[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#631 Posted 29 August 2016 - 11:56 AM
The other problem is hard. Zax used an invisible sprite to make the player arrive at the crashed spaceship in a crouched position. If you load the map from within Mapster32, it works fine. Embedded into the actual addon, you die after teleporting. I don't see how con code could affect this. No map edits were made in general.
Someone with code knowledge should check my edits and try to nail down which changes may be critical. See my post from August 10 for details.
This post has been edited by NightFright: 29 August 2016 - 11:09 PM
#632 Posted 29 August 2016 - 12:11 PM
NightFright, on 29 August 2016 - 11:56 AM, said:
The other problem is hard. Zax used an invisible sprite to make the player arrive at the crashed spaceship in a crouched position. If you load the map from within Mapster32, it works fine. Embedded into the actual addon, you die after teleporting. I don't see how con code could affect this. No map edits were made in general.
Someone with code knowledge should check my edits and try to nail down which changes may be critical. See my post from August 10 for details.
Wouldn't it be easier to juste add an invisible false ceiling on top to force the player into crouch position both when in the dark and when crash landing ? Surely it's a map edit that doesn't match the original but it'd be easier and a good placeholder in the mean time :/
#633 Posted 30 August 2016 - 12:44 AM
1) You get crushed when emerging from the escape pod while light flashes (compilation version)
2) You emerge alive, but with massive HP loss while light flashes (load map with Mapster32, no Oblivion code loaded)
3) You emerge unharmed, bright explosion occurs with a slight delay (gameplay footage, see below)
According to this gameplay video, the third scenario is the intended one. Apparently you are supposed to escape unharmed while the bright flash indicates the explosion of the mothership above you in space.
By lowering the ceiling of the starting sectors, I believe I have fixed the issue and properly reproduced/restored the intended behavior.
Please test OBLVN102 "Stone Valley" in this updated Oblivion build (76 MB) for the following fixes:
- Player does not die on level start any more, escapes unharmed, explosion flash occurs after emerging
- Invisible wall near shotgun pickup does not exist any more
I have accomplished all of this with map edits only, without any code changes!
This post has been edited by NightFright: 30 August 2016 - 02:48 AM
#634 Posted 30 August 2016 - 12:56 AM
NightFright, on 30 August 2016 - 12:44 AM, said:
- Player does not die on level start any more, escapes unharmed, explosion flash occurs after emerging
- Invisible wall near shotgun pick does not exist any more
Everything works just fine (regarding both issues)!
#635 Posted 30 August 2016 - 01:01 AM
This post has been edited by NightFright: 30 August 2016 - 01:02 AM
#636 Posted 30 August 2016 - 01:31 AM
NightFright, on 30 August 2016 - 01:01 AM, said:
Hmm, I guess you've asked Zaxtor for a permission or sth to edit everything? Just sayin
This post has been edited by Polunka: 30 August 2016 - 01:31 AM
#637 Posted 30 August 2016 - 01:42 AM
#638 Posted 30 August 2016 - 01:43 AM
NightFright, on 29 August 2016 - 07:30 AM, said:
I noticed that yesterday. Was a bit disappointed because you could release 3.1 today and if more bugs are found, next month you can release 3.2 and so on. Having updates released monthly would be a better thing to do in my opinion. Plus the fact that I've still got a month left of my summer holiday, so it's perfect time for me to test the latest version where some nasty bugs have been fixed since 3.0. But I respect your choice, nonetheless.
And once again excellent job Polunka on reporting the remaining Oblivion bugs! Hopefully all the Oblivion bugs have been squashed.
#639 Posted 30 August 2016 - 12:45 PM
FistMarine, on 26 August 2016 - 09:42 PM, said:
#640 Posted 30 August 2016 - 11:51 PM
#641 Posted 03 September 2016 - 04:11 AM
No, this compilation will NOT support Duke World Tour. The addons wouldn't profit from it in any way and we can safely assume those who want to play the compilation own Duke Atomic by now.
#642 Posted 08 September 2016 - 06:27 AM
#643 Posted 08 September 2016 - 06:50 PM
#644 Posted 09 September 2016 - 02:11 PM
Regarding Zombie Crisis:
- I don't see the point of splitting an episode into several maps.
- I didn't manage to fix the ending sector of that map. There are things which are beyond my limited capabilites.
Btw regarding Oblivion:
Zaxtor wrote that you are supposed to be able to play ep.5 separately if you want. That means simply hiding the episode is no longer an option. Gotta find a way to make it work before any official release...
This post has been edited by NightFright: 09 September 2016 - 02:17 PM
#645 Posted 10 September 2016 - 12:43 AM
NightFright, on 09 September 2016 - 02:11 PM, said:
Zaxtor wrote that you are supposed to be able to play ep.5 separately if you want. That means simply hiding the episode is no longer an option. Gotta find a way to make it work before any official release...
That's actually a surprise to me since I'm pretty sure in the original final Oblivion in both ways (either starting ep5 from e4l4 or from the episode menu) you ended up getting to e4l4 after finishing it which seemed to mean the episode was supposed to be hidden. Well, whatever, I guess since Zaxtor is the creator he has a full right to decide.
#646 Posted 10 September 2016 - 04:05 AM
I also don't know if playing ep.5 from the menu is actually a coherent experience since it's rather a pool of levels to which you travel from the other episodes. Correct me if I am wrong here.
This post has been edited by NightFright: 10 September 2016 - 04:07 AM
#647 Posted 10 September 2016 - 06:01 AM
NightFright, on 10 September 2016 - 04:05 AM, said:
I also don't know if playing ep.5 from the menu is actually a coherent experience since it's rather a pool of levels to which you travel from the other episodes. Correct me if I am wrong here.
