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

User is offline   Anvil 

#271

View PostTrooper Dan, on 05 May 2016 - 01:32 AM, said:

I don't really understand what the goal is, though. Do you really want it to reset all that stuff every single level in every episode? If that's what you want, then you should use this:

onevent EVENT_ENTERLEVEL

ifg VOLUME 0
ifn sector[].floorpicnum HURTRAIL
{
          setactor[THISACTOR].extra MAXPLAYERHEALTH
          setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
          setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
          setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon RPG_WEAPON 0
          setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
          setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
          setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
          setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
          setplayer[THISACTOR].gotweapon GROW_WEAPON 0
          setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
          setplayer[THISACTOR].shield_amount 0
          setplayer[THISACTOR].firstaid_amount 0
          setplayer[THISACTOR].holoduke_amount 0
          setplayer[THISACTOR].jetpack_amount 0
          setplayer[THISACTOR].heat_amount 0
          setplayer[THISACTOR].scuba_amount 0
          setplayer[THISACTOR].boot_amount 0
          setplayer[THISACTOR].steroids_amount 0
          setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
          setplayer[THISACTOR].subweapon 0
          setplayer[THISACTOR].inven_icon 0
}
endevent


^I would start with that and then add exceptions to it if there are levels or episodes that don't require reset.

Just tried this code (without "ifg VOLUME 0") and got this error: "expected a keyword but found 'ifn' "
0

User is offline   Danukem 

  • Duke Plus Developer

#272

View PostAnvil, on 08 May 2016 - 04:57 PM, said:

Just tried this code (without "ifg VOLUME 0") and got this error: "expected a keyword but found 'ifn' "


Try using a more recent version of EDuke32. 'ifn' is shorthand for 'ifvarn' which along with other shorthand commands was added to EDuke32 a few months ago.
0

User is offline   Anvil 

#273

:angry:
0

User is online   NightFright 

  • The Truth is in here

#274

Here is the code with which I got it working the way I wanted:

gamevar ACTORLOAD 0 2

onevent EVENT_GAME
   ifactor APLAYER
   ifvarn sprite[THISACTOR].owner -1
   ifvarvarl sprite[THISACTOR].yvel MULTIMODE
   ifvare ACTORLOAD 0
   {
      ife sector[].floorpicnum HURTRAIL set ACTORLOAD 1
      else ife VOLUME 0 ife LEVEL 0 set ACTORLOAD 1
      else
      {
         setactor[THISACTOR].extra MAXPLAYERHEALTH
         setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
         setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
         setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
         setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
         setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
         setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
         setplayer[THISACTOR].gotweapon RPG_WEAPON 0
         setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
         setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
         setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
         setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
         setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
         setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
         setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
         setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
         setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
         setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
         setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
         setplayer[THISACTOR].gotweapon GROW_WEAPON 0
         setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
         setplayer[THISACTOR].shield_amount 0
         setplayer[THISACTOR].firstaid_amount 0
         setplayer[THISACTOR].holoduke_amount 0
         setplayer[THISACTOR].jetpack_amount 0
         setplayer[THISACTOR].heat_amount 0
         setplayer[THISACTOR].scuba_amount 0
         setplayer[THISACTOR].boot_amount 0
         setplayer[THISACTOR].steroids_amount 0
         setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
         setplayer[THISACTOR].subweapon 0
         setplayer[THISACTOR].inven_icon 0
         set ACTORLOAD 1
      }
   }
endevent


What it was supposed to do:
- In E1L1, don't apply equip reset code (because "Hydrostation" starts without pistol)
- On any other map, apply the reset code

My mistake was that VOLUME 0 LEVEL 1 wasn't E1L1 but E1L2. LEVEL 0 did the trick. The HURTRAIL line didn't seem to have any effect but I let it stay to catch all cases.
0

User is offline   Danukem 

  • Duke Plus Developer

#275

View PostNightFright, on 10 May 2016 - 05:03 AM, said:

The HURTRAIL line didn't seem to have any effect but I let it stay to catch all cases.


Just to be clear: starting the player on a HURTRAIL texture (like in E1L3) is the way that mappers make a player start without the pistol. That line is there because in a map like that, your code doesn't need to do anything, and you don't want it to because it would give the player the pistol back.
0

User is offline   pmw 

#276

Wow, just downloaded this. Nice hints.txt, I like that. Funny to see how people play maps. Anyway, hopefully we see Eduke's multiplayer/coop in future...so we can play these mods in COOP...
0

User is offline   Dynamo128 

#277

View PostNightFright, on 08 May 2016 - 01:13 PM, said:

Please don't expect me to do it for you, just like adding more addons.

Besides that, it's not very polite to show that you are not satisfied with the already quite massive amount of content this collection has to offer by now.

