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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

#301

View PostForge, on 15 May 2016 - 04:45 AM, said:

it's the wall property that the nuke button is on.
2d mode
f8 on the wall
set Overtile number to 0

Geez, that did the trick! Thanks a lot, pal!

*EDIT May 19*
I have added the changelog for the v2.1 update. It's presumably complete for now and I am currently in playtesting stage. Please don't be disappointed if your desired addon didn't make the cut, there will be more updates in the future and it can still be included later on.
There will be a full release and a smaller update file for those who already have v2.0 and don't want to download the whole thing again.
ETA is still undecided, but I hope it can happen at June at the latest.

This post has been edited by NightFright: 19 May 2016 - 04:58 AM

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User is offline   FistMarine 

#302

edit

This post has been edited by FistMarine: 11 December 2016 - 06:58 AM

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User is offline   pacman 

#303

It would be cool if someone can make a list like, city maps, space maps and so on.
Im trying to play some high quality city maps, but with this addon its too much stuff, so I end up just downloading specific maps separately from the msdn site ordered with best score to lower.
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User is offline   NNC 

#304

From the city pack, my top5 would be:

1. Traffic Jam (most recommended, great design, gameplay, extra art)
2. Doomcity (another very well done level, like all pipeline maps)
3. WGCity (I'm not a big fan of "modern" style levels, but this is a mighty exception)
4. City of Screams (not a very well designed map, but I love the atmosphere)
5. AMC Pleaser (I think I must include this one :))

More great city maps that not included:

Fernocity (mainly because I was helping the author with some feedbacks, and because it's a good map... his other map, Area 69 is also overlooked)
Operation Get Bike Back (another stuff like WGCity)
NukeCity2 (is this available anywhere?? the one with the dukebots... I loved every piece of it... much better than NukeCity1)
The Dream series level 1 (I don't care about the sequels, this is the thing! The best part is obviously the one not in the city :D)

And more great city maps within' episodes:

Last Reaction and Water Bases levels: Alien Detraining (excellent mix of slumtastic urban style and an authentic spaceship), Back to LA (OMG, this thing is jaw droppingly brilliant stuff)... and also the boss levels after them
JJ Duke: more like sentimental favourite, but I like the levels in episode 3, and the boss level in episode 2 too... some levels had a great Hollywood Holocaust atmosphere to them

aaand last but not least:

Duke Forever 2013 level 1: It's a domination made by Gambini.
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User is offline   FistMarine 

#305

edit

This post has been edited by FistMarine: 11 December 2016 - 06:58 AM

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User is offline   pacman 

#306

View PostNancsi, on 22 May 2016 - 10:55 AM, said:

From the city pack, my top5 would be:

1. Traffic Jam (most recommended, great design, gameplay, extra art)
2. Doomcity (another very well done level, like all pipeline maps)
3. WGCity (I'm not a big fan of "modern" style levels, but this is a mighty exception)
4. City of Screams (not a very well designed map, but I love the atmosphere)
5. AMC Pleaser (I think I must include this one :))

More great city maps that not included:

Fernocity (mainly because I was helping the author with some feedbacks, and because it's a good map... his other map, Area 69 is also overlooked)
Operation Get Bike Back (another stuff like WGCity)
NukeCity2 (is this available anywhere?? the one with the dukebots... I loved every piece of it... much better than NukeCity1)
The Dream series level 1 (I don't care about the sequels, this is the thing! The best part is obviously the one not in the city :D)

And more great city maps within' episodes:

Last Reaction and Water Bases levels: Alien Detraining (excellent mix of slumtastic urban style and an authentic spaceship), Back to LA (OMG, this thing is jaw droppingly brilliant stuff)... and also the boss levels after them
JJ Duke: more like sentimental favourite, but I like the levels in episode 3, and the boss level in episode 2 too... some levels had a great Hollywood Holocaust atmosphere to them

aaand last but not least:

Duke Forever 2013 level 1: It's a domination made by Gambini.


I can't find Traffic Jam on the list of grp's. Is it called "Traffic jam"??
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User is offline   LeoD 

  • Duke4.net topic/3513

#307

View Postpacman, on 24 May 2016 - 01:55 PM, said:

I can't find Traffic Jam on the list of grp's. Is it called "Traffic jam"??
It's part of the city map package, urban.grp.
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User is online   NightFright 

  • The Truth is in here

#308

Short status update:

I have added three more addons (FbSp Series, Shark's Cove, Spiegul Contest) which will bring the total amount of addons in this compilation to 100. I believe this is a solid number for the update, so I will start wrapping it up now. That means checking for any remaining issues, possible things I can still fix etc. If nothing goes wrong, a release within this month is quite likely to happen.

