[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#31 Posted 06 October 2014 - 03:50 PM
http://www.dukespana...opic.php?t=1610
They got about 1 gig of add-ons where they fixed the con files and other problems to get old mods to work.
Last I heard they where working on more too.
This post has been edited by Corvin: 06 October 2014 - 03:56 PM
#32 Posted 06 October 2014 - 11:54 PM
What is currently still pending:
- American Assault: Widescreen version of Super Devastator (really need a solution because it looks too ugly with gaps at the edges)
- Glavic Pack/Roch Series: Inventory reset when entering a new map (hopefully via CON code - if anyone can tell me how to do it, please do!)
- Nuclear Showdown: CON code fixing to restore EDuke32 functionality, minor realignment of 2 digital numbers (HUD)
- Steve Long Episodes: Release permission from author (if I don't get it, reverting all the changes would take really "LONG" - if it's even possible)
Any other issues can probably be ignored for the time being.
This post has been edited by NightFright: 07 October 2014 - 03:40 AM
#33 Posted 09 October 2014 - 12:18 PM
This post has been edited by Anvil: 09 October 2014 - 12:21 PM
#34 Posted 10 October 2014 - 12:37 AM
#35 Posted 10 October 2014 - 04:28 AM
Hendricks266, on 17 June 2013 - 11:15 PM, said:
gamevar temp 0 0 onevent EVENT_ENTERLEVEL getplayer[THISACTOR].i temp setactor[temp].extra MAXPLAYERHEALTH setplayer[THISACTOR].shield_amount 0 setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1 setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0 setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0 setplayer[THISACTOR].gotweapon RPG_WEAPON 0 setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0 setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0 setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0 setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48 setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount RPG_WEAPON 0 setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0 setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0 setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0 setplayer[THISACTOR].ammo_amount GROW_WEAPON 0 setplayer[THISACTOR].boot_amount 0 setplayer[THISACTOR].firstaid_amount 0 setplayer[THISACTOR].heat_amount 0 setplayer[THISACTOR].holoduke_amount 0 setplayer[THISACTOR].jetpack_amount 0 setplayer[THISACTOR].scuba_amount 0 setplayer[THISACTOR].steroids_amount 0 endevent
Fox, on 07 August 2014 - 07:31 AM, said:
Btw:
* BobSP3 is a boss level.
* If I'm not mistaken, BobSPX has 3 versions:
1.regular version (boss)
2.CON version (boss+nukebutton)
3.no boss version
#36 Posted 10 October 2014 - 05:00 AM
And one code line was missing to reset selected drawn player weapon to pistol (otherwise, any weapon you had selected from previous level would still be raised, but with 0 ammo):
setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
In general, I guess the only pack that definitely needs this inventory reset is the Glavic pack since it's a collection of maps which have nothing to do with each other. Roch and BobSP are rather optional since the levels kinda belong together.
Is there a CON-based (or actually any) solution for just loading the next map after beating a boss instead of ending the episode? Otherwise, I may need to separate BOBSP1-3 from BOBSP4 and BOBSPX.
This post has been edited by NightFright: 10 October 2014 - 08:06 AM
#37 Posted 10 October 2014 - 08:55 AM
Also, the JJ Duke 3D TC has a bug in map 4 of episode 2. The level sometimes crashes, and the boss2 in the main street often disappears. Also episode 3 used SW city ambience sounds too often, it felt glitchy in places.
LRWB has a bug in the level called Alienation (IIRC E2L8). One particular place with the escalator like conveyor belt cause HOM effect.
Lost Highway has one nasty bug in level 3 (the gas station like level). At the end, there was a problem with submergible water sectors, which I reported earlier in this forum: http://forums.duke4....400#entry146400 (I'm still not sure, if it's fixed)... the episode also had glitchy skies in two levels (level 2 and the boss level).
In the Red series, Merlijn reported an update for Red 2. Not for the entire layout, but for expanding the level to be as good looking as the other maps. There was one particular area in Red 3, which used the Abyss music (church), but that one had been replaced in Red 5 to war sounds. You said, you fixed some custom sound issues, was this issue involved?
