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

User is offline   TheDragonLiner 

  • 179

#811

Indeed I imagine that post must have taken something like 3 hours to work on O_o

Speaking of bugs I've played WGR2 Siege Breaker again and the script glitch I had reported back then is still there, in the 3rd level of WGR "Getting Back to Nature" near the end with the 3 cyberdemons, when you kill them the door leading to the exit should open but instead I still get the message "A door has activated" while nothing happens >_>

I don't know if it's related to me using the Polymost render though I doubt it's relevant. Also I believe I got the latest version, the reason why I'm wondering <_<

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   RunningDuke 

  • 203

#812

View PostPolunka, on 20 February 2017 - 11:06 PM, said:

Woah, that's an immensely big deal of work you've done. Good job! Guess I've been absent for a little too long here (pun intended; see one of my previous posts where I addressed TheDragonLiner's absence :D). The thing is, I'm not particularly interested in playing Duke 3D as of now (have been mostly into Doom/Quake 2 recently) plus NF is away (he must be busy with sth), he's not sent any posts in a while now.

Thanks man! I actually started working on suggestions and bug reports since December/January when I had some free time during holidays and I had saved on a text document ALL my suggestions and bug reports. After I finished with my exams about 10 days ago, I continued looking on what more maps and addons could be added, so I checked on review sites and still found some that I consider worthy to be included in the addon compilation. I wanted to make that post a few days ago but I wanted to make sure everything is working and looked at my fixed CON files and I also managed to make bobsp grp file working correctly with the edited CON file coming from original version of BobSPX. So I held the post until yesterday when I decided it's time to post all my suggestions and bug reports and so far everything looks fine.

View PostTheDragonLiner, on 21 February 2017 - 12:06 AM, said:

Indeed I imagine that post must have taken something like 3 hours to work on O_o

Speaking of bugs I've played WGR2 Siege Breaker again and the script glitch I had reported back then is still there, in the 3rd level of WGR "Getting Back to Nature" near the end with the 3 cyberdemons, when you kill them the door leading to the exit should open but instead I still get the message "A door has activated" while nothing happens >_>

I don't know if it's related to me using the Polymost render though I doubt it's relevant. Also I believe I got the latest version, the reason why I'm wondering <_<

Well it took me a lot of hours to check for what should be added for next version (if you combine all that time from all the days I've worked on) but the post (which was pasted directly from the text document) took me about an hour to check if the links work using option Preview Post (I've actually added the url tags directly into the text file when I was working for suggestions, so there is less work when transitioning) and if there is a spelling mistake, as well as arranging the text on page and resizing when necessary.

As for WGRealms 2, I admit I never played the addon before but I have seen a playthrough on YouTube by someone known as WhamNinjaMolehill and it seems he also got stuck here and had to cheat:

I hope someone will fix the bug because when I will play the addon, I don't want to stumble upon this bug.
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User is offline   TheDragonLiner 

  • 179

#813

View PostRunningDuke, on 21 February 2017 - 04:32 AM, said:

As for WGRealms 2, I admit I never played the addon before but I have seen a playthrough on YouTube by someone known as WhamNinjaMolehill and it seems he also got stuck here and had to cheat:
https://www.youtube....h?v=NzpCVjyS4lk
I hope someone will fix the bug because when I will play the addon, I don't want to stumble upon this bug.


YES case and point ! Thank you for providing the proof that I wasn't going crazy and hallucinating ^_^
And I can assure you that if you play the original add-on from either MoDB or Fissile Materials, you will NOT get that bug (using the included EDuke32 because replacing it for a newer one will glitch the default shotgun's alt fire (the sight becomes severely misaligned as you aim upward)).

