[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#2071 Posted 29 January 2026 - 04:45 AM
To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download wgmega.grp from the EAC repository
#2072 Posted 30 January 2026 - 01:57 PM
Here, other Duology (and a trilogy) proposals.
Another Attack trilogy (until an eventual 4,5,6 etc. at least) by Maarten van Oostrum
Woudrichem War, Weissensee, Down the Upstairs
Hollywood Holocaust Remake Duology by Bruno Lombard (A DukePlus version exist according description)
Street part, Part 2
Dark Duology (unofficial name) by Sanek (already included in one of the Space themed GRPs?)
Dark Seed, Dark Station (Not that clear if Dark Station is actually a sequel or prequel to Dark Seed though, so make two separated selectable episodes may be better)
Zykov Eddy Duology (unofficial name) by Zykov Eddy
Kill City, Octo Desperado
Duke Nukem For3ver Mini-Mod by StarCraftZerg
Duke Nukem For3ver, Duke Nukem For3ver Part 2
Puritan Alien Duology (unofficial name) by Puritan
Nostromo, Alien Resurrection
Romeobk Duology (unofficial name) by Romeobk
Stowaway, Exodus (However it appear to need some fixes, and Romeobk argues that Exodus isn't in its final state)
Vixens TC 1&2 by Charley Raj for Troy Studios, Vixen 2: Resurrection by porkblerg
Vixens, Vixens 2: Resurrection
Invasion Of Trequonia By Zaxtor (Oblivion spin-off starring Skyhv Knawvkiov the wolverine. And consequently part of the AMC lore)
Since it might be one of the most difficult to adapt, IF still work well as it is with the provided patch, I don't think there's need to modernize it for new snapshots.
The already mentioned Children & Ray Tracer duology Maia+Taygeta possibly.
Also, the "UnderTaker Series" quintalogy still exist in the repository? (Forever and One More Day, Day After Forever, Desert Complex, Brainwash Facility, Border Town) I don't see it there. Removed/renamed/incorporated?
This post has been edited by Fantinaikos: 30 January 2026 - 01:58 PM
#2073 Posted 30 January 2026 - 02:15 PM
#2074 Posted 07 March 2026 - 05:31 AM
Edit 2: To make this not a completely pointless post, I found another bug that can prevent the player from completing the game in Oblivion.
This was actually present in the original version too, but only with the final sphere boss fight. In the Addons Compilation version, all of the gems are affected. See the following code:
useractor notenemy BOSS_SLAYED_GEM 0
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
quote 162
ifspawnedby BOSS_SLAYED_GEM
{
ifspritepal 10 { setvar SPD_BOSS1 1 }
ifspritepal 11 { setvar SPD_BOSS2 1 }
ifspritepal 12 { setvar SPD_BOSS3 1 }
ifspritepal 13 { setvar SPD_BOSS4 1 }
ifspritepal 14 { setvar SPD_BOSS5 1 }
ifspritepal 15 { setvar SPD_BOSS6 1 }
ifspritepal 16 { setvar SPD_BOSS7 1 }
state getcode
}
else
state quikget
}
enda
This defines the 7 boss gems needed to fight the final boss of the map. The problem here is the `ifspawnedby BOSS_SLAYED_GEM` command.
Notice the description on the wiki: https://wiki.eduke32...iki/Ifspawnedby
Quote
And that's precisely what can happen here. It's possible to accidentally hit the gem with a radius explosion, which will cause it to change the htowner and thus the `ifspawnedby` check will no longer return `true`. Thus one of the variables required to exit the room and fight the final boss will not be set.
This actually recently happened to me when playing Episode 4 for Devon's stream. The simplest way to fix this would be to remove the `ifspawnedby` check entirely, as it is not needed.
Edit 3: The reason the default Duke3D items are not affected by this, is that they are hardcoded to be unhittable by explosions. These custom items are not.
This actually also affects the blue gem that ends episode 1:
useractor notenemy CHAOS_GEM1 0
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
palfrom 62 -63 62 -61
sound CHAOSPOWER
ifspawnedby CHAOS_GEM1
endofgame 52
state getcode
else
state quikget
}
enda
If you shoot it with an explosive weapon -- congrats, you can't end the episode anymore.
This post has been edited by Doom64hunter: 07 March 2026 - 07:42 AM
#2075 Posted 07 March 2026 - 09:24 AM
What would the code have to look like in the end to be functional?
#2076 Posted 07 March 2026 - 09:54 AM
Quote
It's at 8.2 at ModDB, but I don't see the changelog so I can't tell what is changed and if it's worth to replace it.
