[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#181 Posted 23 December 2015 - 03:17 AM
#182 Posted 23 December 2015 - 04:15 AM
Would help however to know what you changed so I get a rough idea what to look for when checking.
This post has been edited by NightFright: 23 December 2015 - 04:22 AM
#183 Posted 24 December 2015 - 02:14 AM
I would really need the files for Duke Hard and Grins today, folks. Time to wrap this up!
#184 Posted 24 December 2015 - 02:23 AM
So it's a bug.
For what you said about WGR2 I mean
This post has been edited by thedrawliner: 24 December 2015 - 02:24 AM
#185 Posted 24 December 2015 - 05:16 AM
The only thing in your pic that looked wrong to me was the color of the chest itself. Was that the skin I provided earlier in the thread? It wasn't bright like that in polymost when I tested it.
edited post:
This skin
This post has been edited by Drek: 24 December 2015 - 05:38 AM
#186 Posted 24 December 2015 - 05:49 AM
#187 Posted 24 December 2015 - 06:31 AM
Happy Holidays / Merry Christmas
Also, why don't you include mods like: Attrition, AMC TC, Duke Nukem 64 Mod etc. ?
This post has been edited by supergoofy: 24 December 2015 - 06:32 AM
#188 Posted 24 December 2015 - 07:59 AM
This post has been edited by FistMarine: 11 December 2016 - 06:50 AM
#189 Posted 24 December 2015 - 08:08 AM
#190 Posted 24 December 2015 - 12:34 PM
NightFright, on 24 December 2015 - 08:08 AM, said:
Could there perhaps be a text file containing a list of recommended mods not included in the pack? I'd hate for someone new to the community to download the compilation thinking it's the ultimate collection of best mods, and not realize there are other large high quality mods out there.
#191 Posted 24 December 2015 - 12:47 PM
Micky C, on 24 December 2015 - 12:34 PM, said:
MasterFaster has been letting this happen for a while anyway.
#192 Posted 24 December 2015 - 02:07 PM
And if anybody wonders where the release is - still waiting for those Duke Hard v1.2 files.
This post has been edited by NightFright: 24 December 2015 - 02:24 PM
#193 Posted 24 December 2015 - 02:34 PM
#194 Posted 31 December 2015 - 08:56 AM
This post has been edited by FistMarine: 11 December 2016 - 06:50 AM
#195 Posted 01 January 2016 - 06:38 AM
FistMarine, on 31 December 2015 - 08:56 AM, said:
it's being done professionally, not done by "professionals". Next you'll be asking for DLC's.
#196 Posted 01 January 2016 - 07:04 AM
This post has been edited by FistMarine: 11 December 2016 - 06:51 AM
#197 Posted 01 January 2016 - 07:24 AM
Quote
Should have? I can understand your enthusiasm but seriously, just find something else to do in the meantime. This is a hobby project for NightFright, having someone on his ass like it's actually a job is not going to make him want to speed up working on it.
#198 Posted 01 January 2016 - 07:38 AM
This post has been edited by NightFright: 01 January 2016 - 07:39 AM
#199 Posted 01 January 2016 - 08:00 AM
This post has been edited by FistMarine: 11 December 2016 - 06:51 AM
#201 Posted 03 February 2016 - 01:05 AM
#202 Posted 03 February 2016 - 11:32 AM
#204 Posted 10 February 2016 - 08:01 AM
NightFright, on 03 February 2016 - 01:05 AM, said:
Why did you block me? I only asked where I can get a working version of Neil's Zone (maldeth.zip)
I want to thank you for your hard work for the addons/TC's so I haven't lost any respect for you.
This post has been edited by theunbeholden: 10 February 2016 - 08:10 AM
#205 Posted 10 February 2016 - 08:43 AM
#206 Posted 10 February 2016 - 11:48 AM
#207 Posted 11 February 2016 - 07:39 AM
#208 Posted 02 March 2016 - 11:18 AM
I found "Duke Nukem: It's Zero Hour" was among those included - I remember playing that TC back in the day and loving it, both the level design and all the custom stuff they added. When I found on the readme that the wrong sprite sizes were fixed that was all the more reason to play this version rather than the original one. However I seem to have found what appears to be a bug at the very start:
On the original version of the TC which I still have, there's 2 drones at the beginning once you drop down the waterfall - here, there are 4, two of which I destroyed but the remaining two appear to be completely static: their frames don't rotate at all, they don't move or attack and they cannot be hit by weapons. It seems like a bug of some sort, not sure what causes it, but figured I'd report it nonetheless.
Another thing I wanted to ask, is there some specific setting I need to get the music to work? the original zero hour files I have have working midis but I can't seem to get music to work in any of these so far. I haven't looked too deep into it yet but from the options everything should be working properly so, would be cool to know where I'm meant to look for that.
Thank you and keep up the good work
#209 Posted 02 March 2016 - 11:54 AM
If you are using a recent EDuke32 snapshot, you may experience issues with MIDI music. Revert to r5597 until the issue is officially solved.
This post has been edited by NightFright: 02 March 2016 - 11:55 AM
#210 Posted 03 March 2016 - 02:31 AM
This post has been edited by FistMarine: 11 December 2016 - 06:51 AM