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

#511

View PostNightFright, on 07 August 2016 - 11:32 PM, said:

I can already say I don't see how I could do anything about Oblivion. I don't know what's wrong there and I have no idea about CON coding. If you don't find anybody who knows, it's gonna stay like that, I'm afraid. Considering it was working at some point, it has to be assumed it broke with some change within EDuke32.


I guess we can still ask Zaxtor if he could do something about it but given how old the mod is and how busy he is between Trequonia and AMC I doubt he'd be willing to give it a shot but it'd still be worth asking, I doubt anybody apart from him could do something about it >_>
0

User is offline   Polunka 

#512

View PostTheDragonLiner, on 07 August 2016 - 10:44 PM, said:

BTW on your screenshot it'd be nice if you wrote slightly smaller ^^

Yeah, man, I really should abandon using the paintbrush in my Paint and move on to the text-adding tool as a more advanced means of designation :D

View PostNightFright, on 07 August 2016 - 11:32 PM, said:

Considering it was working at some point, it has to be assumed it broke with some change within EDuke32.

AFAIK, at least the version provided by Zaxtor himself (which iirc can be downloaded from his site) works only with the eduke32 version inside the archive. B)

View PostNightFright, on 07 August 2016 - 11:32 PM, said:

@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.

OK, thanks for addressing the issue once again :P

As for Oblivion, although it's kinda sad we can't play it properly within the compilation :D , everyone's still able to download the aforementioned archive and play it as intended :D (though the music glitch still makes me hate that version of eduke32 :P )

This post has been edited by Polunka: 08 August 2016 - 02:19 AM

0

User is offline   NNC 

#513

Please don't modify XXX. The map's original version from artpeter.net definately has the penthouse paradise custom art, it's the MSDN review that got it all wrong and missed said custom art, and reviewed and uploaded it in the wrong way.

I also never had problems with RK. I think the shrinker part is much worse, as you need timed jumps to get shrinked. That's really annoying. Despite that, it's my favourite Kucera level, very well designed and well balanced.

Btw. another recommendation for the future: V3-v!-V5 by Ryan Isenberg. It's like the Aqua series, just a bit darker. The last map is really good.
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User is offline   NightFright 

  • The Truth is in here

#514

No worries about XXX, I didn't modify it any further. All it took to fix it was to rename rk_00.art to tiles014.art. Now it works for several files in the pack.

Besides that, I added four more files to the Kucera Pack - three for Dukematch only and one ("Boyard") as a standalone map which you can launch via "User Map" (not from the actual episode since it's very heavy on puzzles and looks more like an experimental map).

This post has been edited by NightFright: 08 August 2016 - 03:49 AM

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User is offline   FistMarine 

#515

View PostNightFright, on 07 August 2016 - 11:32 PM, said:

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.

I understand now, sorry for what I said on previous page, I have edited that message. There are indeed minor issues that are often overlooked. When I play something, I don't search for every single detail unless I'm finding secrets that are harder to find and require looking for every single detail. But yeah when I play something just to find bugs, I look everywhere I can. I was just surprised that there are still many bugs to be found after 3.0 release, which was meant to be as polished as possible. Maybe would it be better if you can get someone to help you with the project?

And for Oblivion, I wouldn't be surprised if the addon gets removed again. It's a shame because that addon is a very ambitious one and I would like to play it directly from there but if there is no choice other than playing with the EDuke32 version supplied with the addon, then I can live with that.

This post has been edited by FistMarine: 08 August 2016 - 03:53 AM

1

User is offline   Polunka 

#516

View PostNancsi, on 08 August 2016 - 03:02 AM, said:

I also never had problems with RK. I think the shrinker part is much worse, as you need timed jumps to get shrinked. That's really annoying. Despite that, it's my favourite Kucera level, very well designed and well balanced.

About RK - what I meant is that if you get back from the nuke button room (tho you don't really have since the red card door gets closed permanently as soon as you step onto the touchplate and the blord spawns), the lift goes up and you can't get aboard it, at least it's really tricky and awkward for me, even the crazy crouching/use hiting works with almost no chance. When you were playing it, you probably just were going straight forward not giving shits about what's left behind B) Or it might be the case that you were 100% sure you'd explored everything.