Thanks very much for pointing me to the right tools, I didn't mean to come off like that, I understand perfectly that you are not going to add random mod requests by people, sorry for making that impression and cheers for making this compilation :angry:
0

User is offline   FistMarine 

#278

edit

This post has been edited by FistMarine: 11 December 2016 - 06:56 AM

1

User is offline   Danukem 

  • Duke Plus Developer

#279

View PostFistMarine, on 11 May 2016 - 06:08 AM, said:

Exactly. However there are also maps that place the player above a small sector that contains slime or lava for a similar weaponless effect. I'm sure there can be maps that do that as well. One that comes in my mind is one of the levels from Duke is Ten episode, although that one is part of the episode and it's not the best example I gave. I think I remember another map that starts on top of lava, it's Christmas 2002 but I'm not sure if it's part of any map packs included. I don't remember all details, it's been long since I played these maps/episodes. I should have said that earlier but hey, better late than never. :angry:


I didn't know that those other textures had the same effect. The tile numbers could be added in to the code very easily.
0

User is offline   FistMarine 

#280

edit

This post has been edited by FistMarine: 11 December 2016 - 06:57 AM

1

User is online   NightFright 

  • The Truth is in here

#281

I still have some time left before I have to attend to my RL stuff again, so I will prepare a small update for the compilation which will be available on May 31.

In this update, I will mostly address the things that you guys asked for, i.e.:
- Separating the "Dark Place" series from Taivo's other maps
- Putting Pipeline's maps into a separate pack (with his missing SP and DM maps)
- Fixing "Hydrostation" start in the Glavic Pack
- Correct episode menu order for LR&WB (LR shown first, WB second)
- Minor tweaks for the Space/Urban packs (maps removed or replaced) and
- An improved exit for the last Chimera level (nukebutton still won't work, but now you can grab the Atomic Health if you like)

New addons which will be included:
- A.Dream Trilogy
- Duke Is 007 (with many critical map fixes) and
- Layre.

This post has been edited by NightFright: 13 May 2016 - 12:57 AM

4

User is offline   FistMarine 

#282

edit

This post has been edited by FistMarine: 11 December 2016 - 06:57 AM

1

User is online   NightFright 

  • The Truth is in here

#283

I don't know what difference it would make to rename a groupfile, but ok...

Regarding the Forklift Pack:
The addons have already been split for my update. I am still undecided however about the custom weapon art in "Time":
- Chaingun pickup was replaced by an MP5, but there is no HUD weapon replacement
- HUD pistol replacement has incomplete animation frames

Right now, I am tending towards sticking to my decision to remove these replacements.
2

User is offline   FistMarine 

#284

edit

This post has been edited by FistMarine: 11 December 2016 - 06:57 AM

1

User is offline   Dynamo128 

#285

I did add Mystique and Complex to your mod in my version, following your step-by-step guide. Given that they're old/classic TC's, and since you're making a new update now, it might be good to add them perhaps, and given that I've already basically converted them all you'd need to do is download the .GRP files I made. I'm sure some people would enjoy giving these a try. Want them?
3

User is online   NightFright 

  • The Truth is in here

#286

Nah thanks, not needed. Have fun on your own with that.
0

User is online   Lunick 

#287

Hey NightFright, it only looks like Dynamo wants to contribute to the Addon Compilation with some mods (at least one of them I know are good) that he thinks should be included. I don't think he meant any illwell. If you're gonna include just pure map episodes then I think some actual addons would be good too. Let's not come off a little rude please? :angry:
0

User is offline   LeoD 

  • Duke4.net topic/3513

#288

View PostLunick, on 14 May 2016 - 02:54 AM, said:

Hey NightFright, it only looks like Dynamo wants to contribute to the Addon Compilation with some mods (at least one of them I know are good) that he thinks should be included. I don't think he meant any illwell. If you're gonna include just pure map episodes then I think some actual addons would be good too. Let's not come off a little rude please? :angry:


View PostNightFright, on 08 May 2016 - 01:13 PM, said:

...[] BTW this translates into: Please no further requests here like "Please add this or that". It won't happen any time soon. Besides that, it's not very polite to show that you are not satisfied with the already quite massive amount of content this collection has to offer by now.
That was pretty clear IMO.
0

User is online   Lunick 

#289

View PostLeoD, on 14 May 2016 - 03:16 AM, said:

That was pretty clear IMO.

View PostDynamo128, on 11 May 2016 - 03:10 AM, said:

Thanks very much for pointing me to the right tools, I didn't mean to come off like that, I understand perfectly that you are not going to add random mod requests by people, sorry for making that impression and cheers for making this compilation :angry:

View PostDynamo128, on 14 May 2016 - 02:02 AM, said:

I did add Mystique and Complex to your mod in my version, following your step-by-step guide. Given that they're old/classic TC's, and since you're making a new update now, it might be good to add them perhaps, and given that I've already basically converted them all you'd need to do is download the .GRP files I made. I'm sure some people would enjoy giving these a try. Want them?

He was being pretty polite actually LeoD. He was not demanding that they should be added, just "perhaps". NightFright said he was done in that post you quoted but is working on it again unexpectedly so the perfect opportunity to suggest things, not like he was "demanding" they were being added.
0

User is offline   FistMarine 

#290

edit

This post has been edited by FistMarine: 11 December 2016 - 06:57 AM

1

User is offline   Danukem 

  • Duke Plus Developer

#291

View PostLeoD, on 14 May 2016 - 03:16 AM, said:

That was pretty clear IMO.


