[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#931 Posted 08 September 2019 - 06:45 PM
#932 Posted 08 September 2019 - 10:55 PM
#933 Posted 09 September 2019 - 04:59 AM
This post has been edited by Radar: 09 September 2019 - 05:08 AM
#934 Posted 09 September 2019 - 03:59 PM
#935 Posted 09 September 2019 - 11:29 PM
Phredreeke, on 09 September 2019 - 03:59 PM, said:
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
#936 Posted 10 September 2019 - 02:18 AM
TheDragonLiner, on 09 September 2019 - 11:29 PM, said:
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
#937 Posted 10 September 2019 - 02:34 AM
#938 Posted 10 September 2019 - 03:08 AM
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.
#939 Posted 05 October 2019 - 10:34 PM
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.
#940 Posted 06 October 2019 - 09:50 AM
Bottom line: We are good. 😋
#942 Posted 25 December 2019 - 03:11 AM
#943 Posted 25 December 2019 - 06:42 AM
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
#944 Posted 25 December 2019 - 10:23 AM
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
#945 Posted 25 December 2019 - 11:47 AM
#946 Posted 25 December 2019 - 01:43 PM
This post has been edited by NightFright: 25 December 2019 - 01:44 PM
#949 Posted 02 February 2020 - 01:11 AM
Looks like we might get another shot at a proper user maps menu integration in the hopefully-near future. I know I have written stuff like this before, but TerminX's recent EDuke32 code adjustments provided a bit of momentum. As soon as there is a satisfying solution, I am going to release the new version immediately.
#951 Posted 12 February 2020 - 07:17 PM
#952 Posted 12 February 2020 - 10:40 PM
It's always possible that some of the startup warnings I tried to remove were supposed to stay and changing the code to eliminate those warnings broke something.
This post has been edited by NightFright: 12 February 2020 - 10:50 PM
#953 Posted 13 February 2020 - 12:15 AM
Also I found the health system a bit annoying, it seems you can't pick up health items unless you are below a certain value, in case of small medkit you must have BELOW 90, while for large medkit, you must have BELOW 70. That sounds good on paper because you won't pick up health by accident when you don't need it but it also means you can't get your health back to 100 unless you use medkit or drink water or find atomic health (which I think functions normally) and if for example I have 71 health at end of level and want to pick up health I left earlier, I must hurt myself (e.g. by falling) and get the large medkit left earlier to have close to maximum. I didn't really enjoy this addon to be honest, it had some good ideas but in general it seems to have been plagued by some weird design choices. At least the level design is alright, some levels I enjoyed but the first one with timelimit of 5 minutes I absolutely hated it! I mean when the timelimit expires in that level, the whole screen turns white and there's nothing you can do at this point other than quitting game and reloading last save because if I remember correctly, even the menu is covered in white.
Oh yeah, I also hated that last level with the landmines! At first I didn't understand what happened and then after dying 3-5 times, I realized there are landmines. Not as bad as the timelimit level but it was annoying the first time playing through it. Good thing I'm saving often (and using 1 slot per each level, with a backup save for current level too) so dying isn't much of an issue for me.
This is my opinion about this addon, feel free to agree or disagree. The TC seemed ambitious for its time but I personally didn't like it that much. I prefer more the classic Duke3D type of addons rather than full TCs that change Duke3D into something else.
#954 Posted 13 February 2020 - 04:46 AM
NightFright, on 12 February 2020 - 10:40 PM, said:
Rednukem emulates DOS 1.5. So you essentially broke DOS 1.5 support.
NightFright, on 12 February 2020 - 10:40 PM, said:
Since EDuke32 is an ever changing project, it isn't wise building the addon pack around EDuke32 compatibility. Literally, any change could break compatibility yet again.
#955 Posted 13 February 2020 - 04:58 AM
#956 Posted 13 February 2020 - 05:16 AM
#957 Posted 13 February 2020 - 05:26 AM
This post has been edited by NightFright: 13 February 2020 - 05:29 AM
#958 Posted 13 February 2020 - 06:08 AM
#959 Posted 13 February 2020 - 06:10 AM
Radar 100 Watts, on 13 February 2020 - 04:46 AM, said:
Radar 100 Watts, on 13 February 2020 - 06:08 AM, said:
This post has been edited by LeoD: 13 February 2020 - 06:14 AM