#38 Posted 10 October 2014 - 11:50 AM
I will not put any recent high quality TCs like "Duke Forever 1.0", "Duke 64" or the upcoming "Total Meltdown" into this compilation, mostly due to respecting the standalone value of these addons. They don't deserve to be in a massive pack like this. ozelot's remake is the only version that will be in this pack ever. Nobody is forced to play it once the proper TC has been released, and in case it is available before I finish this compilation, I might as well just remove it.
JJ Duke 3D:
I didn't have any problem with the map you mentioned. With very few exceptions, I would only touch maps if playability or visual appearance is heavily affected. In general, I believe JJD3D has been fixed by me as much as it was possible. However, I may take another look once I am done with everything else.
LR&WB:
E2L8 was suffering from heavy map corruption (> 64 errors) which I was able to completely remove during my review of all the maps within this pack. The level renders properly now.
Lost Highway:
The underwater bug in level 3 has been fixed by changing the underwater teleporter to one-way (a v1.4/1.5 only feature). It works fine now, you just can't dive back down once you have reached the other area. Skies seemed fine to me last time I checked, but I can take a second look later.
Red Series:
The enhanced version of Red2 isn't available yet - please correct me if I am mistaken. In case it gets released at any time, I would certainly update the pack, anyway.
As for the sound conflict between Red3 and Red5, I have fixed that just recently by renaming (and separately defining) the sound in Red5, eliminating the conflict. This specific edit has been authorized by Merlijn and is probably not available in any other compilation out there at the moment.
This post has been edited by NightFright: 10 October 2014 - 02:28 PM
#39 Posted 10 October 2014 - 02:31 PM
As for JJDuke, I swear I had corruption within E2L4 during the old JonoF days, but now the map worked 2 times in a row with the recent EDuke. Strange...
Btw. the only proper episode is the 3rd one in this TC, both the 1st and the 2nd episodes look weird and ugly at times. E2L3, the last space map in particular, looks very ugly and unfinished, with lots of misaligned textures and even a one way forcefield.
However I don't know what you mean "respecting the standalone value of these addons"... I mean come on. This massive pack shouldn't be labeled as a pack of low quality stuff. LRWB for instance is really an awesome mod on its own. But it's your project, and your decision, just a weird explanation you had here. Not including TM or DN64 should be reasoned with them being non commercial ports of retail releases, But even in that case I think DN3d Forever should be packed in here with the authorisation of Gambini and Mikko.
#40 Posted 10 October 2014 - 02:36 PM
#41 Posted 10 October 2014 - 02:38 PM
*EDIT OCT 11*
Found a solution for BobSP series. BOBSP1-3 will be an episode while BOBSP4 and BOBSPX will be included as two separate one-level episodes. While playing the latter two, I got the impression those are supposed to be played with pistol start (BOBSPX would make you start without weapons anyway) and shouldn't be connected to the first three maps at all, so this seems to be the way to do it. And no fancy CON coding will be required. Oh, and I'll use the BOBSPX variation which features the helicopter escape at the end, not the Queen fight (the sequence is hard enough already as it is, I believe).
This post has been edited by NightFright: 11 October 2014 - 11:50 AM
#42 Posted 12 October 2014 - 01:47 AM
This post has been edited by Anvil: 13 October 2014 - 12:12 AM
#43 Posted 12 October 2014 - 09:38 AM
What seems possible is to group all community project maps (CBP1-8) and use the CON file above for inventory/weapon resets on map change (plus some code that prevents the episode from ending early when fighting bosses in CBP4 and/or CBP6). It's done already and will be part of the release.
This post has been edited by NightFright: 16 October 2014 - 11:58 PM
#44 Posted 23 October 2014 - 06:18 AM
Without this being fixed, some maps might get too hard.
#45 Posted 23 October 2014 - 06:51 AM
*EDIT*
OK, you are right. Everything works except for health reset.
This post has been edited by NightFright: 23 October 2014 - 07:32 AM
#46 Posted 23 October 2014 - 07:01 AM
Anvil, on 23 October 2014 - 06:18 AM, said:
Without this being fixed, some maps might get too hard.
It looks like it doesn't work at all, because EVENT_ENTERLEVEL is called without an active player for THISACTOR.
