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

User is offline   Radar 

  • King of SOVL

#1981

View PostForge, on 22 January 2024 - 09:45 AM, said:

At this point, you might as well offer random people the opportunity to re-texture everything to their liking and update your collection with their submissions


>accidently revives the HRP
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User is online   NightFright 

  • The Truth is in here

#1982

I think by now it should be clear that a totally faithful and 100% vanilla-ish experience isn't delivered here. Anybody who's looking for that is better off downloading the originals from the Duke4.net archives or ModDB and run them like that.

With enough time at my disposal, I might go through the addons one day and see which of the more obvious intrusions can be undone. Luckily, most edits are well documented. Redoing everything from scratch would be a bit too much at this point, I'm afraid.
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User is offline   Forge 

  • Speaker of the Outhouse

#1983

View PostNightFright, on 22 January 2024 - 10:22 AM, said:

I think by now it should be clear that a totally faithful and 100% vanilla-ish experience isn't delivered here

world of difference between fixes for functionality vs. cosmetics.
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User is offline   Phredreeke 

#1984

Retexture 100% of the game, that's one step in the direction towards FreeDookie
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User is offline   Forge 

  • Speaker of the Outhouse

#1985

After that, then we can move to phase two and expand all the maps past the original build limit - because we know that was the author's intent before '05.

If we're going to take somebody's work and make it our own (because we know better than they did back in the pong era), might as well go all-in

This post has been edited by Forge: 22 January 2024 - 11:50 AM

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User is online   NightFright 

  • The Truth is in here

#1986

I think we all got it now. Thank you for your valuable input.
2

User is offline   Radar 

  • King of SOVL

#1987

View PostForge, on 22 January 2024 - 11:44 AM, said:

After that, then we can move to phase two and expand all the maps past the original build limit - because we know that was the author's intent before '05.

If we're going to take somebody's work and make it our own (because we know better than they did back in the pong era), might as well go all-in


If I may continue this line of humor, I would say BDP Team only used Build because it was a contemporaneous engine of the time. They clearly had their sights on limits beyond what Build can support. We should port The Gate to Unreal Engine 5.
3

#1988

View PostNightFright, on 22 January 2024 - 09:14 AM, said:

Well, if it's just that... here's "The Gate" with our beautiful, beloved tile #0 restored (from duke3d.grp). Might not look pretty, but if it fixes the HOMs... Maybe someone will figure out which texture needs to go there at some point. But it may not fit for all maps, I guess. A simple black square texture as a placeholder might do the trick, perhaps? Anyway...

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 and download thegate.grp from the EAC repository


Thanks man.

Also...
Had I read the previous pages I would've known that minor graphical fixes are, apparently, a reason for ridicule. Good to know.
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User is online   NightFright 

  • The Truth is in here

#1989

I will keep working on my magnum opus, then. My great vision is to replace each and every single tile in every addon of this compilation with tiny turds. It's going to be beautiful, believe me. And brown, of course. Very. Brown. :rolleyes:
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User is offline   alexhob123 

#1990

Super Nukem Bros. keeps crashing on world 1-1 anyway to fix

Attached File(s)



This post has been edited by alexhob123: 08 February 2024 - 10:55 AM

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User is online   NightFright 

  • The Truth is in here

#1991

These logs aren't from Super Nukem, but from Infestation in Time. And we had fixed that one already a while ago, as you (hopefully) remember. Super Nukem works fine on my end.
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User is offline   alexhob123 

#1992

oh yeah my bad I though the logs were from Super Nukem
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User is offline   Mere_Duke 

#1993

Since I was trying to fix some old addons out of my OCD too, I have a little question.

In some CON files you can find constructions similar to this:
state dropsmth
  ifspritepal 10
    spawn SHOTGUNAMMO
    spawn PIGCOP
  else
    spawn BATTERYAMMO
    spawn LIZTROOP
ends

This code would be logically correct if we enframe lines 3-4 and 6-7 with braces, and it seems the author just missed to put them. Since EDuke32 tolerates this mistake with a warning ("found else with no if"), this thing is easily missed.

