[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#481 Posted 24 July 2016 - 09:06 AM
#482 Posted 27 July 2016 - 01:04 AM
Well, my core point is not actually to praise the mod for its creativity but to understand one thing: why's there that "User Missions" episode if it doesn't have any maps bound to it? Well, my first thought was that the author (Geoffrey) was aiming at the mod to earn a great deal of popularity with Duke3D community. That means a lot of people would wish to make their own levels within the borders of the concept and, I think, the mod would even get some updates later on. So, do you know why the episode exists?
#484 Posted 27 July 2016 - 01:06 AM
#485 Posted 27 July 2016 - 06:08 AM
This post has been edited by FistMarine: 11 December 2016 - 07:09 AM
#486 Posted 27 July 2016 - 09:42 PM
Well, actually, I'm here to report a minor glitch related to mapping (not even sure whether it's a glitch tbh). Devastator's map (3rd) has a pigcop in a vertical vent shaft that, as I conceive it, is supposed to drop down upon you as soon as he notices you (ya know, it's kinda like a traditional feature of many maps, including the original ones (iirc), to make some enemies drop down on your head from vent shafts and so on, typically those enemies are enforcers). The thing is, there seems to be like an invisible layer between the shaft and the room sector (which he's supposed to drop into), I think the layer is exactly at the same z position as the vent grill is (note that the grill itself is already broken, which only reinforces my opinion about the mapper's intention to drop the pig down). As a result, the layer prevents the pig from dropping into the room. This layer can't be shot through, but the pig can be killed with an RPG shot or whichever other explosives might work. I'm attaching the screenies so that you could comprehend where the pig is. And yea, I repeat I'm not sure if it's a bug.
This post has been edited by Polunka: 27 July 2016 - 09:46 PM
#487 Posted 28 July 2016 - 12:29 AM
This post has been edited by FistMarine: 11 December 2016 - 07:10 AM
#488 Posted 28 July 2016 - 04:00 AM
#489 Posted 28 July 2016 - 09:34 AM
NightFright, on 28 July 2016 - 04:00 AM, said:
Always glad to be of any help
This post has been edited by Polunka: 28 July 2016 - 09:34 AM
#490 Posted 28 July 2016 - 09:36 AM
FistMarine, on 28 July 2016 - 12:29 AM, said:
Yeah, man, I think this was the exact reason of my inability to play it. It's like a big wave of despair (trying to sound dramatic ) covered me when I didn't manage to run it with the skybox and I abandoned it.
#491 Posted 29 July 2016 - 04:28 AM
Polunka, on 28 July 2016 - 09:36 AM, said:
You could have just ran the maps without the custom sky art. When I played the maps, I didn't use the new sky art. I don't know if the version included in addon compilation has the custom sky or not.
Also a few weeks ago I just noticed something unusual at Bad Weekend in the readme file, stating that max health was reset from 90 to 100. However I don't remember max health being changed when I played the BW addon few years ago, so I went to download BW from few Duke review sites and I realized that the included Bad Weekend addon in the compilation is the older version. For instance, in the older version, player's max health was 90 but in newer version the max health is 100. NF included the older version but still changed the max health from 90 to 100 as of author's recommendation, looking at the readme file. I don't understand why was the older version included in the first place when the newer version has not only the max health changed back to 100 but also various other map fixes. I compared the 2 versions and they are a bit different: the GRP files are identical but the readme and zip files are different. Strangely, the outdated version of BW comes with the updated readme file.
Anyway I will attach the screenshots of both zip files contents, so you can see the differences:
Here you can download both versions of BW addon:
http://dukeworld.duk.../Bad%20Weekend/
bad_w.zip is the outdated version, BW_.zip is the updated version. The version hosted at Scent 88 is also the same updated version, which is the version I played years ago.
#492 Posted 29 July 2016 - 09:37 AM
This post has been edited by NightFright: 29 July 2016 - 09:40 AM
#493 Posted 29 July 2016 - 09:56 AM
#494 Posted 31 July 2016 - 04:13 AM
Here's the only update I've found in the original release thread:
Mister Sinister, on 13 June 2010 - 02:28 AM, said:
Download
I haven't played the version included in this compilation, but I think there's little difference between these two versions of BW.
Btw, I completely forgot I was supposed to fix the teleportation issue in Death Drive final map. NightFright, I will send you the fixed version in the following days if that's okay with you.
