[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#61 Posted 20 December 2014 - 04:06 AM
#62 Posted 24 December 2014 - 04:34 AM
#63 Posted 24 December 2014 - 04:54 AM
#65 Posted 24 December 2014 - 10:13 PM
Re install fixed whatever my problem was.
Thank you Night Fright this made my year....
probably the next one too
This post has been edited by Balls Of Steel Forever: 24 December 2014 - 10:28 PM
#66 Posted 25 December 2014 - 12:58 AM
#67 Posted 02 January 2015 - 04:23 PM
NightFright, on 24 December 2014 - 04:34 AM, said:
I've noticed a that a few newer versions of maps are available than those on which you based your pack:
AddonUpd.7z.zip (411.11K)
Number of downloads: 1291
You may want to check those out when thinking about an update.
In WGSpace, SHOTGNK.VOC needs to be renamed to SHOTGNCK.VOC
In case you care about not having duplicate map names in your pack: both platoon.grp and lostduke.grp contain HQ.MAP.
Last but not least: UserMapHacks support for HRP and Voxel Pack users is available (18 GRPs fully covered so far), but RTFM aka UserMapHacks.txt in the UserMapHacks thread.
#68 Posted 03 January 2015 - 12:05 PM
Since I am pretty sure there will be more things like this, I will be collecting fixes for a while first. Maybe someone even gets "Nuclear Showdown" properly working again with recent EDuke32 snapshots (though I am still not exactly sure what exactly isn't working there - I just know about some problem with the spacesuit in the tutorial).
This post has been edited by NightFright: 03 January 2015 - 12:07 PM
#69 Posted 06 January 2015 - 04:45 AM
If you're ever going to include it, it'd be worth waiting for episode 2 IMO. Although it'd probably add another 0.5gb...
#70 Posted 11 January 2015 - 09:12 AM
Search for:
state boss3code ifaction ABOSS3FROZEN { ifhitweapon
Replace with:
state boss3code ifaction ABOSS3FROZEN { ifcount THAWTIME { ai AIBOSS3SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon
#71 Posted 12 January 2015 - 12:56 PM
#72 Posted 13 January 2015 - 04:30 PM
Do you have any idea where is the RED KEY on WGSpace-3 (Ice Moon) level ? I didn't managed to find it. There's no video of the map online, and all threads about this map and people asking for it had no answers.
#73 Posted 08 June 2015 - 11:31 AM
#74 Posted 08 June 2015 - 11:58 PM
To use the new groupfile with the addon pack, open addons.grpinfo with a text editor, jump to the DaikariN definition and replace the whole code block with this one (only the crc value changed, but anyway):
grpinfo { name "DaikariN" scriptname "dargame.con" defname "duke3d.def" size 6731852 dependency DUKE15_CRC flags GAMEFLAG_ADDON crc 1205141210 }
Lo-/hitags for following sprites were adjusted in daikarn1.map:
116, 136, 147, 153, 154, 157 (Liztrooper)
150 (Lizman)
1130, 1181, 1182 (Pigcop)
137-139, 1500, 1501 (Octabrain)
1471 (Commander)
162 (Boss1)
That means there should be 17 enemies less to fight now in POC difficulty. Also higher difficulties are still affected, but less severely. Thank you for reporting this!
This post has been edited by NightFright: 30 June 2015 - 03:49 AM
#75 Posted 01 August 2015 - 12:07 AM
NightFright, on 08 June 2015 - 11:58 PM, said:
grpinfo{ name "DaikariN" scriptname "dargame.con" defname "duke3d.def" size 6731852 dependency DUKE15_CRC flags GAMEFLAG_ADDON crc 1205141210}Lo-/hitags for following sprites were adjusted in daikarn1.map: 116, 136, 147, 153, 154, 157 (Liztrooper)150 (Lizman)1130, 1181, 1182 (Pigcop)137-139, 1500, 1501 (Octabrain)1471 (Commander)162 (Boss1)That means there should be 17 enemies less to fight now in POC difficulty. Also higher difficulties are still affected, but less severely. Thank you for reporting this!
Should the "// dargame.con: default music | nfdaikrn.con: custom music by NightFright" that was to the right of that in the file still be there?
This pack is amazing and super convenient, thanks for all the work putting it together!
#76 Posted 01 August 2015 - 09:11 AM
#77 Posted 04 August 2015 - 11:47 PM
In the current addon compilation, you will only find FM2X right now. The latest FM3X release with an additional episode and revised maps of previous episodes will be part of the update (as you can see in the second post of this thread).
