[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1441 Posted 23 September 2021 - 12:42 PM
i know someone already did this, but just to make sure, i ran through the final confrontation on r9605 and had zero issues!
#1443 Posted 03 October 2021 - 05:03 PM
i retested the CBP series with r9605 and other then some minor graphical weirdness (random pop-in in the skybox?) in CBP8, the CBP series runs flawlessly with no issues!
#1444 Posted 04 October 2021 - 12:10 PM
POTENTIAL SHOWSTOPPER: in Moonbase Accident AEZ4, a button combo is broken in polymer and polymost. obv you can noclip through the door but the key to progress is inside this locker. 0047 is with Polymer enabled, and clearly shows graphical bugs. 0048 is with polymost and is missing two buttons.
#1447 Posted 04 October 2021 - 01:30 PM
Inconsistencies between renderers like this sometimes happen with wall-oriented sprites ornamented onto walls. I suppose the easiest way of fixing this would be just editing the map and moving all the buttons 1 unit ahead of the wall (with grid locking off).
#1448 Posted 06 October 2021 - 06:41 AM
"Moonbase Accident" has been fixed (two buttons in AEZ4 not rendered).
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 moonbase.grp from the repository
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 moonbase.grp from the repository
#1451 Posted 09 October 2021 - 02:59 PM
is Infestation in Time still part of the pack? i'm not seeing it in the eduke launcher.
#1452 Posted 09 October 2021 - 10:26 PM
I did a recount of all addons shown in the launcher and found that actually even two are missing: Not only Infestation in Time, but also Xartech Invasion. This was due to wrong filesize/checksum entries in the groupinfo file, which probably happened during the "missing soundfiles" overhaul some while ago.
Fixed groupinfo files are now available to bring Infestation and Xartech back to the menu selection.
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)
Fixed groupinfo files are now available to bring Infestation and Xartech back to the menu selection.
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)
This post has been edited by NightFright: 09 October 2021 - 11:35 PM
#1453 Posted 15 October 2021 - 07:28 PM
This release is just awesome! I love just picking at random from the list and diving in, never know what ur gonna get. Thanks for all the hard work puttin this together this community KICKS ASS!
#1454 Posted 16 October 2021 - 09:33 AM
does anyone know how to get the secret level in time tunnel in infestation in time?
#1455 Posted 16 October 2021 - 10:21 AM
ETPC, on 16 October 2021 - 09:33 AM, said:
does anyone know how to get the secret level in time tunnel in infestation in time?
Personally, I looked around with ShowMap and DnClip and found absolutely nothing O_o
#1456 Posted 16 October 2021 - 10:53 AM
yeah, i did the same thing. no idea.
either way, i just warped to the secret level and finished the mod with no problems!
either way, i just warped to the secret level and finished the mod with no problems!
This post has been edited by ETPC: 16 October 2021 - 11:31 AM
#1457 Posted 16 October 2021 - 03:56 PM
Quote
does anyone know how to get the secret level in time tunnel in infestation in time?
From the few memories I have, if not distorted, it was possible to reach a secret level by jumping on a little turret structure that was near the normal exit. Unless this happened in Medieval Era.
Quote
Personally, I looked around with ShowMap and DnClip and found absolutely nothing O_o
It could be one of those cases where the button or passage is in a gap so thin that it does not allow you to reach it easily even with DNCLIP, otherwise it is a little far room detached from map rest. Otherwise it's not that hidden and is just behind the other side of an object.
It wasn't directly specified, but it's an ulterior polishment of the 2012 revisited version, right? Didn't check if custom HRP content are still there, but in case they need to be readapted. Although they probably removed by NightFright on purpose for space/relevance reasons.
BTW, it is possible to replace the flamethrower sprites with the now canon New Alien Order flamethrower? Pretty sure Zykov Eddy would have done the same.
I've also found a review.
https://pekoeblaze.w...-duke-nukem-3d/
#1458 Posted 17 October 2021 - 12:46 PM
I don't think it's a good idea to use Gearbox content to replace custom art. I wouldn't exactly call that "improvement". Besides the fact I am not doing these kind of changes to compilation entries any longer.
Back then, I removed HRP assets from IIT since I wanted to avoid the HRP to be required for running any compilation entries. There are some which contain all necessary assets already and those have been restored by now. IIT is problematic since without the HRP, you'd end up with some sprites not being replaced, e.g. the Mighty Boot, which doesn't look good. Since removing HRP assets completely in return didn't make things look bad, it seemed like an acceptable compromise.
Back then, I removed HRP assets from IIT since I wanted to avoid the HRP to be required for running any compilation entries. There are some which contain all necessary assets already and those have been restored by now. IIT is problematic since without the HRP, you'd end up with some sprites not being replaced, e.g. the Mighty Boot, which doesn't look good. Since removing HRP assets completely in return didn't make things look bad, it seemed like an acceptable compromise.
This post has been edited by NightFright: 17 October 2021 - 12:54 PM
#1459 Posted 17 October 2021 - 01:49 PM
I haven't gotten to it yet, but IIT and Moonbase Accident are still on my to-do list.
#1460 Posted 17 October 2021 - 10:17 PM
Have the following EDuke32 issues been addressed to fix some addon issues in the meantime?