I suppose it is a script that has broken in the transition between the original EDuke32 snapshot and the newer one included in the compilation >_>

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

This post has been edited by TheDragonLiner: 21 February 2017 - 08:28 AM

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User is offline   RunningDuke 

  • 203

#814

View PostTheDragonLiner, on 21 February 2017 - 08:26 AM, said:

YES case and point ! Thank you for providing the proof that I wasn't going crazy and hallucinating ^_^
And I can assure you that if you play the original add-on from either MoDB or Fissile Materials, you will NOT get that bug (using the included EDuke32 because replacing it for a newer one will glitch the default shotgun's alt fire (the sight becomes severely misaligned as you aim upward)).

I suppose it is a script that has broken in the transition between the original EDuke32 snapshot and the newer one included in the compilation >_>

You're welcome.

As for the bug, now we need someone to test WGR2 with various builds of EDuke32 and see which is first build that contains the bug. I could do that for Metropolitan Mayhem because I know that in E5L14, the swing doors don't open in newer builds of EDuke32, so I will try to find the build that created the bug.
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User is offline   Master O 

  • 7

#815

In Alien Extermination, Episode 2, Map 4: Broken Enclosure, where on earth is the blue key? It's really well hidden in the darkness. The hints.txt file doesn't say anything about this level, either.

This post has been edited by Master O: 25 February 2017 - 06:50 PM

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User is offline   Polunka 

  • 47

#816

View PostMaster O, on 25 February 2017 - 06:49 PM, said:

In Alien Extermination, Episode 2, Map 4: Broken Enclosure, where on earth is the blue key? It's really well hidden in the darkness. The hints.txt file doesn't say anything about this level, either.

I know it's a bit delayed, but here you go:
Spoiler

Btw, I agree with you upon the extreme darkness levels in this map, but this card, ironically enough, doesn't at all hide in the dark (you will see what I mean). Though it still does hide from you.

Attached thumbnail(s)

  • Attached Image: duke0002.png
  • Attached Image: duke0003.png
  • Attached Image: duke0004.png


This post has been edited by Polunka: 27 February 2017 - 02:05 AM

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User is offline   Tetraflora 

  • 0

#817

So I tried looking around and couldnt find out how to get dukeplus to work with this compilation. It apparently is a thing for at least some of these episodes. Could anyone link or show me how to do this, I really would appreciate it.
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User is offline   Fantinaikos 

  • 136

#818

Already tried both "custom game content directory" selection (the .bat included in Dukeplus should already do that since it utilize -game_dir DukePlus) and custom dukeplus.bat with "-g \addons\ .grp" parameter methods? It even works slightly modify the DUKEPLUS.CON depending the episode.

This list contains the episodes that should be more compatible, especially those of the first group.
https://forums.duke4...__1#entry269880
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User is offline   Tetraflora 

  • 0

#819

Yeah I'm just trying to test it with one of the vanilla ones right now (aqua.grp) and the episode loads normally but DukePlus isn't active. I'm not really sure how to set up DukePlus with anything else, Sorry I'm kind of a noob at this.
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User is offline   Cernex 

  • 2

#820

Quick question. Any plans in the far future -maybe, perhaps- to add Duke in Black and Robotech to the Addon Compilation? I know DiB is kindda buggy (that was kind of its "thing" back in the day), but so far it seems to play all right, if only for a couple of sound bugs (human enemies have alien roars sometimes). However, due to DiB's "thing", not sure exactly who's at fault on that one.

Robotech seems to KINDDA work. I did the step-by-step in the wiki article except I skipped the first step because I'm an idiot. Half of it seemed to work (enemy sprites, maps, and general images loaded... but not music, episode titles, or enemy sounds. Also, pretty sure the guns were re-balanced and for whatever reason that file didn't load either), so at least it should be workable, I'm guessing.
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User is offline   Master O 

  • 7

#821

View PostPolunka, on 27 February 2017 - 02:01 AM, said:

I know it's a bit delayed, but here you go:
Spoiler

Btw, I agree with you upon the extreme darkness levels in this map, but this card, ironically enough, doesn't at all hide in the dark (you will see what I mean). Though it still does hide from you.


Wait, how did you get to that section, though? I see where it is on the map, but it appears to be blocked by a locked door.