As for the shrinker part, at first I even intended to report it as a bug since when I first succeeded in getting hit with a shrink blast, it didn't shrink me nonetheless. Then I tried a bit more and ultimately succeeded. Gotta agree, that part is a bitch :P

And yea, I gotta agree that it's probably the most well-balanced one of his levels. In pretty much every other one you have to battle stronger enemies with just the pistol most of the time. Well, in terms of design, I think all his levels fell like being made by a more-or-less experienced mapper. :D

This post has been edited by Polunka: 08 August 2016 - 05:26 AM

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User is offline   FistMarine 

#517

View PostPolunka, on 08 August 2016 - 05:22 AM, said:

As for the shrinker part, at first I even intended to report it as a bug since when I first succeeded in getting hit with a shrink blast, it didn't shrink me nonetheless. Then I tried a bit more and ultimately succeeded. Gotta agree, that part is a bitch :P

That shrinker bug is a bug from original Duke3D. If you get hit in the legs (and probably head as well) while in air, you don't get shrunk. As far as I remember from playing this map last time, you must either let the shrink blast hit the wall and the blast radius affects you or just get hit in the chest and then you will shrink. The same happens to a couple of monsters as well, most notably Mini Battlelord, where if you hit them in the head for example, they aren't affected by the shrink blast. You must aim for the legs and they will shrink.
1

User is offline   Polunka 

#518

View PostFistMarine, on 08 August 2016 - 05:36 AM, said:

That shrinker bug is a bug from original Duke3D. If you get hit in the legs (and probably head as well) while in air, you don't get shrunk. As far as I remember from playing this map last time, you must either let the shrink blast hit the wall and the blast radius affects you or just get hit in the chest and then you will shrink. The same happens to a couple of monsters as well, most notably Mini Battlelord, where if you hit them in the head for example, they aren't affected by the shrink blast. You must aim for the legs and they will shrink.

Ok, i'll take note.

Btw, forgot to ask this, but is it normal that in PETRIN you can get outta the tower building only by performing a jump-duck-jump trick? That took me so long to figure out simply because I couldn't believe to the end that the author didn't place any jetpack there (like he did in his other maps). The thing is, in order to perform the trick the player must be aware about some mechanisms of mapping in Duke3D, I think. If this is the only possible way, it could be kinda unfair to players new to Duke who haven't yet got familiar with mapping principles. Tbh, if I hadn't made myself finally try to learn Mapster a month ago or so, I wouldn't have ever guessed to use the trick.

This post has been edited by Polunka: 08 August 2016 - 05:54 AM

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User is offline   Polunka 

#519

Another question. I've started playing Cerovsky Pack and the question struck me right away upon opening the episode selection menu - why didn't you combine the maps into an episode like you did with Kucera Pack? Is there something about the maps destroying the single-episode playability?
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User is offline   NightFright 

  • The Truth is in here

#520

Amount of maps. EDuke32 is able to show 7 episodes in the selection menu. If an author made more than 7 maps, I cannot make one-level episodes, so I gotta do a continuous one with weapon/equip resets. Since these maps were never meant to be grouped together, I try to keep them separate from each other as often as possible. It's a compromise solution.

There are cases where you will still see single maps within one episode even if there are less than 7 maps. This happens mostly when the maps have some kind of continuity, e.g. the Red series.

I know this inconvenience/discontinuity is one of the reasons why some of the folks out there don't like single maps being put together instead of episodes only.
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User is offline   FistMarine 

#521

I have an idea for all these addon packs of maps: Can you group them into a single addon called User Map Pack? I'd imagine it would be a lot better and cleaner to have a huge pack of high quality maps but the problem would be that you have to select and play the maps from User Maps menu because there would be too many maps and it wouldn't make sense to have 7 episodes of random maps grouped together. I imagine the episodes would be undefined and only remaining episode in menu would be "User Map" where you can choose the user map directly but I don't know if EDuke32 allows no episodes to be shown in menu besides User Map. I know that you can have at least one normal episode defined in menu.

However if the packs of authors maps still remain separate, could at the very least have Space Map Pack and Urban Map Pack merged together into a single addon pack called User Map Pack? I think it would make a lot more sense that way and I wouldn't mind seeing more high quality user maps being added that aren't exactly city or space maps. That way we can have a lot of user maps that can be easily downloaded from one place and people don't have to search for a certain map on other sites. With that said, I would play the maps directly from there.
1

User is offline   Polunka 

#522

@NightFright Oh, and I thought having separate maps from the same author compiled into a single episode (or an array of episodes) was actually your preferred option. Oops :P

Still, is anyone up to aswering my question about PETRIN (read the pre-previous post)?

