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

User is offline   NightFright 

  • The Truth is in here
  • 792

#391

My IP is blocked on CGS-Reviews, probably because I downloaded too many maps in the past. xD Can somebody please upload the following somewhere or provide me with alternate links:
http://www.scent-88....B/bank/bank.php
http://www.scent-88....L/less/less.php
http://www.scent-88....st/donedust.php

*EDIT*
Disregard, found a way through a proxy website. Anyway, can I contact the owner of the website somehow to get my IP unblocked? :P


This post has been edited by NightFright: 19 June 2016 - 11:31 PM

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User is offline   Lunick 

  • Snazzy Ex Tazzy
  • 4,605

#392

Oh, that downloading ban thing is serious? I've never been effected by it so I thought it was a joke :lol:

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
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User is offline   NightFright 

  • The Truth is in here
  • 792

#393

I can tell you, it's not. I can't download anything from that site anymore (at least not without proxy)... xD
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User is offline   RunningDuke 

  • 255

#394

edit

This post has been edited by FistMarine: 11 December 2016 - 07:02 AM

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User is offline   Fantinaikos 

  • 269

#395

Some problems on Duke Hard: I have finished it on latest 1.2 on Come Get Some difficulty, but the -Locked- content still as it is. Plus when final credits end and I return to menu title screen the writings overlap. Also all the .ANM custom cutscenes (so both intro and credits) are just a black screen with sound only. It depend from the latest eduke32 build or the mod still kinda messy? Furthermore, it should auto-generate a custom .cfg to make let him detect that the game is completed under determinate conditions.

This post has been edited by Fantinaikos: 20 June 2016 - 06:53 AM

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User is offline   Fantinaikos 

  • 269

#396

Double post

This post has been edited by Fantinaikos: 20 June 2016 - 06:54 AM

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User is offline   NightFright 

  • The Truth is in here
  • 792

#397

Please post this in the Duke Hard thread and not here. I am not touching this mod by myself due to restrictions from the authors of this addon. If there is anything wrong, they need to fix it, not me.
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User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 6,034

  #398

Use the latest EDuke32.
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User is offline   Fantinaikos 

  • 269

#399

View PostHendricks266, on 20 June 2016 - 08:31 AM, said:

Use the latest EDuke32.


The build IS the latest.
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User is online   Polunka 

  • 85

#400

View PostNightFright, on 19 June 2016 - 11:30 PM, said:

Anyway, can I contact the owner of the website somehow to get my IP unblocked? :P

I used to speak with James (Jblade) via PMs on CGS (the whole thing was about AMC TC back when I was particularly interested in it). Once I complained to him about being blocked from accessing the CGS forums (well, not exactly your problem, but close). He promised me to handle the case and in just a day or so I got unblocked. He said he'd spoken to Puritan (you sure know who that is, I think he should be the admin of the site, maybe even the owner) about the problem, so I guess you should talk to Puritan as well, I believe he's still in charge for site's maintenance. Also you might try using the "Contact Us" section.

This post has been edited by Polunka: 20 June 2016 - 10:40 AM

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User is offline   LeoD 

  • 476

#401

View PostFistMarine, on 19 June 2016 - 09:17 PM, said:

May I ask how can you tell if you have the latest version of a map? So that when I start replaying all the maps I have played so far for all kills and secrets, as well as playing some maps I never played, I will know that I have latest version downloaded. ;)
Sorry for the stupid question.
No stupid question at all. Unfortunately the answer is: You can never be 100% sure.
The map hosting/review sites usually don't update their downloads (maybe if someone triggers them), And none of them is yet comprehensive enough to completely replace at least one of the others. To make sure I have the most widespread map versions for my UserMapHacks project at least, I search (in no particular order):
- CGS
- DNR(Duke4.net mirror, the original site is dead since 2012 or so)
- MSDN
- Dukeworld
- Megaton Workshop
- [RELEASE] threads on Duke4.net and CGS forums.
- Google "foo.map" (or the actual title if different), this may lead to lesser known map/TC download sites or even to a mapper's homepage.

Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."
1

User is offline   NightFright 

  • The Truth is in here
  • 792

#402

Thanks to LeoD's detailed list, I was able to update all affected addons with latest maps. "Operation Blitzkrieg" will even have both Polymer and software maps (you will be able to choose which version you want to play by changing cons in addons.grpinfo). It is interesting how authors fixed bugs in their map revisions which I had fixed manually in the old versions (e.g. in MpRail, there was a water pool in the beginning that would kill you due to SEs not aligned properly --> fixed in revision).

Besides that, two more entries are going into the next release:
- Castle Quest
- Sun Burn (with one map that was formerly part of the Urban Pack).
2

User is online   Polunka 

  • 85

#403

View PostNightFright, on 20 June 2016 - 11:00 PM, said:

Thanks to LeoD's detailed list, I was able to update all affected addons with latest maps. "Operation Blitzkrieg" will even have both Polymer and software maps (you will be able to choose which version you want to play by changing cons in addons.grpinfo). It is interesting how authors fixed bugs in their map revisions which I had fixed manually in the old versions (e.g. in MpRail, there was a water pool in the beginning that would kill you due to SEs not aligned properly --> fixed in revision).

Besides that, two more entries are going into the next release:
- Castle Quest
- Sun Burn (with one map that was formerly part of the Urban Pack).

Yep, it's good to know mappers don't forget about their creations through years and return to overhaul them from time to time :)
As for the new entries, I hope you're not shifting the release date in the end :mellow:

This post has been edited by Polunka: 21 June 2016 - 12:15 AM

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User is offline   RunningDuke 

  • 255

#404

edit

This post has been edited by FistMarine: 11 December 2016 - 07:03 AM

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User is offline   NightFright 

  • The Truth is in here
  • 792

#405

I have finalized the upcoming update release today. Last-minute changes include:

- Departure from the 8-character DOS convention for groupfile names (longer filenames make it easier to identify groupfiles, and this compilation is meant for EDuke32 only, anyway)
- Review of all addons to rename MIDI files which still had the original filenames (e.g. grabbag.mid, fatcmdr.mid) to avoid conflicts with music packs
- WGRealms 2 widescreen graphics moved from wgrealms2.dat to widescreen.dat (allows you to deactivate widescreen graphics on demand)
- "The Root" added to "Urban Map Pack"

In the next few days I will still do some random testing of the addons to see if I find any issues, but I think everything works fine now. The intended release date on June 30 will not be in danger - if some of you worried about that. :P


This post has been edited by NightFright: 24 June 2016 - 01:37 AM

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User is offline   TheDragonLiner 

  • 263

#406

There appears to be a bug in WGR2 ...

Attached Image: duke0000.png

This specific door never opens even though the message saying that a door had opened was displayed, I have no other choice than to clip through it :/
Also the end of level inside the room behind it is sealed since the door didn't open.

It's the last door of the 3rd level of the 3rd episode.


BTW is there a way to disable WGR2's autosave ?

If you say you've never had any problem with doors in Build Engine games, you're a liar.
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User is offline   Duke Legacy 

  • 1,045

#407

I really wanted to play the StarGate mod by the commander but think he quit on it or something from what I heard from a friend the game is unfinished, Wish I was a map designer I would love to finish this mod.

Duke4 Supporter
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User is offline   NightFright 

  • The Truth is in here
  • 792

#408

I played through WGR2. Didn't change anything since then and it should still work. Don't remember that spot, but either you missed something or newer snapshots broke it at some point.
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User is offline   TheDragonLiner 

  • 263

#409

View PostNightFright, on 24 June 2016 - 11:28 AM, said:

I played through WGR2. Didn't change anything since then and it should still work. Don't remember that spot, but either you missed something or newer snapshots broke it at some point.


It must be the newer snapshot because I've always played it the same ever since before the compilation and this door had always opened, it's not controlled by a switch or anything, you have to beat all the enemies of the current room then a message tells you a door opened but the version of the compilation has no door opening :/

As for the graphic glitch I reported long ago it's only produced when using Polymost rendering, it doesn't occur under Classic

If you say you've never had any problem with doors in Build Engine games, you're a liar.
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User is offline   NightFright 

  • The Truth is in here
  • 792

#410

There are many situations where hardware renderers just cannot pull it off. It's one thing if a map is corrupted and errors cause rendering issues. However, even flawless maps sometimes just don't render properly if you don't use software. I did my best to make everything look as good as it can be in Polymost/Polymer, but if the renderer is to blame, it's out of my league. Main thing is you can run it at all somehow.

