[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1741 Posted 14 November 2022 - 11:59 PM
- JJ Duke Nukem 3D: Missing sounds from adult version (femvoc1.voc, femvoc2.voc) restored
- Last Reaction & Water Bases: Vanilla-friendly approach for fixing SMALLEXPLOSION (with new replacement file tiles020.art)
- The Gate: Fixed art integrated into ART files (tiles000, tiles014)
To update:
- Use the EAC Downloader Script v1.23 (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download jjduke.grp, lastreaction.grp and thegate.grp from the EAC repository
#1742 Posted 21 November 2022 - 05:17 AM
- Vacation Cove: Restored missing sound (morning.voc); barmusic.voc converted to OGG
To update:
- Use the EAC Downloader Script v1.23 (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download vacationcove.grp from the EAC repository
#1743 Posted 01 December 2022 - 09:00 AM
JJDuke3D:
- JJ301: Sprite #671 (FANSPRITE) changed to wall-aligned/adjusted shade
- JJ303: Fixed broken mailbox with infinite height (walls #3088-3091 deleted)
- JJ306: XXX magazine sprite alignments fixed (sprites #1130-1136 resized)
- JJ309: Wood crate shadow rendering in Polymost fixed (walls #2197/2198 adjusted)
To update:
- Use the EAC Downloader Script v1.23 (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download jjduke.grp from the EAC repository
#1744 Posted 01 December 2022 - 09:18 AM
#1745 Posted 01 December 2022 - 10:29 AM
As soon as I rename any of the hardcoded cutscenes, they won't be used. At this point I don't even know if it can be done in EDuke32, but even if so - until now nobody has come forward to tell me how to do it. Until that changes, everything stays exactly the way it is right now, sorry.
#1746 Posted 01 December 2022 - 08:22 PM
Rename JJDuke's logo.anm to logojj.anm
Add this line to a duke3d.def file:
cutscene LOGOJJ.ANM { delay 10 }
Add this include in game.con
include scripts/jjduke_logo.con
This is the code I used, save this in a separate file named jjduke_logo.con and place it in the scripts dir
definequote 126 onevent EVENT_MAINMENUSCREEN redefinequote 126 LOGOJJ.ANM startcutscene 126 endevent
Or use the attached files for convenience, just remember to add the include:
Attached File(s)
-
jjduke_logotweak.zip (420bytes)
Number of downloads: 164
This post has been edited by quakis: 01 December 2022 - 08:24 PM
#1747 Posted 02 December 2022 - 12:20 AM
#1748 Posted 02 December 2022 - 05:36 AM
Tried to keep the sequence near identical to the JJDuke included in EAC. ANM is still renamed to logojj.anm, FLYBY/EXPLOSION sounds play using animsounds and also skips Nuke logo, like the original mod does.
Let me know if problems arise or if there are additional tweaks you'd like for other EAC addons like this and I'll try to help out if I can.
Attached the def/scripts. Just rename your logo.anm to logojj.anm.
Attached File(s)
-
jjduke_logotweak_b.zip (35.12K)
Number of downloads: 136
#1749 Posted 02 December 2022 - 01:11 PM
quakis, on 02 December 2022 - 05:36 AM, said:
Tried to keep the sequence near identical to the JJDuke included in EAC. ANM is still renamed to logojj.anm, FLYBY/EXPLOSION sounds play using animsounds and also skips Nuke logo, like the original mod does.
Let me know if problems arise or if there are additional tweaks you'd like for other EAC addons like this and I'll try to help out if I can.
Attached the def/scripts. Just rename your logo.anm to logojj.anm.
Your defs are almost perfect. You have the animsounds frame IDs exactly right. However, LOGO.ANM uses a frame delay of 9 and not 10.
anim.cpp:
static defaultanm const anms[] = { { "logo.anm", anmsnd(logo), 9 },
static defaultanmsound const logo[] = { { FLY_BY, 1 }, { PIPEBOMB_EXPLODE, 19 }, };
#1750 Posted 02 December 2022 - 01:31 PM
This post has been edited by NightFright: 02 December 2022 - 01:39 PM
#1751 Posted 03 December 2022 - 03:45 PM
To update:
- Use the EAC Downloader Script v1.23 (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 EAC repository
#1752 Posted 04 December 2022 - 11:44 AM
NightFright, on 02 December 2022 - 01:31 PM, said:
I have not yet added those. It would be nice to rename those for future compatibility, but unlike logo the ERP wont break the addon because of them.
