
[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#961 Posted 13 February 2020 - 01:47 PM
#962 Posted 13 February 2020 - 01:55 PM
This post has been edited by NightFright: 13 February 2020 - 01:57 PM
#963 Posted 13 February 2020 - 02:21 PM
#964 Posted 13 February 2020 - 02:25 PM
This post has been edited by NightFright: 13 February 2020 - 02:33 PM
#965 Posted 13 February 2020 - 03:00 PM
Phredreeke, on 13 February 2020 - 02:21 PM, said:
I do expect Raze to run most current eduke32 compatible mods and tcs. Obviously older ones like WGR2 would require a bit of con fixes, the first thing I tried to do with Raze was play through an old project of mine to test compatibility. I can't seem to get through startup to the menu without a commercial GRP loaded.
#966 Posted 13 February 2020 - 03:34 PM
Photonic, on 13 February 2020 - 03:00 PM, said:
#967 Posted 13 February 2020 - 03:46 PM
I din't even know what thread I was in... I'm tired. I'll have more excuses in the morning.
#968 Posted 14 February 2020 - 12:24 AM
#969 Posted 14 February 2020 - 01:21 PM
Anyway, right now my main focus remains on Hendricks getting that user menu done for custom maps. Priorities are important.
This post has been edited by NightFright: 14 February 2020 - 01:23 PM
#970 Posted 14 February 2020 - 01:28 PM
Rednukem is the PrBoom+ of Duke. From what I understand, it will remain its own thing.
#971 Posted 14 February 2020 - 01:40 PM
#972 Posted 14 February 2020 - 02:06 PM
#973 Posted 14 February 2020 - 03:39 PM
NightFright, on 14 February 2020 - 01:40 PM, said:
You definitely shouldn't modify any mods made after 2003 to work with Rednukem, unless they're also designed to work with DOS 1.5. Otherwise, DOS era mods should certainly retain backwards compatibility imo.
This post has been edited by Radar 100 Watts: 14 February 2020 - 03:40 PM
#974 Posted 17 February 2020 - 12:32 PM
#977 Posted 04 March 2020 - 05:16 PM
Blood Vengeance, on 17 February 2020 - 12:32 PM, said:
Hi BV, can you explain what lines we must change in Raze ?
#979 Posted 02 April 2020 - 11:54 AM
A lot of good things have happened in EDuke32 lately, but unfortunately none of the changes had anything to do with the compilation. Hopefully that'll change. Fingers crossed!
#980 Posted 02 April 2020 - 12:33 PM
#982 Posted 01 May 2020 - 11:24 AM
I am slowly considering a pre-release without any of the affected addons. It's not what I wanted since I think it should be the full thing or nothing, but it's now been four years I am sitting on this. To some degree it wasn't a bad thing since a few entries like FM3X got upgraded in the meantime, but it's really a bit too long even for my taste. Maybe a pre-release phase also would have the advantage of seeing how the code-heavy entries behave with latest EDuke32 snapshots since I couldn't do too much testing by myself so far.
#984 Posted 30 May 2020 - 10:44 PM
I thought to open dukezone2.grp and try to fix it, but the file does not open. I tried Grop File Studio and GViewer. Maybe you know the solution to the problem? Which editor did you use?
#985 Posted 31 May 2020 - 05:24 AM
What I can deduct from your post: You are using a hopelessly outdated EDuke32 build (which I cannot support since I am not using it), so I am not surprised you run into issues. Guess the main problem is I am not using the edited art files any more and only provide the graphics that got changed, which is something a 7yo build may not support. It is also explicitly stated that this is meant for Duke3D Atomic, not World Tour. Duke3d.grp provided with WT is not identical with Atomic (even though the changes are minimal and shouldn't affect compatibility).
The file may have a .grp ending, but in fact it's a zipfile and can be opened with 7-Zip and other archiving programs. SLADE should also be able to open it. Knock yourself out if you want to get it working the way you want.
This post has been edited by NightFright: 31 May 2020 - 07:59 AM
#988 Posted 15 June 2020 - 11:24 AM
So far its the only thing that hasn't just worked straight up
seems to work just fine though with whatever ancient version of eduke32 that came bundled with the duke nukem forever tc mod you can find on moddb. but that version of eduke sucks and doesn't even allow for 1080p fullscreen
This post has been edited by bullbob: 15 June 2020 - 11:26 AM
#989 Posted 15 June 2020 - 01:08 PM
Fact is I can't guarantee for anything after that since EDuke32 is a port undergoing constant and significant changes. As soon as you stop adjusting your content, eventually something won't work any more - as inconvenient as this may be for mod developers.
It would still be interesting to know what kind of con compilation error it is since it may be something that shouldn't be happening.
This post has been edited by NightFright: 15 June 2020 - 01:15 PM
#990 Posted 21 June 2020 - 09:00 AM
It seems a couple CONs needed editing in alienvpredator.grp.
Line 224 in AVPPA.CON caused eduke32 r9130-bf0ff6cf0 to error out (undefined quote); adding a 'definequote 125' line to AVPUSER.CON seems to have fixed it.
It's defined in AVPGAME.CON but there may be include precidence.