Usually I play all addons by myself before releasing, and WGR2 was no different. It worked for me throughout all levels.


This post has been edited by NightFright: 24 June 2016 - 12:55 PM

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User is offline   TheDragonLiner 

  • 263

#411

How do I set it to Software or Hardware ? I don't remember seeing any setting of that kind in EDuke32 O_o

Do you think renderer can create map problems ? I haven't tried playing WGR2 on Classic because of glitchy skyboxes but do you think the problem could com from that ?

If you say you've never had any problem with doors in Build Engine games, you're a liar.
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User is offline   Fantinaikos 

  • 269

#412

No one has proposes to add the Gone's map duology based on Turok?

https://forums.duke4...ase-turok-eduke
https://forums.duke4...elease-turok-2/
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User is offline   RunningDuke 

  • 255

#413

edit

This post has been edited by FistMarine: 11 December 2016 - 07:03 AM

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User is offline   TheDragonLiner 

  • 263

#414

View PostFistMarine, on 25 June 2016 - 08:46 AM, said:

As far as I remember, Gone (AKA Duke64Nukem) was working on a mini episode of 3 Turok maps but he didn't finish the third map. I'm fairly sure he will finish the third map sometime in the future and release all 3 maps as a mini episode. So no need to add these maps yet.

And speaking of WGR2, I remember when I watched WhamNinjaMolehill's WGR2 playthrough on YouTube, he also had same problem with door not opening and having to use noclip cheat to pass through the door. I would like to know what exactly causes it, because WGR2 is on my "to play" list since a long time and I don't want for bug to happen and having to resort to noclip to pass.


I'm glad to see I'm not the only one to have that problem but what puzzles me is that it never happened on the MoDB version :/

If you say you've never had any problem with doors in Build Engine games, you're a liar.
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User is offline   NightFright 

  • The Truth is in here
  • 792

#415

For those who are interested, here is the (hopefully) final readme file for v3.0 as it will be included with the upcoming compilation update.

Attached File(s)


2

User is offline   RunningDuke 

  • 255

#416

edit

This post has been edited by FistMarine: 11 December 2016 - 07:03 AM

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User is offline   Mblackwell 

  • Evil Overlord
  • 828

#417

You should probably reply to PMs with a PM in the future.

Probably.

Spoiler


Music: The Rejected Applications (listen now)
EDuke32 || EDuke32 Wiki || Latest EDuke32 Snapshots
I'm getting too old for this shit...
-1

User is offline   NightFright 

  • The Truth is in here
  • 792

#418

That's why I wrote a PM in the first place. My poor attempts to maintain data protection and privacy, destroyed... :P


This post has been edited by NightFright: 26 June 2016 - 05:26 AM

-1

User is online   Micky C 

  • Honored Donor
  • 3,607

#419

View PostFistMarine, on 26 June 2016 - 03:48 AM, said:

Didn't have to be so rude and tell me to get a fucking life with your last PM reply. That was uncalled for. I deleted the PM and I will no longer make suggestions for the pack if that's what you want. All I wanted was some more minor changes for upcoming 3.0 regarding the renaming of some group files and crediting me because I also contributed with minor stuff such as pointing out the bug regarding those maps that start without weapons in map packs and the typo found in Leaving L.A. Do I ask too much?

Besides, there's some outdated information in the addons_readme.txt but I will let you find that for yourself. I'm out.


If it makes you feel any better, hardly anyone actually reads the text files, especially the credits sections :P

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
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User is offline   Forge 

  • 6,684

#420

View PostNightFright, on 19 June 2016 - 11:30 PM, said:

Anyway, can I contact the owner of the website somehow to get my IP unblocked? :P

email Puritan
puritan@scent-88.com

if you don't get a timely response, let me know and I'll contact him through personal message or personal email

This post has been edited by Forge: 26 June 2016 - 05:48 AM

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