Quote
Strange, Devon recently finished the entire Oblivion saga without running into this... I think he used the original version?
Also, very useful as walkthrough.
This post has been edited by Fantinaikos: 07 March 2026 - 10:02 AM
#2077 Posted 07 March 2026 - 02:58 PM
NightFright, on 07 March 2026 - 09:24 AM, said:
What would the code have to look like in the end to be functional?
Just remove the `ifspawnedby` check in those cases, and remove the corresponding `else` block, i.e. it should always execute the content of the `ifspawnedby` block.
The check is vestigial -- it only exists because it was copied from the base Duke3D item definitions, but the only difference between states `getcode` and `quikget` is the multiplayer respawn indicator, which is completely irrelevant for Oblivion TC.
Also, The Legend of Devon on Youtube did a playthrough recently, and I did too, and we ran into exactly those issues. Us Oblivion crazies still exist
Fantinaikos, on 07 March 2026 - 09:54 AM, said:
Also, very useful as walkthrough.
He used the original version, but the bug existed there as well as in the Addons Compilation version. You can see it happen in his last Episode 1 stream at 1:29:00
https://www.youtube....z-GhpRp2&t=5340
When the screen flashes green and the sound plays, he picked up the hidden item. But because he hit it with an explosion first, the game end doesn't trigger. He later redoes it on the same stream without firing a rocket, and then it works correctly.
This post has been edited by Doom64hunter: 07 March 2026 - 03:07 PM
#2078 Posted 07 March 2026 - 04:46 PM
To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download wgmega.grp from the EAC repository
And to confirm (for the Oblivion edit):
The changed code should look like this? (And there's nothing else that needs to be changed?)
useractor notenemy BOSS_SLAYED_GEM 0
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
quote 162
ifspritepal 10 { setvar SPD_BOSS1 1 }
ifspritepal 11 { setvar SPD_BOSS2 1 }
ifspritepal 12 { setvar SPD_BOSS3 1 }
ifspritepal 13 { setvar SPD_BOSS4 1 }
ifspritepal 14 { setvar SPD_BOSS5 1 }
ifspritepal 15 { setvar SPD_BOSS6 1 }
ifspritepal 16 { setvar SPD_BOSS7 1 }
state getcode
}
enda
#2079 Posted 09 March 2026 - 07:56 AM
NightFright, on 07 March 2026 - 04:46 PM, said:
To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download wgmega.grp from the EAC repository
And to confirm (for the Oblivion edit):
The changed code should look like this? (And there's nothing else that needs to be changed?)
useractor notenemy BOSS_SLAYED_GEM 0
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
quote 162
ifspritepal 10 { setvar SPD_BOSS1 1 }
ifspritepal 11 { setvar SPD_BOSS2 1 }
ifspritepal 12 { setvar SPD_BOSS3 1 }
ifspritepal 13 { setvar SPD_BOSS4 1 }
ifspritepal 14 { setvar SPD_BOSS5 1 }
ifspritepal 15 { setvar SPD_BOSS6 1 }
ifspritepal 16 { setvar SPD_BOSS7 1 }
state getcode
}
endaYep, that will fix the problem. And the following for the Chaos Gem:
useractor notenemy CHAOS_GEM1 0
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
palfrom 62 -63 62 -61
sound CHAOSPOWER
endofgame 52
state getcode
}
enda
#2080 Posted 09 March 2026 - 09:19 AM
To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download oblivion.grp from the EAC repository
#2081 Posted 03 April 2026 - 01:54 AM
This one was introduced when Episode 4 was released, but used to work with earlier versions:
useractor notenemy MUSHROOM 0
ifaction 0
ifhitweapon
sound SQUISHED
state checksmushroomhitstate
enda
There are supposed to be mushroom sprites in E1L4 to guide you through the map. However, Zaxtor broke them at some point by adding the "sound" command here, leading to them all getting destroyed on map load.
To fix them, you need to add brackets as follows:
useractor notenemy MUSHROOM 0
ifaction 0
ifhitweapon
{
sound SQUISHED
state checksmushroomhitstate
}
enda
They also appear in two Episode 2 maps, but are otherwise not present in Episode 3 and 4, hence why he probably missed it.
#2082 Posted 10 April 2026 - 12:09 PM
To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download oblivion.grp from the EAC repository
#2083 Posted 01 July 2026 - 09:56 AM
no supported version duke3d.grp dectected aborting how do i fix this
okay working
This post has been edited by alexhob123: 01 July 2026 - 10:03 AM

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