
[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#992 Posted 09 September 2020 - 01:09 PM
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 The idea is still to make all addons work with latest snapshots since I hate operating with outdated builds.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
#993 Posted 25 September 2020 - 08:12 AM
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.
#994 Posted 25 September 2020 - 08:37 AM
This post has been edited by NightFright: 25 September 2020 - 08:46 AM
#995 Posted 02 October 2020 - 03:17 PM
Another thing, I surely missed something but are this addons compatible with duke3d.grp file from “Duke Nukem 3D: 20th Anniversary World Tour.” ?
This post has been edited by Le Gluon du Net: 02 October 2020 - 03:18 PM
#996 Posted 02 October 2020 - 03:20 PM
#997 Posted 02 October 2020 - 10:19 PM
#998 Posted 03 October 2020 - 11:21 AM
- with classic duke3d.grp, all addons shown:
https://imgur.com/2Rq8NPb
- with Steam 20th anniversary version (WT):
https://imgur.com/16KSbdv
Could you reproduce this issue?
I use a command line to launch Eduke32:
./eduke32 -usecwd -cfg config.cfg -j "dn3d/gog/" -j "dn3d/steam/" -j "dn3d/steam/classic/" -j "dn3d/steam/addons/dc/" -j "dn3d/steam/addons/nw/" -j "dn3d/steam/addons/vacation/" -j "dn3d/all/" -j "dn3d/addons/dc" -j "dn3d/addons/nw" -j "dn3d/addons/vacation" -j "dn3d/addons/frightnight/addons" -j "dn3d/addons/frightnight/dukezone2" -grp "hrp/"*
The same command line, two different result, two different duke3d.grp files.
This post has been edited by Le Gluon du Net: 03 October 2020 - 11:23 AM
#999 Posted 03 October 2020 - 12:20 PM
Anyway, I don't use WT groupfile for anything, so I can't say I tested much with it. I realize it's becoming a problem now since it's the most recent version of the game and usually the one people buy these days if they never got in touch with it before. I will have to take this into account for future releases.
Still, technically all addons should work with WT. If they are not shown, it's something in addons.grpinfo. if you see the phrase "DUKE15_CRC" there a lot, that means all of those entries will only show in the list if you are using Atomic. Personally I'd like to show everything with Atomic and WT, but I dunno if I can define more than one dependency per addon. Maybe Hendricks can clearify that.
You can try editing addons.grpinfo by yourself and replace all instances of DUKE15_CRC with -1742012854 (or 0x8F127FFD, if I did the hex conversion correctly). Beware though that after that it won't work with Atomic any more.
This post has been edited by NightFright: 03 October 2020 - 12:51 PM
#1000 Posted 04 October 2020 - 03:28 AM
I have attached a modified grpinfo file with WT dependencies. Rename it to addons.grpinfo and replace your exising file with it. If it works after that, it proves that EDuke32 does not handle the WT groupfile the same way it does Atomic duke3d.grp (since it works fine without dependencies in that case).
Attached File(s)
-
addons.grpinfo.txt (18.53K)
Number of downloads: 39
This post has been edited by NightFright: 04 October 2020 - 04:59 AM
#1001 Posted 05 October 2020 - 06:48 AM
NightFright, on 04 October 2020 - 03:28 AM, said:
I have attached a modified grpinfo file with WT dependencies. Rename it to addons.grpinfo and replace your exising file with it. If it works after that, it proves that EDuke32 does not handle the WT groupfile the same way it does Atomic duke3d.grp (since it works fine without dependencies in that case).
Tested and worked! Thank you very much.
Now I have to find a way for my Duke Nukem 3D + addons Lutris script installer works whatever the duke3d.grp version.
This post has been edited by Le Gluon du Net: 05 October 2020 - 07:35 AM
#1002 Posted 05 October 2020 - 08:09 AM
Is there a reason why groupinfo definitions work with Atomic when omitting dependency parameters completely, but for WT they are necessary?
And: Is there a way to make entries compatible with Atomic and WT at the same time (e.g. by defining dependency 2x for one addon)?
This post has been edited by NightFright: 05 October 2020 - 08:10 AM
#1003 Posted 06 October 2020 - 03:45 AM
It basically just works with two batch files now, Atomic users launch addons.bat while World Tour users choose addons_wt.bat.
If you have version 3.13 already installed, you don't have to download the entire thing again since just very small files changed. Unzip the archive below into your EDuke32 dir and you are done.
Attached File(s)
-
eac314_patch.zip (110.56K)
Number of downloads: 137
This post has been edited by NightFright: 06 October 2020 - 04:48 AM
#1004 Posted 07 October 2020 - 01:18 PM
NightFright, on 06 October 2020 - 03:45 AM, said:
You can always buy the Atomic Edition + Nuclear Winter, Caribbean, and DC expansions on Zoom for only $5.