This post has been edited by Mister Sinister: 31 July 2016 - 04:16 AM
#495 Posted 31 July 2016 - 06:03 AM
#496 Posted 31 July 2016 - 07:22 AM
Sure, send me whenever you have it ready. The more, the better.
*EDIT Aug 1, 2016*
I have analyzed BW_zip and found that the map files in the supplied badweed.grp seem to be different than those in the groupfile according to MD5 checksums. Since the groupfile date is from June 8, 2010 and 7 map files are slightly newer (e.g. June 13), I assume those maps are a bit newer in general. Therefore, I will replace all affected map files in the addon pack version with those from badweek.zip to be sure.
This post has been edited by NightFright: 01 August 2016 - 12:14 AM
#497 Posted 01 August 2016 - 09:59 AM
#498 Posted 01 August 2016 - 11:08 AM
This post has been edited by NightFright: 02 August 2016 - 05:01 AM
#499 Posted 02 August 2016 - 02:41 AM
Anyway, on to my bug report (attaching the screens as usual; the numbers are to read left to right - I know it's obvious, but I still see some necessity to point that out):
Firstly, waterbas.map: there's a split-sliding door (attachments #1 and 2) that doesn't work quite properly. The door is bound to 2 switches used to open/close it permanently. It seems that the right piece of the door is not affected by the switches whatsoever - you press "use" on it and the whole door opens/closes even when the switches lock the door. This is in contrast to the left piece which works normally, as you can use it in order to open/close the door only when the switches are in the "open" position. I can't really show this via screens, you can see it yourself if you check it out. Btw, just in case you can't close the door using the right glitched piece (very awkward), see attachment #3 - this is which direction you gotta face in order to use it when the door is open. Well, I'm sure you're able to work it out with your own wit, but anyway, this is "just in case"
The second glitch is a breach in the invisible border of snowbase.map (attachments #4 and 5): seems that if you walk in the direction I'm facing in the shot (or about that), you get squeezed beyond the border without a possibility of getting back. You can walk around there afterwards, but this is pointless, since you can't proceed. I think the breach should be on the edge of where the trench (if you can call it so) at the foot of the slope turns in another direction.
OK, this is all I've managed to find. I also encountered a really strange phenomenon in ballroom.map when a pigcop somehow got squeezed into the void (space outside the map where normally everyone dies, including Duke) without dying and began walking around behind a mirror in a restroom. I also originally intended to report this, but then I executed a double-take and it turned out not to be a bug of the map but just a one-time glitch (I think it was caused by the game itself upon loading the map); at least I wasn't able to reproduce it afterwards.
This post has been edited by Polunka: 02 August 2016 - 02:44 AM
#500 Posted 02 August 2016 - 03:00 AM
> WATERBAS: Instead of a locator sprite, author had placed a sector effector (sprite #512) on one side. This way, the switch ofc couldn't work.
> SNOWBASE: Changed wall #1727 to blockable. Now you cannot pass through it any longer.
These are hard to find during a normal playthrough, so it's not a surprise to me I didn't find these when I was checking this out. Great job!
This post has been edited by NightFright: 02 August 2016 - 03:09 AM
#501 Posted 02 August 2016 - 03:14 AM
NightFright, on 02 August 2016 - 03:00 AM, said:
> WATERBAS: Instead of a locator sprite, author had placed a sector effector (sprite #512) on one side. This way, the switch ofc couldn't work.
> SNOWBASE: Changed wall #1727 to blockable. Now you cannot pass through it any longer.
These are hard to find during a normal playthrough, so it's not a surprise to me I didn't find these when I was checking this out. Great job!
Was glad to help. I've started playing the pack of Petr Kucera's maps, maybe I'll be able to pull some bugs outta those as well
P.S.: Finally have reached enough of whatever it needs to allow me to up-/downvote people's posts
This post has been edited by Polunka: 02 August 2016 - 06:10 AM
#502 Posted 02 August 2016 - 04:04 AM
If I play something, I just quick check with God Mode and No Clip or just check the map in Mapster and call it finished for now.
#503 Posted 02 August 2016 - 04:48 AM
FistMarine, on 02 August 2016 - 04:04 AM, said:
Thanks bud
FistMarine, on 02 August 2016 - 04:04 AM, said:
If I play something, I just quick check with God Mode and No Clip or just check the map in Mapster and call it finished for now.