#1753 Posted 22 December 2022 - 11:21 PM
Have to switch to classic renderer but even then I get pig cops glitching randomly into whatever they are supposed to actually be (skeletors?).... kinda like they are flicker in between.
#1754 Posted 23 December 2022 - 01:44 AM
Changelog:
Update for EAC addon hints (addons_hints.txt):
- Chimera: Complete walkthrough added
- Duke Hard: Added info how to get to the secret level
- Last Reaction: Added more info about LASTR04, WBASE03-05, WBASE10 and WBASE11
- The Gate: Added info how to get to the secret level (including walkthrough for that map); added essential info about escaping a trap in "Halls of Man" (GATE303)
- The Lost Duke Episodes: Rewritten/clearified all hints
To update:
- Use the EAC 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 (brace yourselves) acropolis.grp, adg_episode.grp, alieninvasion.grp, boise.grp, chimera.grp, daikarin.grp, downtown.grp, dukehard.grp, finalconfront.grp, fm4x.grp, hunt.grp, jjduke.grp, lastreaction.grp, lostduke.grp, losthighway.grp, metromayhem.grp, red.grp, roch.grp, shakygrounds.grp, sunburn.grp, thegate.grp and vacationcove.grp from the EAC repository
Happy Holidays! See you again around mid-January!
This post has been edited by NightFright: 23 December 2022 - 01:52 AM
#1755 Posted 23 December 2022 - 12:22 PM
#1756 Posted 03 January 2023 - 01:45 PM
This post has been edited by ETPC: 03 January 2023 - 01:46 PM
#1758 Posted 03 January 2023 - 05:24 PM
Best solution I found is to just use a jetpack if you got one, or elsewise keep hammering the jump button until you break free.
This post has been edited by Ninety-Six: 03 January 2023 - 05:26 PM
#1759 Posted 04 January 2023 - 02:23 AM
#1760 Posted 04 January 2023 - 04:22 AM
#1761 Posted 04 January 2023 - 01:42 PM
After all, the whole compilation is in WIP status right now, so none of the existing entries are to be considered final (even if some probably are by now) until we leave the testing stage.
This post has been edited by NightFright: 04 January 2023 - 01:47 PM
#1762 Posted 05 January 2023 - 10:11 AM
Quote
#1763 Posted 05 January 2023 - 01:54 PM
If there are no indicators in the future that RN will eventually be capable of running the problematic maps flawlessly, I can still remove the optional Duke Hard scripts again. Nothing will be done about Shaky Grounds, though. None of the edits I made there are invasive and were just about changing episode definitions so RN wouldn't quit on launch. Also I remain confident that single showstopper right at the beginning of the first map can be removed.
This post has been edited by NightFright: 05 January 2023 - 03:19 PM
#1764 Posted 06 January 2023 - 06:55 AM
#1765 Posted 06 January 2023 - 10:38 AM
Changelog:
- Shaky Grounds: Updated masterswitch sprite in SG1 to allow player to pass through ventilation shaft in starting area
To update:
- Use the EAC 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 shakygrounds.grp from the EAC repository
This post has been edited by NightFright: 06 January 2023 - 10:48 AM
#1766 Posted 06 January 2023 - 04:37 PM
#1767 Posted 06 January 2023 - 05:03 PM
#1768 Posted 07 January 2023 - 12:40 AM
#1769 Posted 07 January 2023 - 10:31 AM
burnt.grp
urban.grp
wolfpack.grp
stevelong.grp
stranger.grp
taivo.grp
spiegul.grp
spacemission.grp
space.grp
ruohonen.grp
red.grp
quakis.grp
prequel2time.grp
nuclear.grp
kucera.grp
lastreaction.grp
metromayhem.grp
jungletour.grp
infestation.grp
2000tc.grp
bobsp.grp
badweekend.grp
castlequest.grp
cerovsky.grp
chimera.grp
cmdconquer.grp
dukehard.grp
dn64revisited.grp
deathdrive.grp
fm3x.grp
fbsp.grp
fusion.grp
platoon.grp
starshiptrp.grp
wgrealms2.grp
kneedeep.grp
borgnukem.grp
Then there's Oblivion for Java memory leap reasons, but that was expected. Maybe also too far from vanilla logics to be compatible with the port anyway. I can guess it could happen the same for The Invasion of Trequonia.
At the moment assault.grp, alienvpredator.grp, jjduke.grp, criticalmass.grp seems to be the only ones that works.