Edit: Also, it appears that the Blue Key is not needed to exit the level, either. In the room that is opened by the red key, there is another door that opens into a lab and has a switch in there that opens the door to exit the level.

Maybe the Blue Key Door is for secrets, then?

This post has been edited by Master O: 27 February 2017 - 06:56 PM

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User is offline   Polunka 

  • 47

#822

View PostMaster O, on 27 February 2017 - 05:40 PM, said:

Maybe the Blue Key Door is for secrets, then?

Probably. I didn't wanna figure it out. You asked about the key, I found it.

So I guess you don't need it anymore?

This post has been edited by Polunka: 28 February 2017 - 01:02 AM

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User is offline   RunningDuke 

  • 203

#823

View PostRunningDuke, on 23 February 2017 - 10:40 AM, said:

As for the bug, now we need someone to test WGR2 with various builds of EDuke32 and see which is first build that contains the bug. I could do that for Metropolitan Mayhem because I know that in E5L14, the swing doors don't open in newer builds of EDuke32, so I will try to find the build that created the bug.

Well I finally tested the swing doors from that map (both from addon compilation version and from moddb) with various builds of EDuke32 (including latest build r6079) and it turns out that it was working fine this whole time. The thing is first time I tested with DNMONSTERS cheat (to not have to deal with monsters and test the door directly) but seemed like they were blocking the doors and that's why they didn't open.

After testing for about 20 minutes and seeing that doors still don't open, I realized that the (invisible) monsters are preventing the doors from being opened. So I decided to simply kill the monsters from that room first, instead of using the DNMONSTERS cheat and voila, the swing doors finally opened! Tested with various builds, it all seems to be working fine. Now I feel a bit stupid for not trying this earlier. :huh:
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User is offline   TheDragonLiner 

  • 179

#824

View PostRunningDuke, on 03 March 2017 - 10:36 AM, said:

Well I finally tested the swing doors from that map (both from addon compilation version and from moddb) with various builds of EDuke32 (including latest build r6079) and it turns out that it was working fine this whole time. The thing is first time I tested with DNMONSTERS cheat (to not have to deal with monsters and test the door directly) but seemed like they were blocking the doors and that's why they didn't open.

After testing for about 20 minutes and seeing that doors still don't open, I realized that the (invisible) monsters are preventing the doors from being opened. So I decided to simply kill the monsters from that room first, instead of using the DNMONSTERS cheat and voila, the swing doors finally opened! Tested with various builds, it all seems to be working fine. Now I feel a bit stupid for not trying this earlier. :huh:


Invisible monsters ?

You mean there is an invisible monster in the add-on version ? Sounds most plausible, but then how can we make the door open ?

Sorry but even with those enlightenments we still can't get the door open, especially since you were using cheats (for comfort's sake I know (would have done the same should I have had time)), or maybe I'm being silly again >_>

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   RunningDuke 

  • 203

#825

View PostTheDragonLiner, on 03 March 2017 - 11:25 AM, said:

Invisible monsters ?

You mean there is an invisible monster in the add-on version ? Sounds most plausible, but then how can we make the door open ?

Sorry but even with those enlightenments we still can't get the door open, especially since you were using cheats (for comfort's sake I know (would have done the same should I have had time)), or maybe I'm being silly again >_>

No, I meant the fact that when you use DNMONSTERS cheat, the monsters completely disappear and you can't collide with them but they can still block the doors and prevent them from opening if they are right in front of them.

In the map, there are a couple of slimer eggs and a protector drone, the eggs being positioned right in front of swing doors but because before I was using DNMONSTERS cheat at start of map, they became "invisible" when I reached them and because of that, the swing doors couldn't open. See the screenshot below, you can clearly see what I mean this time.

And there is no difference of Metropolitan Mayhem between the moddb release and included version in compilation, so we can safely say that everything works properly as it should be. Sorry if all of this sounded confusing but I tried to clarify everything.