Try this:
onevent EVENT_SPAWN ifactor APLAYER { setplayer[THISACTOR].last_extra MAXPLAYERHEALTH setplayer[THISACTOR].shield_amount 0 setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1 setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0 setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0 setplayer[THISACTOR].gotweapon RPG_WEAPON 0 setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0 setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0 setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0 setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48 setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount RPG_WEAPON 0 setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0 setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0 setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0 setplayer[THISACTOR].ammo_amount GROW_WEAPON 0 setplayer[THISACTOR].boot_amount 0 setplayer[THISACTOR].firstaid_amount 0 setplayer[THISACTOR].heat_amount 0 setplayer[THISACTOR].holoduke_amount 0 setplayer[THISACTOR].jetpack_amount 0 setplayer[THISACTOR].scuba_amount 0 setplayer[THISACTOR].steroids_amount 0 } endevent
#47 Posted 23 October 2014 - 07:20 AM
This code here seems to work fully:
onevent EVENT_RESETPLAYER setplayer[THISACTOR].boot_amount 0 setplayer[THISACTOR].firstaid_amount 0 setplayer[THISACTOR].heat_amount 0 setplayer[THISACTOR].holoduke_amount 0 setplayer[THISACTOR].jetpack_amount 0 setplayer[THISACTOR].scuba_amount 0 setplayer[THISACTOR].steroids_amount 0 setplayer[THISACTOR].shield_amount 0 setplayer[THISACTOR].last_extra MAXPLAYERHEALTH setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1 setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0 setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0 setplayer[THISACTOR].gotweapon RPG_WEAPON 0 setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0 setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0 setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0 setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48 setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount RPG_WEAPON 0 setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0 setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0 setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0 setplayer[THISACTOR].ammo_amount GROW_WEAPON 0 setplayer[THISACTOR].curr_weapon PISTOL_WEAPON setplayer[THISACTOR].inven_icon 0 endevent
Also takes care of:
- Pistol selected on level start
- Inventory icon removed on level start
This post has been edited by NightFright: 23 October 2014 - 08:02 AM
#48 Posted 23 October 2014 - 07:28 AM
As for Hendricks266's new code, health still isn't reset for me.
This post has been edited by Anvil: 23 October 2014 - 08:28 AM
#49 Posted 23 October 2014 - 08:19 AM
NightFright, on 23 October 2014 - 07:20 AM, said:
onevent EVENT_RESETPLAYER setplayer[THISACTOR].boot_amount 0 setplayer[THISACTOR].firstaid_amount 0 setplayer[THISACTOR].heat_amount 0 setplayer[THISACTOR].holoduke_amount 0 setplayer[THISACTOR].jetpack_amount 0 setplayer[THISACTOR].scuba_amount 0 setplayer[THISACTOR].steroids_amount 0 setplayer[THISACTOR].shield_amount 0 setplayer[THISACTOR].last_extra MAXPLAYERHEALTH setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1 setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0 setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0 setplayer[THISACTOR].gotweapon RPG_WEAPON 0 setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0 setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0 setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0 setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48 setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount RPG_WEAPON 0 setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0 setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0 setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0 setplayer[THISACTOR].ammo_amount GROW_WEAPON 0 setplayer[THISACTOR].curr_weapon PISTOL_WEAPON setplayer[THISACTOR].inven_icon 0 endevent
The MAXPLAYERHEALTH line is the same as in hendricks266's new code - doesn't work for me.
Trooper Dan, on 26 July 2014 - 08:37 AM, said:
#50 Posted 23 October 2014 - 08:28 AM
setactor[THISACTOR].extra MAXPLAYERHEALTH
This post has been edited by Fox: 23 October 2014 - 08:28 AM
#51 Posted 23 October 2014 - 11:02 AM
Fox, on 23 October 2014 - 08:28 AM, said:
setactor[THISACTOR].extra MAXPLAYERHEALTH
If I put that, I get this:
cbp.con: In event `EVENT_RESETPLAYER': cbp.con:15: error: symbol `extra' is not recognized. cbp.con:15: error: expected a keyword but found `MAXPLAYERHEALTH'.