This post has been edited by NightFright: 04 August 2015 - 11:50 PM
#78 Posted 05 August 2015 - 12:04 PM
It´s always annoying to fiddle around with all those file which come along with the maps.
#79 Posted 05 August 2015 - 11:55 PM
I could group those files, but then they would only contain one map each - which is hardly the point of this compilation.
This post has been edited by NightFright: 05 August 2015 - 11:57 PM
#80 Posted 06 August 2015 - 12:06 AM
NightFright, on 05 August 2015 - 11:55 PM, said:
I could group those files, but then they would only contain one map each - which is hardly the point of this compilation.
Ok, my post was a little bit misunderstanding. I didn´t mean these map to be combined in one episode. Just every single map. I don´t have a clue how to get them running with EDuke32.
#81 Posted 06 August 2015 - 12:15 AM
Quote
That's no longer a problem as helixhorned added per-map art tile support some time back, and recently fixed it so it works on all maps instead of just usermaps. All you need to do is rename the map's art file to MAPNAME_00 (and so for each further art tile) and the game will automatically use that art tile when the map is loaded.
#82 Posted 06 August 2015 - 12:43 AM
Quote
When a map named <filename>.map is loaded (<filename> may also contain directory separators), the engine checks for existence of <filename>_XX.art in the virtual file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive sequence of these ART files, i.e. aborts whenever a number in the sequence isn't found (in contrast to normal ART loading).
Restrictions:
- the per-map ART files must not reside in ZIP files
- if a tile number is attempted to be overridden that has a dummytile or is cache1d-locked, per-map ART loading fails
On failure, the map is still loaded, but a diagnostic message is output to the log/OSD.
Loaded per-map ART data are cleared whenever the map is "left". In particular:
- whenever another map is loaded
- in the editor: when a new map is started
- in the game: after the bonus ending screen of a finished level, after going to the title screen via the menu
A final note: file names are supposed to be looked up and compared case-sensitively. That is, <filename> must match EXACTLY between the map's and
per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will come and eat you!
That's kinda interesting info. This way quite some compilations I considered being impossible until now could be realized. I will see if I can figure it out.
It appears that you cannot put the ART files into a zipfile, though, and renaming is required since usually, you will exceed the 8.3 specifications of groupfile contents (e.g. "cranium_00.art"). That means one would have to work with external ART files - unless you shorten map names.
If there are two maps sharing the same ART, I guess the only way to make it work is to duplicate the files and do like map1_xx.art and map2_xx.art for the same file.
There is also still the issue with overlapping custom sounds and CON code. Sounds could be remapped partially, but if you have for example a custom shotgun sound that is only meant to be used in one map and not any of the others, you would start altering original gameplay. I guess in order for this to work completely, EDuke32 would also need to be able to load specific CON files for each map (e.g. cranium_game.con), and I think that's not possible.
This post has been edited by NightFright: 06 August 2015 - 04:30 AM
#83 Posted 08 August 2015 - 02:02 PM
blizzart, on 06 August 2015 - 12:06 AM, said:
Sorry for being off-topic, but indeed, there is a problem launching Bedrone with EDuke32:
GAME.CON: In state `genericgrowcode':
GAME.CON:168: error: expected a keyword but found `'.
Found 0 warning(s), 1 error(s).
This post has been edited by Anvil: 08 August 2015 - 02:44 PM
#86 Posted 08 August 2015 - 04:00 PM
}+ ends
Remove
This post has been edited by Hendricks266: 08 August 2015 - 04:01 PM
#88 Posted 08 August 2015 - 05:51 PM
NightFright, on 06 August 2015 - 12:43 AM, said:
Perhaps if we can show that there's enough demand for that multi-map functionality, the devs will feel motivated to put it in. The AMC TC could certainly benefit from it both within multi-map missions and episode specific art. If your pack could benefit from it as well then we have a much stronger case.
amirite Hendricks/Helix?
#89 Posted 08 August 2015 - 06:14 PM
Micky C, on 08 August 2015 - 05:51 PM, said:
The per-map ART feature only got in my way when I was refactoring the ART code recently to expand how it can be used from def. I appreciate how it, like the grpinfo feature, has its uses, but I find both to be under-engineered stopgaps that will need both replacements and indefinite maintenance for backwards-compatibility.
That said, I've been looking through some of the Lunatic code recently as part of otherwise unrelated changes I'm working on and I sense that one of the features it can provide is entirely scriptable loading and unloading of game assets. You'll have to wait for that.