This post has been edited by Polunka: 09 August 2016 - 08:01 AM

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#523

I don't remember who mentioned it when we were talking about Oblivion but someone mentioned the bug with music in the old EDuke and it reminds me that in the version included in the add-on compilation the music doesn't change where it is supposed to especially when facing bosses or in escaping sequences. For instance I've just completed Kinthron and when facing the "Face" boss the music should change to "null" but it kept on playing instead and the Voc file for the boss was playing alongside, same for the "Victory" theme when we defeated Kinthron the music should switch to "null".

That would require quite some work to be put back to normal O_o
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User is offline   NightFright 

  • The Truth is in here

#524

@ TheDragonLiner:
I had removed all music tracks from Oblivion user.con which exceeded the amount of levels in each episode. For example, episode 1 had 11 maps, but 24 MIDIs defined - so I removed every music definition after track #11. Apparently, this was a mistake because somehow, the game may access those files after all (I mean, why else would the author define them otherwise). A quite foolish move, I gotta admit. I will restore those tracks in the definitions and see if that does the trick.

@ FistMarine/Polunka:
I don't feel comfortable with the thought of putting all non-episodic groupfiles together. That would end up as a huge mess with no real structure. Then you can just as well download them from an online archive, put them into a folder and select it in the "Custom games content directory" of the EDuke32 launcher. I would rather remove all those grps completely or make them available as a separate download/pack.

This post has been edited by NightFright: 09 August 2016 - 11:50 PM

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#525

View PostNightFright, on 09 August 2016 - 11:49 PM, said:

@ TheDragonLiner:
I had removed all music tracks from Oblivion user.con which exceeded the amount of levels in each episode. For example, episode 1 had 11 maps, but 24 MIDIs defined - so I removed every music definition after track #11. Apparently, this was a mistake because somehow, the game may access those files after all (I mean, why else would the author define them otherwise). A quite foolish move, I gotta admit. I will restore those tracks in the definitions and see if that does the trick.


Wow sounds like the ways of Zaxtor's are impenetrable O_o
Maybe it's not that foolish since it might be what you described that caused the music glitch to happen so often on the regular 2004 version, you seem to have stabilized the thing a bit although the latest EDuke added to it. I suppose the game manages to access the MIDIs either way because they're present in the GRP because used elsewhere in the game, maybe there's a file in the GRP apart from user.con that handles that like a def file or another con. OR maybe they're also tied to their respective map files if that's possible in which case user.con would act as back up or something ... what do you think ?
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User is offline   NightFright 

  • The Truth is in here

#526

Only Zaxtor can tell. One way or the other, it's safer to restore those definitions. They shouldn't do any harm anyway. If they aren't used for those special sequences/boss encounters, then they would only play if there is also a map definition for it.

Ideally, that shrinker replacement bug mentioned earlier could also still be fixed, but I wouldn't even know where to begin regarding that. Don't forget that one crash bug with this addon could only be solved with a code update applied to EDuke32, so it can't be excluded this is a similar case.

If anybody wants to check out the code, find the game.con (oblivion.con) file in the attachment.

Again, here is what is wrong:
- Muddlelizer (shrinker replacement): When you hit yourself with it, you are supposed to become invincible (find exact weapon description here). Instead, you get shrunk and don't grow back to normal size.

This post has been edited by NightFright: 10 August 2016 - 12:40 AM

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#527

I'm not a specialist but I'll try my diagnosis if it can help.

It looks like everything concerning the weapon in the code is all about shrinker and shrinking, blasts, actors and such. There doesn't seem to be anything that is clearly destined to hinder enemy movement or not shrink anything, it would be nice to compare these with the default Duke shrinker codes because if they're similar then the bug would come from elsewhere.
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User is offline   FistMarine 

#528

View PostNightFright, on 09 August 2016 - 11:49 PM, said:

@ FistMarine/Polunka:
I don't feel comfortable with the thought of putting all non-episodic groupfiles together. That would end up as a huge mess with no real structure. Then you can just as well download them from an online archive, put them into a folder and select it in the "Custom games content directory" of the EDuke32 launcher. I would rather remove all those grps completely or make them available as a separate download/pack.

OK I understand and I completely agree with you, if I want to play random maps, I just download them from the review sites. So I'm all for removing them since the purpose of the Addon Compilation Pack is to have a collection of actual addons/episodes/TCs for EDuke32. I'm OK with series of maps made into an episode because they have continuity but the packs of authors maps feel out of place.

I will take a look at the shrinker bug in Oblivion and see if there's anything different between the mod's con file and original con file.

