#943
Posted 25 December 2019 - 06:42 AM
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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