader like me just can't resist. And it somewhat helps me getting familiar with all the other Duke-ish stuff again before trying to update all my little ugly projects. Will upload when done. In the meantime, one more supposedly original mistake fixed in line 731 of infestation_user.con. An amazing amount of time gets eaten up just by scrolling to the next addon in line within that tiny startup window... We probably won't get rid of messages about redefined constants and sounds prior and after loading the original USER.CON, respectively, any time soon.

Attached File(s)


0

User is online   NightFright 

  • The Truth is in here

#1316

Well, I just hope we won't end up having to update most of the addons... Fingers crossed for just needing one grpinfo file soon, I guess... lol.

But yeah, that launcher window could indeed be bigger. At least it could kinda scale in size depending on the amount of groupfiles loaded. It's been bothering me pretty much since day #1, actually. When that launcher was made, I guess nobody thought anyone would ever have to browse through 130+ entries with this.
I think Doom64Hunter already made a feature request to increase visible menu entries from 7 to 12 and enable scrolling (not only with the slider on the side). This should improve usability of the launcher with so many groupfiles quite a bit.

This post has been edited by NightFright: 07 August 2021 - 02:51 PM

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#1317

View PostNightFright, on 07 August 2021 - 12:40 PM, said:

I think Doom64Hunter already made a feature request to increase visible menu entries from 7 to 12 and enable scrolling (not only with the slider on the side). This should improve usability of the launcher with so many groupfiles quite a bit.

That's for a different feature that doesn't have anything to do with the launcher. The dimensions of the launcher themselves are determined by .rc files on Windows, StartGTK code for Linux and another codebase for OSX.

At least for the former it is currently a static window size that isn't dynamically adjusted in code.
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User is online   NightFright 

  • The Truth is in here

#1318

Ah well, then that was a misunderstanding from my side. Maybe a solution will be found for that later, too.
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User is online   NightFright 

  • The Truth is in here

#1319

"Infestation in Time" updated with LeoD's sound definition fixes.

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 "infestation.grp" from the repository
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1320

View PostNightFright, on 07 August 2021 - 12:40 PM, said:

Well, I just hope we won't end up having to update most of the addons... Fingers crossed for just needing one grpinfo file soon, I guess... lol.
You're gonna hate me :duketease: . Well, at least it's less than Most (Nektar?). I've also updated DemonThrone to 2.1b.
Attached File  eac4-con-fixes.zip (2.73MB)
Number of downloads: 13
Attached File  eac4-con-issues.zip (101.32K)
Number of downloads: 9
There are a few CON syntax issues remaining. While I might fix them myself, I'd rather have someone more CONfluent do it (retain actual behaviour vs. what might have been intended).
1

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