No I'm categorical and 100% sure that playing Episode 5 from E4L4 takes from E5L1 to the very end (that is if you succeed in E5L3) BUT playing Episode 5 from the menu takes you to the version of E5L2 that you'd normally access in E1 which is why I said it's problematic. I can describe the easiest difference but only if asked to.
And NF I'm not really sure because as you say normally you Access E5 from E1 and E4 and IMO it's intended as a secret super challenge the completion of which awards you with chips making RPG, Devistator and Petrify guns devastating though more dangerous to use. SO accessing it from the Menu is probably not relevant to its first intended intention unless you want to use it as a "bonus" challenge but since it sends you back to E1 it's not any valuable >_>
Actually I think E5 is accessible from the menu because you can't have E5 levels without having an Episode in the menu's list unless you'd hard-code it out which could be a pain in the fuselage ...
#648 Posted 10 September 2016 - 07:54 AM
NightFright, on 09 September 2016 - 02:11 PM, said:
- I don't see the point of splitting an episode into several maps.
- I didn't manage to fix the ending sector of that map. There are things which are beyond my limited capabilites.
I meant splitting the Bonus Missions episode into two different episodes, 1 map each: "Basement" and "The Railyard".
TheDragonLiner, on 10 September 2016 - 06:01 AM, said:
I'm pretty sure you can still have maps defined into an episode but the episode itself is hidden in the menu. There are some addons in the compilation that have some maps "hidden" that way and can only be chosen from User Map menu but with name defined as well. Of course it's also possible to access maps from User Map that are not defined at all but if E5 were to be removed entirely from menu and levels undefined, then the levels won't work properly anymore.
#649 Posted 10 September 2016 - 04:25 PM
"So to go beyond E5L2 without returning to E1, you must go by E4."
Maybe I am not reading this properly, but I see it like ep.5 via menu isn't really a thing.
And you are right - you CAN have levels defined for an episode which is not defined to be shown via menu. It's what I did in the latest testing version of Oblivion. It also makes sure maps are loaded with a proper title/name.
Zaxtor did it already by defining two levels for a sixth episode. Don't ask me why, I left it unchanged.
This post has been edited by NightFright: 10 September 2016 - 04:33 PM
#650 Posted 10 September 2016 - 10:36 PM
NightFright, on 10 September 2016 - 04:25 PM, said:
"So to go beyond E5L2 without returning to E1, you must go by E4."
Maybe I am not reading this properly, but I see it like ep.5 via menu isn't really a thing.
And you are right - you CAN have levels defined for an episode which is not defined to be shown via menu. It's what I did in the latest testing version of Oblivion. It also makes sure maps are loaded with a proper title/name.
Zaxtor did it already by defining two levels for a sixth episode. Don't ask me why, I left it unchanged.
2 levels for a sixth episode ? I never noticed that, what are they ?
#651 Posted 10 September 2016 - 11:13 PM
#652 Posted 11 September 2016 - 01:42 AM
NightFright, on 10 September 2016 - 04:25 PM, said:
"So to go beyond E5L2 without returning to E1, you must go by E4."
Maybe I am not reading this properly, but I see it like ep.5 via menu isn't really a thing.
I'm very, very sure Zaxtor was not want players just play E5 levels from menu/level skip cheat, I did asked him in his Oblivion mod thread on this forum(*), but that thread is large and deep from somewhere in this forum so I just lazy to find it ), he did say the only way to play the whole E5 levels is go from E4L4(but I'm not sure what he actually said)...or else the E5L2 will be the show breaker and you have to go back to E1L2(just like you came E5L2 from E1L2's secret exit)...
So I guess just don't bother with E5 on menu, just leave it as original mod -- only E1~E4 can be selected from episode selection menu.
(*): Because I were very confusing about the TC's "in-arriveible" areas in E1 levels after using the full automap cheat for finding secret areas I didn't found, and E5L2 is unbeatable when I go there from E1L2's secret exit...but I still very confusing after Zaxtor answered the latter question...and it did caused I finally just give up on play Oblivion mod anymore since I can't even found all secret/in-arrivible areas on E1, not to say other episodes later... my frustration just wins.
This post has been edited by Player Lin: 11 September 2016 - 01:50 AM
#653 Posted 11 September 2016 - 10:16 AM
In other news, I have separated the two bonus levels from each other in "Zombie Crisis", and surprisingly, this also fixed the issue with the level looping when finishing "The Railyard". Weird, but not inconvenient!
This post has been edited by NightFright: 12 September 2016 - 01:16 AM
#654 Posted 15 September 2016 - 07:50 AM
I have a suggestion you may not like to hear but can you release the 3.1 update tomorrow? There weren't any serious reports since previous month and next month I will be busy, so I think releasing the update 2 weeks earlier isn't going to hurt anybody, I guess.
EDIT: I don't think there will be any reports in these remaining 2 weeks and the update was supposed to be released previous month anyway but was delayed for a month. That's why I suggest the update to be released tomorrow.
This post has been edited by FistMarine: 15 September 2016 - 07:53 AM
#655 Posted 15 September 2016 - 12:27 PM
#656 Posted 15 September 2016 - 10:29 PM
#657 Posted 19 September 2016 - 11:58 AM
#658 Posted 19 September 2016 - 12:39 PM
Stop looking into the past, embrace the future!
This post has been edited by NightFright: 19 September 2016 - 12:42 PM
#659 Posted 19 September 2016 - 09:17 PM
And I will stop looking at the past, don't worry. Sorry for making yet another pointless suggestion.