It works only with .last_extra - don't ask me why, I have no idea... xD
#52 Posted 23 October 2014 - 11:12 AM
This post has been edited by Fox: 23 October 2014 - 11:13 AM
#53 Posted 23 October 2014 - 11:45 AM
Fox, on 23 October 2014 - 08:28 AM, said:
setactor[THISACTOR].extra MAXPLAYERHEALTH
Just tried this code - doesn't work either.
#54 Posted 23 October 2014 - 01:05 PM
gamevar ACTORLOAD 0 2 onevent EVENT_GAME ifactor APLAYER ifvarn sprite[THISACTOR].owner -1 ifvarvarl sprite[THISACTOR].yvel MULTIMODE ifvare ACTORLOAD 0 { setactor[THISACTOR].extra MAXPLAYERHEALTH setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1 setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48 setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0 setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0 setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0 setplayer[THISACTOR].gotweapon RPG_WEAPON 0 setplayer[THISACTOR].ammo_amount RPG_WEAPON 0 setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0 setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0 setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0 setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0 setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0 setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0 setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0 setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0 setplayer[THISACTOR].ammo_amount GROW_WEAPON 0 setplayer[THISACTOR].shield_amount 0 setplayer[THISACTOR].firstaid_amount 0 setplayer[THISACTOR].holoduke_amount 0 setplayer[THISACTOR].jetpack_amount 0 setplayer[THISACTOR].heat_amount 0 setplayer[THISACTOR].scuba_amount 0 setplayer[THISACTOR].boot_amount 0 setplayer[THISACTOR].steroids_amount 0 setplayer[THISACTOR].curr_weapon PISTOL_WEAPON setplayer[THISACTOR].subweapon 0 setplayer[THISACTOR].inven_icon 0 setvar ACTORLOAD 1 } endevent
This post has been edited by Fox: 23 October 2014 - 01:05 PM
#56 Posted 23 October 2014 - 11:52 PM
This post has been edited by NightFright: 24 October 2014 - 07:06 AM
#57 Posted 24 October 2014 - 04:09 PM
Attached File(s)
-
EDUKE.CON (1.79K)
Number of downloads: 1052
This post has been edited by Fox: 24 October 2014 - 04:10 PM
#58 Posted 31 October 2014 - 07:37 AM
state octashootenemystate ifcount 25 { ifcount 27 ai AIOCTAGETENEMY } else ifspritepal 21 { ifcount 32 shoot COOLEXPLOSION1 shoot COOLEXPLOSION1 } else { ifcount 24 shoot COOLEXPLOSION1 } else ifactioncount 6 resetactioncount ends
There are multiple logical errors in this code, and I am not sure what it was supposed to do. This is my suggestion for a replacement:
state octashootenemystate ifspritepal 21 { ifcount 33 { ifcount 35 ai AIOCTAGETENEMY } else ifcount 32 shoot COOLEXPLOSION1 else ifcount 25 nullop else ifcount 24 shoot COOLEXPLOSION1 else ifactioncount 6 resetactioncount } else { ifcount 25 { ifcount 27 ai AIOCTAGETENEMY } else ifcount 24 shoot COOLEXPLOSION1 else ifactioncount 6 resetactioncount } ends
#59 Posted 31 October 2014 - 08:58 AM
#60 Posted 16 December 2014 - 07:29 AM
I have been waiting for several months now, hoping that I would find a way to contact the elusive Steve Long about a permission for my changes applied to his maps. Unfortunately, I was not successful in doing so. Therefore, I have to go through the levels and revert as many of my edits as possible (stuff like adding signs, editing shapes of structures, changing lights etc). This will be quite painful and will take some time, but after I am done with it, the pack is pretty much ready for release. You can expect it still within this year if all works out as intended.
In the meantime, I have received many explicit permissions from original authors to include the packs the way they are now - e.g. Merlijn for the Red Series, the "Duke Hard" guys for their community addon or DeeperThought for "WGRealms 2" - just to name a few here. Thanks a lot to all of the authors for their kind cooperation during this project!
This post has been edited by NightFright: 16 December 2014 - 07:35 AM