EDIT: I took a look and some of the states (SHRINKERSPRITE and SHRINKSPARK) are identical between the con files. However PSHRINKING function seems to be a little different.
GAME.CON
 ifmove PSHRINKING
  {
    ifcount 32
    {
      ifcount SHRUNKDONECOUNT
      {
        move 0
        cstat 257
      }
      else
        ifcount SHRUNKCOUNT
      {
        sizeto 42 36
        ifgapzl 24
        {
          strength 0
          sound SQUISHED
          palfrom 48 64
          break
        }
      }
      else
        ifp ponsteroids
          count SHRUNKCOUNT
    }
    else
    {
      ifp ponsteroids
        count SHRUNKCOUNT
      else
      {
        sizeto 8 9
        spawn FRAMEEFFECT1
      }
    }
  }
  else ifhitweapon
  {
    ifdead
    {
      ifmultiplayer
        sound DUKE_KILLED4


OBLIVION.CON
 ifmove PSHRINKING
  {
    ifcount 32
    {
      ifcount SHRUNKDONECOUNT
      {
        move 0
        cstat 257
      }
      else
        ifcount SHRUNKCOUNT
        sound BIGBANG
      else
        ifp ponsteroids
          count SHRUNKCOUNT
    }
    else
    {
      ifp ponsteroids 
        {
          count SHRUNKCOUNT
          sound BIGBANG 
        }
      else
      {
        sizeto 8 9
        spawn FRAMEEFFECT1
      }
    }
  }
  else ifhitweapon
  {
    ifdead
    {
      ifmultiplayer
        sound DUKE_KILLED4


I still didn't figure out what could be wrong but I will take a look at the officially released Oblivion mod and see if I can find something useful.

This post has been edited by FistMarine: 10 August 2016 - 02:57 AM

1

User is offline   NightFright 

  • The Truth is in here

#529

Don't forget I applied some changes to the game code to eliminate warnings during startup - mostly stuff about incorrectly declared if/else branches. It cannot be completely excluded that this didn't come with any unintended side effects. However, I think that's rather unlikely to be the case here. Especially if the original oblivion.grp shows the same behavior with recent EDuke32 snapshots (which would need to be checked).

For the record, here is a list with addons currently being part of the compilation which are just collections of maps, no continuous episodes or series of maps:
- C3PO Pack
- Cerovsky Pack
- Glavic Pack
- Kucera Pack
- Pinxten Pack
- Quakis Pack
- Space Map Pack
- Taivo Pack
- Urban Map Pack

Since quite an amount of high-quality content is affected and considerable effort went into restauration/fixing of these maps, it'd be a pity if they just got removed. Maybe they can be extracted and released separately as some kind of bonus content, with the definitions maybe even remaining in the groupinfo file - or, alternatively, in a new folder with its own groupfile that needs to be loaded separately (e.g. with -jaddons2). On the other hand, this makes things more complicated again and may not be the preferred approach for "noobish" players who simply want to play everything as easily as possible. In general, I strongly dislike removing content since that's something that really doesn't look nice in a changelog.

This post has been edited by NightFright: 10 August 2016 - 05:00 AM

2

User is offline   Polunka 

#530

Reminder that I didn't ever experience the e2l10 crash bug (I mentioned it somewhere esrlier). I'm wondering what actually caused it? Or was it even random?

@NightFright About user maps - it wasn't like I was expressing a complaint but just a bit of a surprise about your preferences regarding that matter :P
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User is offline   NightFright 

  • The Truth is in here

#531

Read this if you want to know details about the E2L10 bug in Oblivion and how it got fixed in r5775. For me, this map was crashing every time until then.

This post has been edited by NightFright: 10 August 2016 - 05:16 AM

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#532

Separate map collections GRP from actual mods GRP into two distinct categories it's not a bad idea at all, this was also my idea to keeping things in order, it could also justify the code improvement of some other addons.

Quote

On the other hand, this makes things more complicated again and may not be the preferred approach for "noobish" players who simply want to play everything as easily as possible.


Two .BAT that uses different folders It does not seem so complicated. Furthermore if you decide to make map compilation and addon compilation into separated downloads the "problem" not even exist, plus in this way an user can eventually choose what compilation wants to save a large amount of disk space.
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User is offline   FistMarine 

#533

I just downloaded Oblivion TC from Zaxtor's website and the shrinking bug does NOT happen. I tried with both the old version of EDuke32 included in the zip file and latest EDuke32 version (replaced eduke32.exe with newer one) and the bug doesn't happen at all, I become invincible at a cost of some health and armor for 10 seconds. The weird sound indicates that the effect takes place or is expiring. So that means the addon compilation version of Oblivion is broken.