Speaking of:
- Red Series (RED4: pipebombs won't fit through hole, r7470-7615)
- The Gate (GATE306: teleporter to SOS room only working occasionally)
- DukeVR (Pipebombs cannot be stacked in RED2, still works in r7470)
- Oblivion: Several maps cannot be completed --> OOZ and OOZ2 can no longer be used as pseudo-elevators (https://voidpoint.io...32/-/issues/105)
- Red Series (RED2: Crash due to MIDI playback stopping with WinMME driver)
Speaking of:
- Red Series (RED4: pipebombs won't fit through hole, r7470-7615)
- The Gate (GATE306: teleporter to SOS room only working occasionally)
- DukeVR (Pipebombs cannot be stacked in RED2, still works in r7470)
- Oblivion: Several maps cannot be completed --> OOZ and OOZ2 can no longer be used as pseudo-elevators (https://voidpoint.io...32/-/issues/105)
- Red Series (RED2: Crash due to MIDI playback stopping with WinMME driver)
#1461 Posted 18 October 2021 - 12:39 AM
About Oblivion, I was wondering, would it be possible to include the separate custom map called HXC98 ?
Zaxtor had made a video walkthrough of it and maybe it would be interesting to include it in the compilation ?
However, I have no idea if the map can be aquired in the first place, where could we download it >_> And does it have custom CON which would make the inclusion problematic ...
Zaxtor had made a video walkthrough of it and maybe it would be interesting to include it in the compilation ?
However, I have no idea if the map can be aquired in the first place, where could we download it >_> And does it have custom CON which would make the inclusion problematic ...
#1462 Posted 18 October 2021 - 02:00 AM
Short answer: Neither planned nor intended.
This post has been edited by NightFright: 18 October 2021 - 03:11 AM
#1463 Posted 18 October 2021 - 01:22 PM
i'm stuck in FM4X FM1X06, i opened the first part of the initial launch bay door but have no idea what to do next. there is a switch inside that closes the door but appears to do nothing else. any ideas?
#1464 Posted 18 October 2021 - 11:35 PM
ETPC, on 18 October 2021 - 01:22 PM, said:
but have no idea what to do next.
Get used to that.
Pretty sure it's a switch in a really dumb place, but unfortunately I can't remember.
#1465 Posted 19 October 2021 - 12:23 AM
I also had problems in that level back in the days. Sadly, it's been such a long time since I played this, I just can't remember any more and I didn't put any hints in the walkthrough. Once we figure it out, it's probably time to change that.
#1466 Posted 19 October 2021 - 12:38 AM
The entire package will need a walkthrough, I think. I remember playing through it last year and by the time I got to episode 4 I just had had enough of the cryptic nonsense and abandoned it.
#1467 Posted 19 October 2021 - 09:37 PM
At least the last episode is fully covered in the walkthrough. Ep.3 is also more or less complete. The first two episodes however only have "hint highlights", with most critical situations mentioned - and ofc FM1X06 is not mentioned.
In general, it's bad if maps need walkthroughs to complete. Originally I held Fernando's levels in high regards, but over time I realized they are getting too complex at times, even in the first episodes which imitate the originals, while later on they turn into puzzle/search festivals and become quite tiresome to finish. That and for finding the secret level in the third episode, you almost need to study rocket science.
In general, it's bad if maps need walkthroughs to complete. Originally I held Fernando's levels in high regards, but over time I realized they are getting too complex at times, even in the first episodes which imitate the originals, while later on they turn into puzzle/search festivals and become quite tiresome to finish. That and for finding the secret level in the third episode, you almost need to study rocket science.
#1468 Posted 19 October 2021 - 09:50 PM
All the FMX levels are like that, including the early ones. While they imitate the vanilla levels in appearance and even combat balance, the progression has always consistently way off. Secrets also have a tendency to go unmarked, or important things get hidden in the pitch black darkness, or even simply getting out of a room requires you to do very unintuitive things.
I have such a strong love/hate relationship with FMX. The visuals feel right at home, the combat balance is, as I said, matching vanilla, and when later on when he starts going for more out there themes we get cool locations like a haunted house or a very dream-like hotel overlooking a gorge.
But the experience is all marred by deliberately obtuse progression. I wish it were as simple as editing the maps but no I'm pretty sure Fernando intentionally made them as frustrating as possible to navigate. I really can't imagine why, as it brings down hard what would otherwise be one of the coolest mappacks this community has to offer. Almost its own DTWiD, of a sort.
I have such a strong love/hate relationship with FMX. The visuals feel right at home, the combat balance is, as I said, matching vanilla, and when later on when he starts going for more out there themes we get cool locations like a haunted house or a very dream-like hotel overlooking a gorge.
But the experience is all marred by deliberately obtuse progression. I wish it were as simple as editing the maps but no I'm pretty sure Fernando intentionally made them as frustrating as possible to navigate. I really can't imagine why, as it brings down hard what would otherwise be one of the coolest mappacks this community has to offer. Almost its own DTWiD, of a sort.
#1469 Posted 19 October 2021 - 10:39 PM
I think he isn't even done with it. A fifth episode may yet come, according to what I remember.
This post has been edited by NightFright: 19 October 2021 - 10:40 PM
#1470 Posted 20 October 2021 - 08:16 AM
i figured it out! there is a blue keycard in a tiny area across from the same area that you open up the first blast door on a timer switch.