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

User is offline   NightFright 

  • The Truth is in here
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#901

I had other kinds of random glitches outside of Oblivion and it's a similar thing. Loaded the first level of "Last Reaction", and right in the first area there was a yellow liztrooper that couldn't be killed. Closed the game, checked the sprite in Mapster32, couldn't find anything weird. Loaded the game again and the same trooper died as if nothing had happened.

Sometimes there are just these random one-time glitches you can't explain or reproduce, I guess...


This post has been edited by NightFright: 14 July 2018 - 04:37 AM

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User is offline   TheDragonLiner 

  • 266

#902

View PostNightFright, on 14 July 2018 - 04:36 AM, said:

I had other kinds of random glitches outside of Oblivion and it's a similar thing. Loaded the first level of "Last Reaction", and right in the first area there was a yellow liztrooper that couldn't be killed. Closed the game, checked the sprite in Mapster32, couldn't find anything weird. Loaded the game again and the same trooper died as if nothing had happened.

Sometimes there are just these random one-time glitches you can't explain or reproduce, I guess...


I understand, I experienced a similar glitch of unkillable (and harmless) trooper in Zaxtor's Trequonia but the problems I reported (apart maybe from the green sphere boss I haven't tested it enough and never reloaded) are persistent no matter what I do that's what worries me the most :(

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 online   Zaxtor 

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#903

Liztroop has this immortalize glitch.
They kinda go in sleepmode, walk randomly and cannot be kill.
You can hurt them but not kill

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
1

User is offline   TheDragonLiner 

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#904

View PostZaxtor, on 14 July 2018 - 07:45 AM, said:

Liztroop has this immortalize glitch.
They kinda go in sleepmode, walk randomly and cannot be kill.
You can hurt them but not kill


That's pretty much it indeed, though I only experienced it in Trequonia, I never saw it in Oblivion :/

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 online   Zaxtor 

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#905

Is rare they do that tho.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   NightFright 

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#906

Status update:
Unfortunately still the same. I cannot proceed with the next step before Hendricks found a way for EDuke32 to go beyond the current episode limit. Good news is that I used the waiting time for some further fine-tuning of some addons. I won't be available between this Wednesday and August 13, so if anything develops in between, I won't be aware of it.


This post has been edited by NightFright: 23 July 2018 - 02:14 AM

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User is offline   RunningDuke 

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#907

Thanks for the update and enjoy the vacation!

As for the trooper glitch, I think I remember this bug happened to me once as well a couple of years ago (in 2013-2014 I think) when I was playing either Last Reaction & Water Bases or Chimera in EDuke32. I remember the exact same yellow trooper (the one that shoots freezethrower projectiles at you) became invincible and couldn't be killed but also couldn't attack me either. He just entered a glitched state and mostly wandered around and it happened in either the last level of Last Reaction or the last level of Chimera, all I remember was one of the city levels. Note that I was playing the original version of the addons, not the ones from the compilation pack as at that time the compilation wasn't released. It seems the bug happens with modified troopers.

This post has been edited by RunningDuke: 24 July 2018 - 06:36 AM

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User is offline   Master O 

  • 71

#908

Rather than create a new thread, I'll ask here, since I'm playing it via this Addon compilation:

In the "Bad Weekend" map pack level "City of Fugitives", where is the exit in this level? None of the doors in the main city square open at all.
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User is offline   NightFright 

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#909

Apparently a project similar to this one is now available over at the Doom community. 54 wads with over 1.000 levels, the goal being to fix broken stuff while preserving the original appearance and gameplay of the addons. The approach is not totally the same, though. Over there, you are basically able to access all addons from within one big addon that works like a hub of a sort, allowing you to play all maps continuously even without losing your weapons if you wish.


This post has been edited by NightFright: 24 August 2018 - 01:46 AM

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User is offline   Fantinaikos 

  • 281

#910

I guess we should consider the 1994 Tune-up Community Project a precursor of this since it's the very first old time maps fix compilation.
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User is offline   RunningDuke 

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#911

View PostNightFright, on 24 August 2018 - 01:44 AM, said:

Apparently a project similar to this one is now available over at the Doom community. 54 wads with over 1.000 levels, the goal being to fix broken stuff while preserving the original appearance and gameplay of the addons. The approach is not totally the same, though. Over there, you are basically able to access all addons from within one big addon that works like a hub of a sort, allowing you to play all maps continuously even without losing your weapons if you wish.

I noticed this project a couple of weeks ago. I was very excited to play that compilation...until I got a bit disappointed with the fact that ALL the wads/levels are included in same pk3 file, meaning that you are missing each wad's unique title screen (well the title screens are seen in the hub map for each wad's portal), font, etc. So a part of each wad's charm is a bit lost if you play this compilation. I was hoping each wad would be separately loaded, like the EDuke32 Addon Compilation does. At least you got credited for idea! :P

@Fantinaikos: Yes, the 1994 Tune Up project is sort of a precursor to the compilation projects but it's more about enhancing/fixing 32 old levels and combining them into a megawad rather than a compilation of wads with fixes, etc.

BTW I don't mean to sound rude or start fights again but what's exactly the current status of the addon compilation? As far as I remember from past weeks/months, Hendricks just needed to add support for more than 7 episodes shown in the menu and NF play testing the addons making sure everything is alright, before the update gets released. That's why I'm asking.

It's not a problem if the addon compilation update doesn't come by the end of this summer as I have a lot of games and mods to play anyway. Hell, if you want, you can release this on December (either early to celebrate 2 years since the latest update or on 24th/25th to celebrate 4 years since the first version of the compilation) and I still won't mind. But I'm just asking right now.

This post has been edited by RunningDuke: 24 August 2018 - 05:42 AM

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User is offline   NightFright 

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#912

If there was any progress, I would tell you. But there isn't any. We are exactly stuck where we were stuck months before. It's out of my hands and I won't enact more pressure on poor Hendricks than I have already done. He's got other things on his mind right now probably. Eventually he'll get to it.


This post has been edited by NightFright: 24 August 2018 - 01:57 PM

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User is offline   Slimek 

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#913

Hi! Is it possible to run The Gate with those addons and Duke Plus?
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User is offline   NightFright 

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#914

I cannot provide mod support for this compilation, as stated in the readme. It may be possible in theory if you add the def/con files from the addon to DukePlus (or vice versa), but what would happen after that I have no idea...


This post has been edited by NightFright: 04 September 2018 - 06:22 AM

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User is offline   Fantinaikos 

  • 281

#915

I made a compatibility list time ago, and I described the way they can be executed with the mods. Though I don't know if the method still valid, any change to Eduke32 can mess up many simple things. The list itself should be updated.

https://forums.duke4...ndpost&p=236311

This post has been edited by Fantinaikos: 04 September 2018 - 07:04 AM

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User is offline   NightFright 

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#916

Short update:

I received word from Hendricks yesterday. The EDuke32 code update is still WIP, but the general idea is to make custom map maps (such as the "Urban Map Pack" or "Space Map Pack") selectable via User Maps, filtering out the official Duke3D maps. A fair compromise in my opinion - nobody could have expected to get an episode list with 80+ entries and browse through all that. The idea is also to do some optimization regarding how grpinfo recognizes files and how files can be structured without zipfiles internally.

Bottom line:
Unfortunately nothing to do from my side (yet), but the concept for future EDuke32 support of the compilation is appealing. General situation hasn't changed: I need to wait for a new EDuke32 snapshot to be made and released, then I optimize my files for it, then I release. Later on, EDuke32 will eventually drop support for any older compilation versions.


This post has been edited by NightFright: 25 September 2018 - 08:01 AM

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