Yeah I think NightFright was just saying that it will be a while before anything else will be added, so if someone wants episodes added sooner, they are on their own.
0

User is online   NightFright 

  • The Truth is in here

#292

Ok folks, to take the steam out of this conversation before it gets us off track too much:

I have no problem with adding Mystique, but it has 30 levels and I need to play them all first to see if there are any problems. I have also done this with all previous entries of this compilation. Naturally, this will take a while. If you guys are ok with me not holding my initial deadline for May 31, I can start working on it and I release the update later.

And my apologies to anybody feeling offended by my short and rejective replies, I am a bit on the edge lately and sometimes I let off some steam in the wrong places. I hope you guys understand. ^^

This post has been edited by NightFright: 14 May 2016 - 03:03 PM

6

User is offline   Forge 

  • Speaker of the Outhouse

#293

View PostFistMarine, on 11 May 2016 - 06:08 AM, said:

Exactly. However there are also maps that place the player above a small sector that contains slime or lava for a similar weaponless effect. I'm sure there can be maps that do that as well. One that comes in my mind is one of the levels from Duke is Ten episode, although that one is part of the episode and it's not the best example I gave. I think I remember another map that starts on top of lava, it's Christmas 2002 but I'm not sure if it's part of any map packs included. I don't remember all details, it's been long since I played these maps/episodes. I should have said that earlier but hey, better late than never. :angry:

Eat The Rich - part of the Duke Hard episode.
Starts the player over lava.

View PostNightFright, on 13 May 2016 - 12:49 AM, said:

- An improved exit for the last Chimera level (nukebutton still won't work, but now you can grab the Atomic Health if you like)

refresh my memory. what about the exit?

This post has been edited by Forge: 14 May 2016 - 03:17 PM

0

User is offline   FistMarine 

#294

edit

This post has been edited by FistMarine: 11 December 2016 - 06:58 AM

1

User is online   NightFright 

  • The Truth is in here

#295

I tried moving the nukebutton out of the exit room into the surrounding sectors and it worked. Just didn't when it stayed where it was. No idea why a sector would prevent a nukebutton from working.
0

User is offline   rambo919 

#296

Strange visual bug in some places. without polymer enabled it gives this overlay ghost screen and with polymer the problem background is just all black. Does not affect objects or enemies.
Have tried it with 32bit 64bit with and without HRP. The fastest way to replicate is to start the 2000 campaign of 1999/2000TC.

Attached thumbnail(s)

  • Attached Image: duke0000.png


This post has been edited by rambo919: 15 May 2016 - 12:52 AM

0

User is offline   FistMarine 

#297

edit

This post has been edited by FistMarine: 11 December 2016 - 06:58 AM

1

User is offline   Forge 

  • Speaker of the Outhouse

#298

View PostNightFright, on 14 May 2016 - 11:39 PM, said:

I tried moving the nukebutton out of the exit room into the surrounding sectors and it worked. Just didn't when it stayed where it was. No idea why a sector would prevent a nukebutton from working.

it's the wall property that the nuke button is on.
2d mode
f8 on the wall
set Overtile number to 0
1

User is offline   LeoD 

  • Duke4.net topic/3513

#299

It's quite annoying to come up with a change request myself at this point, but ... :

View PostAnvil, on 08 May 2016 - 04:57 PM, said:

Just tried this code (without "ifg VOLUME 0") and got this error: "expected a keyword but found 'ifn' "

View PostTrooper Dan, on 08 May 2016 - 05:02 PM, said:

Try using a more recent version of EDuke32. 'ifn' is shorthand for 'ifvarn' which along with other shorthand commands was added to EDuke32 a few months ago.

View PostNightFright, on 10 May 2016 - 05:03 AM, said:

Here is the code with which I got it working the way I wanted:
[...]


Please do not use the shorthand commands in the Addon Compilation's CON code. This would unnecessarily rule out the use of any EDuke32 executables older than 2016. That's no option IMO, given the number of unresolved issues in recent builds.
0

User is offline   NNC 

#300

View PostNightFright, on 13 May 2016 - 12:49 AM, said:

I still have some time left before I have to attend to my RL stuff again, so I will prepare a small update for the compilation which will be available on May 31.

In this update, I will mostly address the things that you guys asked for, i.e.:
- Separating the "Dark Place" series from Taivo's other maps
- Putting Pipeline's maps into a separate pack (with his missing SP and DM maps)
- Fixing "Hydrostation" start in the Glavic Pack
- Correct episode menu order for LR&WB (LR shown first, WB second)
- Minor tweaks for the Space/Urban packs (maps removed or replaced) and
- An improved exit for the last Chimera level (nukebutton still won't work, but now you can grab the Atomic Health if you like)

New addons which will be included:
- A.Dream Trilogy
- Duke Is 007 (with many critical map fixes) and
- Layre.


You are my hero.... I still would consider the Pinxten pack, but it's your choice.

Sorry for my constant update requests.... it's because this is the best thing in Duke 3D history in many years (not including the great DNF 2013 mod), and I/we want to make it even more perfect!
0

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