Huh, it's not like I play Duke that much either . I'm actually used to constantly alter my gaming preferences (Doom-HL-Quake-whateverelse, I also play SWTOR a lot these days, if ya know what this is). And of course I don't let myself get sucked into the virtual reality and relax, I'd say I relax now even more than I play computer games .
#504 Posted 02 August 2016 - 11:15 AM
#505 Posted 03 August 2016 - 02:27 AM
FistMarine, on 02 August 2016 - 11:15 AM, said:
Oh, sorry, man, I guess I kinda didn't get your point right
#506 Posted 07 August 2016 - 09:20 PM
P.S.: Off-topic, but I've found a bug in one of Kucera's maps. So await another report after I've finished playing the pack
This post has been edited by Polunka: 07 August 2016 - 09:21 PM
#507 Posted 07 August 2016 - 10:36 PM
Once again, attaching the screenshots.
So, the only thing I consider a fixable bug here is simply 2 missing textures in xxx.map (attachments #1, 2 and 3). Just a cinema screen and a projector providing the image for it. The thing is, as you can see in the shots, both of them don't have any textures (HOM), which is pretty weird. I mean, if you apply the real-life logic here, it's understandble - the screen must display things the projector projects onto it. But I guess if you make a cinema simulation in Duke3D, you just have to put a texture onto the screen and then the same texture onto the projector, only undersized; as I conceive it, the projector and the screen can't be connected (at least without any CON editing), since they're simply parts of map's geometry and they just have to emulate a feeling that the projector provides the screen with an image for real. (hope you comprehend this part) That might mean that either the author was forgetful enough not to place any texture onto both the screen and the projector or this texture (art file) is just missing. Well, this is all; an automap shot is to guide you at the relative placement of the screen and the projector.
The following thing is not considered fixable by me, since I highly doubt you'll wish to mess with maps' geometry. I'm gonna be reporting about an elevator that can prevent you from proceeding under some cirsumstances.
The elevator is in rk.map (attachments #4 and 5): the thing is, the elevator itself is placed too close to the door (which is already open in the shot) which prevents you from triggering it in case you've sent it up (just like in the shot); it's supposed to take you to the nuke button, which means you can't finish the level without cheating should you find yourself in such a situation. I think it's because the door is too close which results in pressing "use" on it instead of the elevator (at least you can't open/close the door since it's operated via a button, otherwise you would die upon trying to get the lift back). I've tried from every angle possible (99% sure ) but I can't use the elevator instead of the wicked door.
Well, this is all for now. I hope you'll comprehend the gibberish I've written.
This post has been edited by Polunka: 02 October 2016 - 04:27 AM
#508 Posted 07 August 2016 - 10:44 PM
BTW on your screenshot it'd be nice if you wrote slightly smaller ^^
#509 Posted 07 August 2016 - 10:49 PM
Which is why I wait for the latest version of respective addons, to make sure there are no bugs when I play it. And that's why I check addons at first with God Mode and No Clip, to see if there are minor issues, before starting a serious playthrough that I can enjoy to its fullest.
This post has been edited by FistMarine: 08 August 2016 - 03:43 AM
#510 Posted 07 August 2016 - 11:32 PM
I have played all the maps in the compilation except for Oblivion since I didn't have the time for it. I play as anybody would when checking this out as a normal player, i.e. I wouldn't mess around with switches and stuff to intentionally try to "break" things. That's why issues like that one with the door switch in 007 weren't found. The missing textures in the cinema may have been overlooked because I simply skipped that area, but I can't remember any more. Things like that just happen in a one-man project. You need several playthroughs if you wanna find everything.
@Polunka:
- Texture issues in XXX fixed. Seems like the author intended to put custom art there (texture is #3585) which he took from "Penthouse Paradise", but it wasn't included in the zipfile that contained the original map. It is actually in the kucera.grp file, but I had named it so that it's only used in "Reichskanzlei" (because that one had it). Apparently it applies to more than just that map. Clearly a mistake by the author - you should always include custom art files with every release, also if several of your maps share the same file. Anyway, it will work properly in 3.1.
- RK seems to be infixable indeed. You can still get the elevator back down by random glitching, pressing crouch and use key like crazy while trying to push the elevator wall. I will add a note about this in the readme.
This post has been edited by NightFright: 08 August 2016 - 01:53 AM