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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

#1741

Minor updates for some classic addons which I wanted to implement for a while now.

- 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
7

User is online   NightFright 

  • The Truth is in here

#1742

Discovered another thing to fix. (Don't ask me how I find this, it's pretty random.)

- 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
3

User is online   NightFright 

  • The Truth is in here

#1743

And some more love for the third (and best) episode of JJDuke3D. No idea how these glitches managed to skip my attention before.

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
2

User is online   Phredreeke 

#1744

I'll ask again for JJDuke to have its LOGO.ANM renamed to something different as to not have the ERP's upscaled intro override it
0

User is online   NightFright 

  • The Truth is in here

#1745

The old problem remains:
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.
0

User is offline   quakis 

#1746

I'm still figuring out con scripting so someone more experienced might recorrect this, but this quick dirty method seems to be working for this purpose. Hope it helps. It'll play the JJDuke logo (w/o sounds) before the Nuke logo.

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)



This post has been edited by quakis: 01 December 2022 - 08:24 PM

0

User is online   NightFright 

  • The Truth is in here

#1747

No sounds, yeah. That's the catch. There's animsounds, but it only works for the hardcoded cutscenes. Not exactly ideal.
0

User is offline   quakis 

#1748

Animsounds should work for this. Didn't give myself much time this morning, reason it lacking polish, so made a slight update now.

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)


0

User is offline   Hendricks266 

  • Weaponized Autism

  #1749

View Postquakis, on 02 December 2022 - 05:36 AM, said:

Animsounds should work for this. Didn't give myself much time this morning, reason it lacking polish, so made a slight update now.

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 },
    };

1

User is online   NightFright 

  • The Truth is in here

#1750

What about cineov2 and cineov3? Last Reaction is using them. Or is the ERP not replacing those and it's just about the intro?

This post has been edited by NightFright: 02 December 2022 - 01:39 PM

0

User is online   NightFright 

  • The Truth is in here

#1751

After I finally found out that WGMega v4.1 with the new "Pandora" episode is available since a while, it's about time to upgrade to the latest version.

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
3

User is online   Phredreeke 

#1752

View PostNightFright, on 02 December 2022 - 01:31 PM, said:

What about cineov2 and cineov3? Last Reaction is using them. Or is the ERP not replacing those and it's just about the intro?


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.
0

User is offline   rambo919 

#1753

Age of Evil

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.
0

User is online   NightFright 

  • The Truth is in here

#1754

Since I am leaving for my Xmas vacation, I didn't want to take off before doing one last update this year - and it's a big one. To give you a rough idea: Rednukem compatibility has been added for a lot of addons, with some extra work on The Gate, LR&WB, Chimera and Duke Hard. To those of you who can't use the downloader script: You have my sympathies for having to get all 22 of these one by one.

Changelog:
Spoiler

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

5

User is offline   Reaper_Man 

  • Once and Future King

#1755

Always happy to help, and glad we could find a vanilla-compatible solution!
0

User is offline   ETPC 

#1756

ran through Metropolitan Mayhem on r10166! almost completely flawless except for an issue with transitioning between the inside of the train and the top of it on E5L10. jumping up here is tricky because it constantly flickers between topside and inside the train. eventually i got it, but it could do with some tweaking.

Attached thumbnail(s)

  • Attached Image: duke0083.png


This post has been edited by ETPC: 03 January 2023 - 01:46 PM

0

User is online   NightFright 

  • The Truth is in here

#1757

Behaves the same way in Rednukem, actually.
0

User is offline   Ninety-Six 

#1758

I'm pretty sure it's been that way since release. I play MM along with all the other vanilla episodes when I play them, and across dozens and dozens of revisions, going back as far as even the r5XXXs I think, it's just always been that way.

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

0

User is online   NightFright 

  • The Truth is in here

#1759

I think I remember the train level in "The Final Confrontation" has a very similar issue when you jump on top of the train wagons from its interior. Guess there is no smooth way to get this working.
0

User is online   Phredreeke 

#1760

I really don't think adding "Rednukem compatibility" to Shaky Grounds and Duke Hard is a good idea when you yourself have reported issues with them.
0

User is online   NightFright 

  • The Truth is in here

#1761

I think the few existing issues can be sorted out, either by minimal map adjustments or port updates. Anyway, as it stands now, RN support needs to be considered experimental for these two cases and cannot be recommended for the time being.

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

0

User is online   Phredreeke 

#1762

Graf expressed my thought about it better than I did

Quote

AFAIR DukeHard only used EDuke32 CON extensions for non-gameplay related things and removing them won't break gameplay on other ports. But of course there's no guarantees that it relies on some engine bugfixes/enhancements that are triggered by special values in the map data.

0

User is online   NightFright 

  • The Truth is in here

#1763

Thanks for your input. I'll still leave things as they are now. Some of the changes I made are still useful even if you don't use PN and EDuke32 settings are used by default (like widescreen support), so anybody trying to change the default is doing so intentionally, accepting that some things might not work (yet) as I have pointed out in the readme. I think that's good enough.

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

0

User is online   Phredreeke 

#1764

To be clear, I am actually in favor of making addons compatible with other ports, and even if Rednukem won't run Duke Hard there's a good chance Raze will at some point, and I don't doubt that Shaky grounds can be made compatible (did anyone flip the cstat bit in the map yet?)
0

User is online   NightFright 

  • The Truth is in here

#1765

Shaky Grounds is now fully playable in Rednukem, thanks to Merlijn!

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

1

#1766

There's a chance to make BuildGDX accept the Compilation, at least those mostly based on vanilla? The port is very picky about any .CON change. What blocks every execution is the value "Undefinevolume".
0

User is online   Phredreeke 

#1767

I would think the blockers for GDX are the same as for Rednukem
0

User is online   NightFright 

  • The Truth is in here

#1768

I am going to slowly eliminate undefinevolume from all compilation entries. Also because you achieve the same result with empty definevolumename lines. Ultimately, anything that doesn't rely on EDuke32 code or map features like TROR should also work in Rednukem, DukeGDX and Raze.
0

#1769

Done some testing. Aside from those who require to remove Undefinevolume" (in truth some require to remove or fix other values) there's a bunch that cannot even appear in the User Content menu because the .CON does not permit, explicitly saying that "found, but can't be loaded".

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.
0

User is online   NightFright 

  • The Truth is in here

#1770

Are you talking about DukeGDX now? It might be that this port would only allow full defs/game/user.con replacements, not overrides for existing code which I have often used.
1

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