Attached Image: capt0000.png
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User is offline   TheDragonLiner 

  • 179

#826

View PostRunningDuke, on 03 March 2017 - 01:00 PM, said:

No, I meant the fact that when you use DNMONSTERS cheat, the monsters completely disappear and you can't collide with them but they can still block the doors and prevent them from opening if they are right in front of them.

In the map, there are a couple of slimer eggs and a protector drone, the eggs being positioned right in front of swing doors but because before I was using DNMONSTERS cheat at start of map, they became "invisible" when I reached them and because of that, the swing doors couldn't open. See the screenshot below, you can clearly see what I mean this time.

And there is no difference of Metropolitan Mayhem between the moddb release and included version in compilation, so we can safely say that everything works properly as it should be. Sorry if all of this sounded confusing but I tried to clarify everything.

Attachment capt0000.png


Oh okay I understand now ... a bit O_o

Although I realize I didn't pay enough attention to your post because I thought you were talking about WGR2 while in reality you were talking about Metropolitan Mayhem ... Just as I was saying : I'm being silly again -_-

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   Polunka 

  • 47

#827

I understand that you're still having your "creative break" and am slightly reluctant to bump the thread, but I've recently found out about and played an old (the third quarter of 1998) but decent (IMO) episode which is called The Real Bad Ass and consists of 8 levels (including 1 secret level). It's got a rating of 88 on CGS, and I'm pretty much at peace with the reviewer (Puritan himself).

The most notable aspect of it, as I think, is an awesome story written level-by-level. Continually, as a whole, the episode is a sequel to the events of the original 3 episodes. The story is not as mind-blowing and thorough but it still deepens the immersion while playing the episode. I liked the gameplay a lot as well. There are some well thought out twists that add to the variety, which benefits the whole impression to a great extent. Plus some creative technical sequences have been put in by the author (like, for example, a series of "airstrikes" on one of the last levels). I found enemy placement and ammo/monster ratio to be fine for the most part (sometimes you will get a bit overwhelmed with amounts of ammo thrown at you but that wasn't big of a deal to me). Also, some levels involved backtracking but I didn't find it frustrating.

The architecture is mostly blocky but still acceptable (especially for '98) and improves as you get further through the episode. Nothing really impressive yet it's worth seeing (kinda like Total Apocalypse I suggested a while ago).

If you want to add this episode to the compilation in the future (after trying it out yourself, ofc), I'll leave the link to the CGS review here.

BY THE WAY, the USER.CON provided with the episode didn't wanna run at first (there were 3 warnings and 1 error), but when I looked into the logfile it said one specific parameter hadn't been defined. I'm not familiar with CON coding myself but I managed to fix the error anyway (since I'd remembered that DEFS.CON stores all definitions for everything; guess the author shoulda thrown in a custom DEFS.CON additionally). I didn't care about the warnings and I have no idea what that parameter's responsible for but I think you'll figure it out (though I have a suspicion that it could probably handle some of those technical sequences).

This post has been edited by Polunka: 24 April 2017 - 06:54 AM

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User is offline   Forge 

  • 4,354

#828

The other name the person goes by is Ray Tracer & I have an updated version of the maps from '99 if you decide you want to add this episode to your compilation.
Also the included con appears to have been modified since the file sizes are different - but in what way it was changed, I don't know, as I haven't tried to play either of them in recent history

http://www.mediafire...g36/trba_v2.zip

This post has been edited by Forge: 24 April 2017 - 07:29 AM

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User is offline   Polunka 

  • 47

#829

View PostForge, on 24 April 2017 - 07:18 AM, said:

The other name the person goes by is Ray Tracer...

Oh, I remember playing some maps by Ray Tracer in the past (most remarkably Maia and Taygeta which I think should be a sequel to the former). So he's actually the author of the episode. Useful knowledge, I guess, especially given that there aren't any other maps by him released under his real (?) name at CGS.

I think I'll play that updated version later. Thanks for sharing, Forge! :dukeaffirmative: And I think NF will give you a big thanks as well if he ever wishes to add the episode to the compilation.

This post has been edited by Polunka: 25 April 2017 - 04:12 AM

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