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

User is online   NightFright 

  • The Truth is in here

#961

I would have to check that. I know conversions like GoD or Starship Troopers are pretty code heavy, however they were not written with EDuke32 in mind. Anyway, some addons have seen fantastic con improvements, but not done by myself. The final boss in The Gate was almost not beatable with the bugged original code. Only with EDuke32 and its capabilities it was possible to create a version that does not break. Yes, we intentionally ruined vanilla compatibility in this case, but it was absolutely worth it.

This post has been edited by NightFright: 13 February 2020 - 02:33 PM

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User is offline   Kyanos 

#962

View PostPhredreeke, on 13 February 2020 - 02:21 PM, said:

How many of the addons actually have their own CON code though? I don't think anyone here is expecting WGRealms2 to work on the non-EDuke32 ports.

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.
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User is online   Phredreeke 

#963

View PostPhotonic, on 13 February 2020 - 03:00 PM, said:

I do expect Raze to run most current eduke32 compatible mods and tcs.


Spoiler

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User is offline   Kyanos 

#964

Yeah I took your post out of context, just finished reading the last few pages.
I din't even know what thread I was in... I'm tired. I'll have more excuses in the morning.
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User is offline   Player Lin 

#965

View PostPhredreeke, on 13 February 2020 - 03:34 PM, said:

Spoiler



Spoiler

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User is online   NightFright 

  • The Truth is in here

#966

The thing is: Is it even worth optimizing stuff for Rednukem? What's the longterm plan? Is it supposed to become part of EDuke32 at some point or vice versa, or is it going to keep doing its own thing, as some kinda more "vanilla-ish" EDuke32 approach?

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

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User is online   NightFright 

  • The Truth is in here

#967

Well, once I have everything else in place, I'll take a look at how this is doing with Rednukem. But naturally there will be entries that are never going to work with it, I'm afraid.
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User is online   Phredreeke 

#968

As I said, I don't think anyone expects full compatibility, just that the maps that could be compatible without extra effort are
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#969

I've just discovered that this beautiful compilation works also with Raze if you change some lines in addons.grpinfo
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User is offline   ETPC 

#970

Any news?
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User is online   NightFright 

  • The Truth is in here

#971

Same as before. Waiting for anything zo happen.
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User is offline   irukanjji 

#972

View PostBlood Vengeance, on 17 February 2020 - 12:32 PM, said:

I've just discovered that this beautiful compilation works also with Raze if you change some lines in addons.grpinfo

Hi BV, can you explain what lines we must change in Raze ?

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User is offline   ETPC 

#973

hope you're doing well nightfright.
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User is online   NightFright 

  • The Truth is in here

#974

I am ok, guys, otherwise I wouldn't post so much. But thanks, anyway!

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!
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#975

It will be interesting to see if Raze inherits some form of GZDoom's scriptable map editing postprocessor; this is currently used to fix bugs in stock id Software maps like the missing yellow key on TNT MAP31 and critically in this context, major bugs in long-established mods. I guess it depends on how far GZ intends to ZDoomify Raze :)
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User is offline   ETPC 

#976

monthly check in! any news?
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User is online   NightFright 

  • The Truth is in here

#977

Well, obviously not. I dunno what the current priorities are in the EDuke32 coding team, so I can't tell what's the big blocker right now.

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.
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User is offline   ETPC 

#978

might not be the worst idea!
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User is offline   pontifex91 

#979

Hello, NightFright. I'm trying to run your Duke! Zone 2 fixed 2.0 it to Eduke32-oldMP, but it doesn’t work out for me. Moreover, on standard Eduke32 it works with DUKE3D.GRP only from Atomic Edition. It does not want to work with GRP from World Tour, although the file size is the same.
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?
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User is online   NightFright 

  • The Truth is in here

#980

Since Dukezone 2 isn't part of the compilation, this is off-topic. Anyway, just stating "it isn't working" gives me next to nothing to work with.

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

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User is offline   ETPC 

#981

did you decide if you wanted to do a beta or not?
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User is online   NightFright 

  • The Truth is in here

#982

Possibly later this year.
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User is offline   bullbob 

#983

so with the latest versions of eduke32, i'm getting some kind of CON compilation error when trying to play the Aliens vs Predator tc.

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

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User is online   NightFright 

  • The Truth is in here

#984

There won't be any further optimization of the old version any more, internally I am way past that. Main thing is that the upcoming release will work with recent snapshots, whenever that will be. If you want to make sure it works, use snapshots from 2016 (omg, it's been four years already?), even if that sucks. Maybe it will also still work with a 2018 snapshot, depending on when the con-breaking feature was implemented.

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

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#985

Heya!

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.
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User is offline   ETPC 

#986

Any news?
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User is online   NightFright 

  • The Truth is in here

#987

We are getting there. And if there were news, I'd not hesitate to post them. Bumping is neither helpful nor necessary.

Things are still unchanged, the usermap packs are the blocker. They work in general, but not as user-friendly as I want them to be. EDuke32 is currently also not in the stable, reliable and functional state I would need it to be. The idea is still to make all addons work with latest snapshots since I hate operating with outdated builds.

The code-heavy addons still need to be tested and I will probably release those first as test versions. Since a new edition of WGRealms 2 is also imminent, a full release wouldn't happen before that anyway since it would render the current edition immediately obsolete.

This post has been edited by NightFright: 09 September 2020 - 01:21 PM

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#988

Hello Frightnight,
in your dn3d addons archive a file fm3x_help.txt is read only and that could cause bugs during extracting (in special conditions).
I didn't see others files read only in your archive but perhaps they are others.
Could it be possible you avoid read only files in your archive?
Thank you for your help.
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User is online   NightFright 

  • The Truth is in here

#989

Fernando did this originally, I wouldn't touch this kind of stuff. Anyway, I will check all my local files for such flags (it looks as if it's really just that one file). Please understand however that I am not going to make a new version just for this.

This post has been edited by NightFright: 25 September 2020 - 08:46 AM

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