As for those packs, maybe it would be better if they get separated from addon compilation pack and put into a map compilation pack or something like that, so that the effort of fixing those maps isn't completely wasted.
1

User is offline   Polunka 

#534

View PostNightFright, on 10 August 2016 - 05:13 AM, said:

Read this if you want to know details about the E2L10 bug in Oblivion and how it got fixed in r5775. For me, this map was crashing every time until then.

From what I've got, Zaxtor was lucky in that the version of eduke32 he put into the archive averted the potential crash (misplaced lo/hitags, whatever, didn't bother to dig deeply into the case) to a succesful map launch by reading those tags improperly but actually in handy for the map itself.
(Sorry if I'm irritating you by not comprehending the shit, I'm not a native speaker after all. If I'm incorrect, simply don't bother with any explanations; anyway, I guess "revision" in that context means a veraion of eduke32)

P.S.: Mawley, there are 2 different conversations going on. NF has gotta be going crazy because of a need for thinking twice as much.

This post has been edited by Polunka: 10 August 2016 - 05:43 AM

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User is offline   NightFright 

  • The Truth is in here

#535

I have compared Oblivion's original game.con with my edited/code-"fixed" oblivion.con and here are the differences (I will ignore the definition of the differently named defs.con and user.con since this is obviously not the issue here):

Spoiler
Maybe I made a huge fuckup here without realizing it. If in any case the code from oblivion.con doesn't do EXACTLY the same as the one from game.con, it needs to be changed (but still so that it doesn't trigger any warning). The only case where I am really not sure whether I did it right is #13 (the nullop else part) - but I dunno if that one has anything to do with the Muddlelizer (probably not).

This post has been edited by NightFright: 11 August 2016 - 12:30 AM

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User is offline   Polunka 

#536

A fresh report is delivered (Cerovsky Pack) B) This time it's just one glitch, and I'm not really sure whether it's a game's or map's glitch :P

It's about a switch in metro.map which is revealed upon pressing a combination of buttons (see the attachments). The thing is, you can actually push the switch even if you've not guessed the code. You need to simply press "use" on the computer panel which is seen in the shot. I think the switch is supposed to either ascend or descend upon entering the code which results in its placement in front of the said panel. Well, I know that in case of classic Doom games' engine this is a normal feature when you can use switches in spite that they're either above or below you, but I think it shouldn't be usual for Build (from what I've experienced throughout years of playing Duke3D). I'm also in doubt whether it's fixable.

Attached thumbnail(s)

  • Attached Image: duke0000.png
  • Attached Image: duke0001.png


This post has been edited by Polunka: 13 August 2016 - 01:06 AM

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#537

The only way to fix this typical Build issue is either to modify bits of hardcode, or you edit the maps and make the walls surrounding said switches thicker than they currently are but I remember some maps of Zaxtor's should have been affected by that phenomenon and didn't, it must be a matter of a special sector separating the one of the switch and the player's ...
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User is offline   Polunka 

#538

View PostTheDragonLiner, on 13 August 2016 - 01:15 AM, said:

The only way to fix this typical Build issue is either to modify bits of hardcode, or you edit the maps and make the walls surrounding said switches thicker than they currently are but I remember some maps of Zaxtor's should have been affected by that phenomenon and didn't, it must be a matter of a special sector separating the one of the switch and the player's ...

Ok. NF's not supposed to mess with maps' geometry, so I conclude it's non-fixable. Well, whatever, the combination is really easy to guess anyway, so it's not at all much of a map-breaking sequence.

This post has been edited by Polunka: 13 August 2016 - 01:23 AM

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#539

The worst is in Imperium, there's a switch puzzle somewhere with 2 rows of 4 switches and technically you're supposed to use NV to make the combo appear but it doesn't so you have to mess with 8 switches >_>
Doing the trick here would slightly break the map, just a shortcut, I never knew where the clue was, that is IF there is a clue ...

This post has been edited by TheDragonLiner: 13 August 2016 - 03:20 AM

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User is offline   Polunka 

#540

View PostTheDragonLiner, on 13 August 2016 - 03:19 AM, said:

The worst is in Imperium, there's a switch puzzle somewhere with 2 rows of 4 switches and technically you're supposed to use NV to make the combo appear but it doesn't so you have to mess with 8 switches >_>
Doing the trick here would slightly break the map, just a shortcut, I never knew where the clue was, that is IF there is a clue ...

Personally I don't see an 8-button code that hard. Usually it takes me like 1 min at maximum to guess it.
0

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