So what do you think, should "errors" like this one be fixed or considered as "the author's point of view" (since code compiles and gameplay seems to be OK) despite the logic is broken code-wise?
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User is offline   Reaper_Man 

  • Once and Future King

#1994

IMO it's beyond the scope of a project like this, or in fact any project, to fix every mod's poor scripting practices.

In a scenario like this, where the error isn't show-stopping, then it's really the fault of the original author that they did not properly test their code to verify functionality, and it should therefore be left as-is. It's not "broken", it didn't "stop working", it's just bad scripting and has always been bad and the effect has never worked right. Despite that, they seemingly got the outcome they were happy with and shipped the mod, so the outcome is working as they desire and therefore the code should not be "fixed".

In other cases, where changes to the engine's behaviors cause previously working functionality to stop working... I think it depends. We've seen issues where bugs or other engine oversights were exploited for one reason or another to achieve certain effects, which worked in their original release (whether that is 1.3D/1.5, or earlier EDuke version) but then stop working in later EDuke releases as the engine is hardened against memory leaks or fixing various bugs. These are the "This never should have worked, but it did" class of breakage. These should be evaluated on a case-by-case basis, but IMO generally these should NOT be changed and the mods should be removed. All of the ones I have seen and/or helped to fix left me thinking "WHY did you do it this way?", and like not properly enclosing code in brackets, could have been avoided. "I exploited a bug, then they fixed the bug" is the author's problem.

Other situations are similar, where behavior that once functioned has stopped working due to engine changes, but through no fault or exploit of the original code. This is all of the various effects that have broken due to physics changes and clipmove() engine changes, for example. These are the only ones where it's actually EDuke's "fault", and IMO these are the only ones that should ever be modified or fixed, where possible.
1

User is online   NightFright 

  • The Truth is in here

#1995

For a while I did this, but besides getting rid of a warning, there's literally zero benefit to it. It doesn't cause any issues if you leave it untouched, and even vanilla game.con has that oopsie. And has been working fine ever since, regardless.
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User is offline   alexhob123 

#1996

quick question as well how do you turn off vibration my ps5 controller vibrates when loading even though rumble is off
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User is online   NightFright 

  • The Truth is in here

#1997

You put the controller aside, place your one hand on a mouse, the other on a keyboard. Always works for me.
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User is offline   alexhob123 

#1998

yes but is there a way to stop it vibrating it does it as soon as the game loads
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User is online   NightFright 

  • The Truth is in here

#1999

What does this have to do with this topic? You should ask in an appropriate technical thread ("Bug reports and 'help me' threads"), different section. Not here.
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User is offline   alexhob123 

#2000

sorry my bad
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User is offline   rambo919 

#2001

Funny bug in FM4X.... the "knock-out factory" level "modular switch" puzzle vent holes are misaligned to the shrink pulse end points.... you have to use noclip to shoot the canisters yourself or you are stuck.
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User is online   NightFright 

  • The Truth is in here

#2002

Should also checked in Rednukem, I guess. I used to play this and everything worked. But... that was 8+ years ago.
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User is online   NightFright 

  • The Truth is in here

#2003

New version of the Downloader Script (v1.25) is up.

Changes:
- "Full" release moved to menu position #3 (for technical reasons)
- Removed delay before reaching menu
- Script now only terminates when selecting "Quit" via menu
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User is online   NightFright 

  • The Truth is in here

#2004

GRPINFO update to change flags to numeric values. Might also fix WGRealms2 and Zombie Crisis as they had their flags set to 0 instead of 1.

