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

User is online   Phredreeke 

#961

If it's anything like NBlood and BloodGDX, DukeGDX would actually be less picky when it comes to zipped addons.
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User is online   NightFright 

  • The Truth is in here

#962

If any Non-EDuke32 port can read maps, sounds etc from subdirs inside of zipfiles and access them if defined in con files, the biggest obstacle should already be gone. Guess the bigger problem may be con coding, but since EDuke32 code is used as a base, I would assume the differences shouldn't be massive at least as far as Rednukem is concerned. Then again, if an addon won't even launch, I wouldn't call that a minor issue...

This post has been edited by NightFright: 13 February 2020 - 01:57 PM

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User is online   Phredreeke 

#963

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.
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User is online   NightFright 

  • The Truth is in here

#964

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 

#965

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 

#966

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 

#967

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 

#968

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

#969

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 offline   Radar 

#970

If the scope of this project is purely a "convenience" pack, then I understand that vision. I had more of a purist convenient historical archive idea in mind, but I understand if that's not the kind of pack you want to maintain.

Rednukem is the PrBoom+ of Duke. From what I understand, it will remain its own thing.
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User is online   NightFright 

  • The Truth is in here

#971

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 

#972

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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User is offline   Radar 

#973

View PostNightFright, on 14 February 2020 - 01:40 PM, said:

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.


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

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#974

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 

#975

Any news?
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User is online   NightFright 

  • The Truth is in here

#976

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

#977

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 

#978

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

  • The Truth is in here

#979

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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#980

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 

#981

monthly check in! any news?
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User is online   NightFright 

  • The Truth is in here

#982

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 

#983

might not be the worst idea!
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User is offline   pontifex91 

#984

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

#985

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 

#986

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

#987

Possibly later this year.
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User is offline   bullbob 

#988

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

#989

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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#990

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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