This post has been edited by Jimmy: 07 October 2020 - 01:20 PM
#1005 Posted 08 October 2020 - 01:04 AM
This post has been edited by NightFright: 08 October 2020 - 01:04 AM
#1006 Posted 08 October 2020 - 08:03 AM
#1007 Posted 08 October 2020 - 08:53 AM
This post has been edited by Phredreeke: 08 October 2020 - 08:54 AM
#1008 Posted 08 October 2020 - 09:21 AM
Phredreeke, on 08 October 2020 - 08:53 AM, said:
The addon guide says that I have to use the latest revision of Eduke32, also the package doesn't include any Eduke32 executable, so I just extracted it in my Eduke32 folder.
#1009 Posted 08 October 2020 - 01:05 PM
The entire compilation must go through a series of playtestings before a new release is possible, which is why a pre-release is actually not even just a good idea, but a requirement. EDuke32 is an evolving port which means things tend to break over the years. Often it's a painstaking process of backtracking to the origin of certain errors, and considering the large amount of addons and levels included here (yes, also maps can break)... constantly keeping track of everything is a nightmare.
However, I am also to blame for misunderstandings like this. The readme needs to mention a recommended EDuke32 snapshot to use. I would say something between r59xx and r60xx should work fairly well.
This post has been edited by NightFright: 08 October 2020 - 01:17 PM
#1010 Posted 08 October 2020 - 01:23 PM
NightFright, on 08 October 2020 - 01:05 PM, said:
The entire compilation must go through a series of playtestings before a new release is possible, which is why a pre-release is actually not even just a good idea, but a requirement. EDuke32 is an evolving port which means things tend to break over the years. Often it's a painstaking process of backtracking to the origin of certain errors, and considering the large amount of addons and levels included here (yes, also maps can break)... constantly keeping track of everything is a nightmare.
However, I am also to blame for misunderstandings like this. The readme needs to mention a recommended EDuke32 snapshot to use. I would say something between r59xx and r60xx should work fairly well.
Thanks for explaining, I think I'll wait the new big update for WGR2, as for the other addons included i'll use an older version of Eduke32 to play them properly
#1011 Posted 09 October 2020 - 12:28 AM
I am officially looking for playtesters to make sure the upcoming new version of the Addon Compilation (v4.0) will work with recent EDuke32 snapshots - either in order to make adjustments to the addons or to induce changes/code reversions in EDuke32 to guarantee a stable and flawless experience.
There is quite some content to go through, almost 1500 maps by now. In many cases it'd be enough to do a launch test (do the maps start in general), but the code-heavy addons in this pack would need to be checked more thoroughly. Ideally, everything should be played at least to some extent - the more, the better. Ideally, I would like to have people assigned to specific portions of the compilation so that they can focus on that instead of playing stuff randomly, also in order to avoid people playing the same content. Each tester would then get his personal "portion" of the new version (since I want to avoid releasing a premature full version for everybody).
If we get enough people together, I'd release a list with all the included addons here and people can assign themselves to stuff they want to test. We are talking about 135 addons, so if we get 10 people, each of them would have to look at 13-14 entries. If we get 20 guys, it's down to 6-7 and so on. Some addons are rather short since they are mere map packs, but others are much larger (just think of Oblivion - I don't know if anybody is willing to go through all of those maps, geez), so we should try to balance the workload a bit.
#1012 Posted 09 October 2020 - 01:00 AM
A map may break due to physics changes, but that is also something more likely to be resolved through future updates to EDuke32, while an addon crashing/misbehaving due to changed CON behaviour more likely has to be fixed in the CON code itself.
#1013 Posted 09 October 2020 - 01:38 AM
This post has been edited by NightFright: 09 October 2020 - 01:39 AM
#1015 Posted 09 October 2020 - 08:39 AM
NightFright, on 06 October 2020 - 03:45 AM, said:
It basically just works with two batch files now, Atomic users launch addons.bat while World Tour users choose addons_wt.bat.
If you have version 3.13 already installed, you don't have to download the entire thing again since just very small files changed. Unzip the archive below into your EDuke32 dir and you are done.
Didn't I release FM4X a few months ago? I'm confused as to why FM3X is still there. :)
You can just switch from FM3X to FM4X, or are you holding it for a later release of the pack?
#1016 Posted 09 October 2020 - 08:47 AM
I am sorry that your latest work is still not featured in the compilation, but I am working on getting it out of the door at long last. Basically the new version is ready, but I cannot tell how some of the complex addons behave with latest EDuke32 builds (presumably poorly) and the user map packs still don't have the functionality I requested from Hendricks. They may need to be restructured for that purpose.
This post has been edited by NightFright: 09 October 2020 - 08:57 AM
#1017 Posted 14 October 2020 - 11:30 AM
#1018 Posted 14 October 2020 - 12:11 PM
This post has been edited by NightFright: 14 October 2020 - 12:11 PM
#1019 Posted 14 October 2020 - 12:59 PM
NightFright, on 14 October 2020 - 12:11 PM, said:
I personally never had problems with The Gate, even though I've finished it several times in the past few years, if that's any consolation.
#1020 Posted 15 October 2020 - 07:27 AM
December Man, on 14 October 2020 - 11:30 AM, said:
I started playing the TC through a regular version and guess what. The first bug still occurred. I think it's somehow related to the fact that, unlike other base-and-NPC maps, in this one your weapons are not taken away i.e. you are not reset.