To update:
- Execute the Downloader Script and choose menu option 4 ("Base Files Only") OR
- Download the updated EAC Base Pack.
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#2005

Hi, Nightfright. I'm trying to use the newest Cosmetic Duke (1.9) and the main game seems to work, but none of the addons (Caribbean/NWinter or DC) I've put them in the "autoload" folder, but they don't work properly

I think it says I need version 4.0 of your " eDuke32 Addon Compilation 4.0" or does is that only for certain addons


I'm asking here because I posted on the other message board but haven't got a reply
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User is offline   alexhob123 

#2006

I'm having problems with latest release I open up the eac_install.bat file and then press any key then press 3 for full 1.3gb and then wait for install but then click on addons.bat but I get eduke32 executable file not found aborting how do I fix this thanks also how do install correctly and update correctly with GRPINFO update to change flags to numeric values. Might also fix WGRealms2 and Zombie Crisis as they had their flags set to 0 instead of 1. and New version of the Downloader Script (v1.25) is up. can someone give me it in steps please

I have followed the instructions via the readme file but I can't get it to work

This post has been edited by alexhob123: 13 March 2024 - 12:23 PM

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User is online   NightFright 

  • The Truth is in here

#2007

@darkprince
I am not familiar with Cosmetikduke, so I'm afraid someone else will have to step in for this. I wouldn't know how the EAC is "required" for anything. Probably they mean the groupfiles, which you can obtain from the EAC repo separately if needed. Also: Addons don't belong in the autoload folder. That will cause problems.

@alex
I'm afraid you're not making much sense, which might be due to the lack of interpunctuation in your request. For me everything runs fine. Basically you take the EAC installer script zipfile and unpack it into your EDuke32 dir which holds your duke3d.grp and eduke32.exe.
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User is offline   alexhob123 

#2008

View PostNightFright, on 13 March 2024 - 01:22 PM, said:

@darkprince
I am not familiar with Cosmetikduke, so I'm afraid someone else will have to step in for this. I wouldn't know how the EAC is "required" for anything. Probably they mean the groupfiles, which you can obtain from the EAC repo separately if needed.

@alex
I'm afraid you're not making much sense, which might be due to the lack of interpunctuation in your request. For me everything runs fine. All I can say is that you need to have eduke32.exe in the same dir as eac_install.bat.


eduke32.exe is in the same dir as eac_install.bat

if i run eduke32.exe in the folder i have it just crashes

I am using the latest version of eduke32 from http://dukeworld.duk...uke32/synthesis

This post has been edited by alexhob123: 13 March 2024 - 01:27 PM

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User is online   NightFright 

  • The Truth is in here

#2009

Follow-up questions:
1) Crashes without warnings? No log entries in eduke32.log or anything?
2) Was it ever working before or did it just happen with the latest script update?
3) Is this about installing the whole thing or running it afterwards?
4a) If it's about installing: Are you using a 32-bit OS by any chance? The wget.exe binary provided is meant for x64 systems (maybe I should change that, it doesn't make any difference, anyway).
4b) If it's about running: Are you using addons.bat, command line parameters, a custom link?
5) Which kind of files do you have in your EDuke32 dir?
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User is offline   alexhob123 

#2010

View PostNightFright, on 13 March 2024 - 01:26 PM, said:

Follow-up questions:
1) Crashes without warnings? No log entries in eduke32.log or anything?
2) Was it ever working before or did it just happen with the latest script update?
3) Is this about installing the whole thing or running it afterwards?
4a) If it's about installing: Are you using a 32-bit OS by any chance? The wget.exe binary provided is meant for x64 systems (maybe I should change that, it doesn't make any difference, anyway).
4b) If it's about running: Are you using addons.bat, command line parameters, a custom link?
5) Which kind of files do you have in your EDuke32 dir?


no warnings and then crashes Attached Image: eduke32.png
it was working before then it just happened with the latest script update
afterwards
i do use the addons.bat file
i have in Eduke32 dir addons, samples, addons.bat, addons_wt.bat, buildlic.txt, eac_installer.bat, eduke32.exe, gamecontrollerdb.txt, gpl-2.0.txt, grpfiles.cache, m32help.hlp, mapster32.exe, names.h, SEHELP.HLP, STHELP.HLP, tiles.cfg, voidsw.exe, wget.exe and lots of save files



even without the latest script update it still does it and I am using the latest addon compilation

Attached Image: cmd.png

This post has been edited by alexhob123: 13 March 2024 - 02:19 PM

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