[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#151 Posted 11 December 2015 - 02:29 AM
#152 Posted 11 December 2015 - 06:21 AM
This post has been edited by FistMarine: 11 December 2016 - 06:49 AM
#153 Posted 11 December 2015 - 04:03 PM
#154 Posted 15 December 2015 - 07:41 AM
#155 Posted 15 December 2015 - 08:10 AM
NightFright, on 15 December 2015 - 07:41 AM, said:
#156 Posted 16 December 2015 - 04:22 AM
#158 Posted 16 December 2015 - 04:46 AM
This post has been edited by FistMarine: 11 December 2016 - 06:49 AM
#159 Posted 16 December 2015 - 04:48 AM
Jmoc, on 16 December 2015 - 04:22 AM, said:
#160 Posted 16 December 2015 - 04:50 AM
Drek, on 16 December 2015 - 04:35 AM, said:
I have it, Atomic Edition version. I've even tried it months ago in Linux, with no avail.
Logfile:
#161 Posted 16 December 2015 - 04:52 AM
This post has been edited by FistMarine: 11 December 2016 - 06:49 AM
#162 Posted 16 December 2015 - 05:23 AM
"DUKE3D.GRP" 44356548 850326600 -46280719
If yes, then I have no clue why the addons won't load.
If no, then I think the engine won't recognize your grp file as the true game, it's probably been edited in some way.
The six addons that it will load for you now are stand alone and don't need Duke3d to run.
#163 Posted 16 December 2015 - 05:47 AM
Drek, on 16 December 2015 - 05:23 AM, said:
"DUKE3D.GRP" 44356548 850326600 -46280719
If yes, then I have no clue why the addons won't load.
If no, then I think the engine won't recognize your grp file as the true game, it's probably been edited in some way.
The six addons that it will load for you now are stand alone and don't need Duke3d to run.
Spot-on solution, checksum was the problem, replaced grp with a recovered version, and everything runs fine!
#164 Posted 16 December 2015 - 05:54 AM
[addons]
duke3d.grp
duke3d.rts (if available)
eduke32.exe
With this setup, everything should work. Well, hopefully after 2.0. Right now, there may be some issues.
I see what I can do about Outpost X and DN64 Revisited. For any WGR2 addon it's definitely too late, especially since I dunno if I will even have time to test the original version.
This post has been edited by NightFright: 16 December 2015 - 05:58 AM
#165 Posted 16 December 2015 - 09:28 AM
#166 Posted 16 December 2015 - 11:43 AM
NightFright, on 16 December 2015 - 05:54 AM, said:
So...no one has tested it? I will be impressed if it works without issues.
#167 Posted 16 December 2015 - 12:40 PM
#168 Posted 17 December 2015 - 02:46 AM
In other news, I will add two more addons probably, which will be "Outpost X" and "DN64 Revisited". The latter has its permission pending by Duke64Nukem (Sixty Four) still, but I have high hopes. ^^
#169 Posted 17 December 2015 - 08:04 AM
MetHy has fixed whatever Micky C / Abstractech typos were in the mailbox in the first map.
#170 Posted 17 December 2015 - 08:53 AM
This post has been edited by NightFright: 17 December 2015 - 08:53 AM
#171 Posted 17 December 2015 - 02:09 PM
NightFright, on 17 December 2015 - 08:53 AM, said:
No, I made non-trivial changes to dukehard3.con.
#172 Posted 20 December 2015 - 02:08 AM
I am now checking the sprite resize fixes along with a playthrough of WGR2 to see if anything still blows up into my face there or not. ^^
#173 Posted 20 December 2015 - 04:13 AM
#174 Posted 20 December 2015 - 12:41 PM
#175 Posted 21 December 2015 - 11:41 AM
If you guys have anything that still needs to be checked, just send it.
#176 Posted 22 December 2015 - 09:37 AM
So I created a compatibility list complete with a table which cover all the addons contained in current version, explaining what to do in specific cases. Only Dukeplus and War Of Attrition are in at the moment.
Compatibility list.txt (8.03K)
Number of downloads: 766
They are enough useful information to be integrated into the addon compilation readme I guess, if there is something wrong you're free to correct it.
Btw, since the festivity It's coming, is possible add at the last moment even Xmas 2015 (2014) with Countdown to Christmas? http://www.mediafire...Xmas_Reload.zip
#177 Posted 22 December 2015 - 11:55 AM
This post has been edited by FistMarine: 11 December 2016 - 06:50 AM
#178 Posted 22 December 2015 - 02:26 PM
#179 Posted 23 December 2015 - 02:19 AM
This post has been edited by FistMarine: 11 December 2016 - 06:50 AM
#180 Posted 23 December 2015 - 03:14 AM
Other than that, I am currently playtesting WGR2. It looks quite good, no gameplay-related problems. One thing, though. I am not sure if the blue chests are supposed to be visible without Spirit Goggles. This occurs when using model replacements in Polymer (I know, I should use Polymost) instead of voxels. Any idea how to fix this (in case it's not meant to be like that, ofc)? --> See attached screenshot for example.
Model defs are like this:
// Chest (337/342-346) model "models/chest.md3" { scale 16.5 shade 0 zadd -0.1 skin { pal 0 surface 0 file "models/chest.jpg" } skin { pal 20 surface 0 file "models/chest_20.jpg" } skin { pal 0 surface 1 file "models/chest.jpg" } skin { pal 20 surface 1 file "models/chest_20.jpg" } frame { name "FRAME1" tile 337 flags 0 } frame { name "FRAME2" tile0 342 tile1 346 } anim { frame0 "FRAME2" frame1 "FRAME14" fps 12 flags 1 } }
This post has been edited by NightFright: 23 December 2015 - 03:18 AM