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

User is offline   VGA 

#931

I hope the Recommended installation only installs the good maps :lol:
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User is offline   NightFright 

  • The Truth is in here

#932

No and no. Authors have already expressed their desire that their work remains independant, and I am going to respect that.
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User is online   Radar 100 Watts 

  • Zionist Shill

#933

Right, and I'm not pushing you to include them against the author's wishes. :P I'm just asking because the addon compilation is a dream in terms of convenience. I hope authors who don't want their mods included will reconsider their inclusion.

This post has been edited by Radar: 09 September 2019 - 05:08 AM

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User is offline   Phredreeke 

#934

I've suggested this before (albeit in a different context), but it would really help the addon compilation if eduke32 had the ability to filter out savegames made with other GRP files
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#935

View PostPhredreeke, on 09 September 2019 - 03:59 PM, said:

I've suggested this before (albeit in a different context), but it would really help the addon compilation if eduke32 had the ability to filter out savegames made with other GRP files


Do you think it could be possible to make Eduke handle save files inside GRPs instead of the game's folder ?
Like, instead of creating a save file in the folder it would create one in the GRP instead ?


Sounds like that would be the way of including such a functionality but is it actually feasible ? Especially since the GRPs in the compilation are kinda protected, they're no longer recognized if modified ...

This post has been edited by TheDragonLiner: 09 September 2019 - 11:30 PM

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User is offline   NightFright 

  • The Truth is in here

#936

View PostTheDragonLiner, on 09 September 2019 - 11:29 PM, said:

Especially since the GRPs in the compilation are kinda protected, they're no longer recognized if modified ...

That's not a protection. Altered GRPs have different sizes/checksums, therefore the grpinfo file would need to be updated. If it's not, it's like the modified GRPs simply don't exist.

This post has been edited by NightFright: 10 September 2019 - 02:19 AM

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User is offline   Phredreeke 

#937

Messing with the GRP files is a bad idea anyway. AFAIK when updating a GRP file the entire file has to be rewritten. I guess an option would be creating a new file with the same name but different extension to hold savefiles.
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#938

Personally I would prefer if the saves get separated by the grp files you are using. So that they don't show up if you are playing one addon and have saves from other addon.

Example: If you are playing Aqua Series and ADG Episode, if you have saves from ADG episode and then you go to play Aqua series, you shouldn't be able to see the saves from the ADG episode. Either that or have them displayed but they can't be loaded, instead you will get a warning message saying that the save was made with a different mod. Similar to the ZDoom based ports for Doom, if the save was made with a different mod, it will be differently colored and can't be loaded unless you load the correct mods first. I know EDuke32 has a similar case with saves from a different version but it should also prevent loading saves made with different mods.
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User is offline   Forge 

#939

sorry NightFright.

totally mistaken Tea Monster for you in another thread. I know that's pretty heinous to insult you like that and I hope, in time, you can forgive me.
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User is offline   NightFright 

  • The Truth is in here

#940

Well, we all make mistakes from time to time. Maybe it'll inspire you to not talk badly about people in public sections. That's something for PMs. A lesson that may also be suited for some others, btw. Lecture mode off.

Bottom line: We are good. 😋
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User is offline   ETPC 

#941

Any updates?
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User is offline   NightFright 

  • The Truth is in here

#942

Basically same as before. Hendricks' implemenation for user map menus works, but not from within groupfiles, sadly. It's the only thing preventing a release basically. Even though there have been so many changes to EDuke32 lately that half of the addons could be broken by now and I wouldn't know about it.
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#943

I was also going to ask how are things going at the moment but I was waiting a couple more weeks until sometime in February (after my exam session) and it looks like ETPC already asked in meantime. Surprised that Hendricks didn't downvote ETPC's comment, considering he did downvote at least two of my posts in this topic when I asked about any updates in past years (when there haven't been any news about the compilation in months). Seriously, the last compilation update was released 3 years ago, what's taking so long? Joking of course, I appreciate when there are at least news about progress, I don't mind waiting a couple more months in meantime.

Oh well, at least NightFright was kind enough to let us know how are things at the moment. I can patiently wait until next year, since in mid 2020, after I finish with my Master studies, I will have enough time playing through every user map and mod released for Duke3D (other games as well, in case of Duke I will also be going through old user maps and mods in DOSBox) and then I should be able to report any bugs that I will find along the way, assuming the addon compilation update gets released until then. I'm going to assume the upcoming update will release in mid April, to celebrate the original 1.3D release of Duke3D.

To contribute to the topic, I will say that back in February/March of this year, when I played through original release of Fusion TC (in Atomic 1.5 using DOSBox 0.74, interestingly I couldn't make the original version of addon to make it work in 1.3D as it would never start, I will start a different topic for that but at least the Atomic version of Fusion worked fine), so anyway I encountered many of the oddities that were also found in the addon compilation version, such as becoming randomly invincible at the start of some levels, the slot 0 weapon (with 5 ammo) having infinite ammo (except when falling and underwater, in both cases it would deplete normally), the enemy count bugs (some enemies don't count as killed when you kill them, others don't count as live enemies, etc), enemies randomly becoming invincible, etc. So these issues existed since the addon was released back in early 2000s. As far as I know, all these issues should be fixed in the upcoming version of addon compilation (4.0 I guess?) but I just thought I'd let you know that these bugs happened in DOS version as well. Either way I'm happy to have a fixed and polished version of the addon, even though I don't like this particular addon that much due to how hard it is and how poorly designed is in general, it's worth having a fixed version of the addon in this compilation so it plays a bit better.

I have a question: In the eventual case the new compilation update gets released, which EDuke32 build will you recommend for best experience? I'm also aware of the many glitches that have happened as of late and there's one issue that happened to me and I never got around to report it but it's been introduced since beginning of this year or late 2018 and basically it has to do with 32-bit mode, it seems I get a black screen and game becomes unplayable (the nuke logo displays fine but after that the screen becomes black and have to guess where I am and choose quit game or else bring the Task Manager to close eduke32.exe). I will make a separate topic with that report, just give me a few days to find out which is the first build where this happens.

EDIT: Merry Christmas!

This post has been edited by RunningDuke: 25 December 2019 - 06:45 AM

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User is offline   NightFright 

  • The Truth is in here

#944

Right now I can't recommend any EDuke32 snapshot since currently there's no build out there which guarantees full functionality.

I will most likely run an open beta for the code-heavy addons to see how they do with recent snapshots. Would like to avoid another bug report wave about things that broke during code changes. It's good and bad at the same time EDuke32 is undergoing such fundamental changes, but that's one of the reasons why this compilation exists. You need to adjust the addons to work with the new code in some cases. Even though that shouldn't be necessary very often. At least it's a good way to find out about broken code.

As a side note, I have finally switched to Polymost as my personal renderer preference, so I won't necessarily optimize everything for 100% proper Polymer display any more, also since it's simply impossible to do with some level geometry.

This post has been edited by NightFright: 25 December 2019 - 11:06 AM

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User is offline   ETPC 

#945

Out of curiosity, how come EDuke32 is undergoing so much change?
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User is offline   NightFright 

  • The Truth is in here

#946

This question should be addressed to the coding team. However, don't think adding new features or fixing stuff only breaks things in EDuke32. GZDoom for example is a very similar story. While working on my statusbar mod and other GZD-related projects, I had several cases where something did not work just because a function broke during the port development cycle, especially around v4.0 when tons of changes were implemented. You basially need to playtest everything on a regular basis when you have a port that's continuously developed. A large community comes in handy for such purposes.

This post has been edited by NightFright: 25 December 2019 - 01:44 PM

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