This post has been edited by NightFright: 03 June 2016 - 08:09 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #309

I'm whipping the Duke Hard guys again. I don't want to throw anyone under the bus but I've had the con/def fixes ready since December and if they don't come through with the map typo fixes I'll send them to you before you release your update.
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User is offline   Polunka 

#310

Hello to all, I'm new here. NightFright, I would like to thank you a lot for your amazing compilation! You've put quite a big deal of work into it and that's much appreciated indeed. Thanks to this compilation, I've finally got the opportunity to play some neat gems of Duke3D mapping history without any tedious fruitless attempts to run most of them via eduke32.
Now to the main point: recenlty I found out there's been some kind of an unofficial sequel to The Gate (you sure must be aware about this magnificent TC) which is called The Return. The problem is, it seems to me to be impossible to run on eduke32. According to the instructions, there's a bat file that compiles CONs along with the other assets (maps, art files etc.) into a group file and uses KEXTRACT and KGROUP for that. I actually managed to creat the grp by using DOSBox on the bat, but even then it wouldnt run, seems there are some errors either in one of the CONs or in the grp file. I tried to run it via DOSBox as well, to no result (theres also a launch bat file).
I would be grateful if you included it in one of your next versions of the compilation or at least gave me some advises on the problem. You can find and download the mod on ModDB or maybe even on RTCM (at least there was an RTCM readme file included in the original archive). Thanks in advance!

This post has been edited by Polunka: 06 June 2016 - 05:05 AM

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User is offline   Lunick 

#311

View PostPolunka, on 06 June 2016 - 05:02 AM, said:

Hello to all, I'm new here. NightFright, I would like to thank you a lot for your amazing compilation! You've put quite a big deal of work into it and that's much appreciated indeed. Thanks to this compilation, I've finally got the opportunity to play some neat gems of Duke3D mapping history without any tedious fruitless attempts to run most of them via eduke32.
Now to the main point: recenlty I found out there's been some kind of an unofficial sequel to The Gate (you sure must be aware about this magnificent TC) which is called The Return. The problem is, it seems to me to be impossible to run on eduke32. According to the instructions, there's a bat file that compiles CONs along with the other assets (maps, art files etc.) into a group file and uses KEXTRACT and KGROUP for that. I actually managed to creat the grp by using DOSBox on the bat, but even then it wouldnt run, seems there are some errors either in one of the CONs or in the grp file. I tried to run it via DOSBox as well, to no result (theres also a launch bat file).
I would be grateful if you included it in one of your next versions of the compilation or at least gave me some advises on the problem. You can find and download the mod on ModDB or maybe even on RTCM (at least there was an RTCM readme file included in the original archive). Thanks in advance!

You're not the first person to ask about that actually https://forums.duke4...atomic-edition/

But...

View PostNightFright, on 17 February 2016 - 02:56 AM, said:

This addon uses more or less ripped maps and tiles from "The Gate". It's much less sophisticated than the original and you are better off playing that one. :) IMHO, not worth the time making it work.

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User is online   NightFright 

  • The Truth is in here

#312

"The Return" even contains ripped maps from original Duke3D missions. I just checked it again, there's a map that is pretty much identical to E4L1, and at least one more that looks a lot like E2L9, especially if loaded without custom art. No way I will include addons which consist of stolen levels, assets or anything NOT done by people claiming ownership of what they offer.

I can assure you, this is NOT a sequel to "The Gate" whatsoever. In the best case, you get some ripped maps from that addon, nothing that you haven't seen or even played before. It's neither worth playing nor worth working on to make it playable. It's garbage, plainly put. Back then, some folks thought it's cool to rip the work of other people, publish it as their own and hope nobody would notice it's just a recompilation. This does not fulfill the quality standards I try to somewhat maintain in this compilation.

Another example for this is an addon called "Whitehouse Strike!" (won't link it for obvious reasons). Looks impressive when you read that it contains 44 maps. Too bad they are all rips, mostly from "Duke It Out In D.C.", but also countless other addons or simply randomly downloaded maps without naming the actual authors. Needless to say, I would never provide support for such crap.

This is also why I wouldn't add anything that I haven't checked by myself before. Usually I know all the entries of this compilation well enough to detect duplicates, and I can tell when I have seen a map somewhere else before already. What's gonna be new in the upcoming 2.1 update will be a lot more exciting and original than what "The Return" has to offer, believe it.

This post has been edited by NightFright: 06 June 2016 - 05:40 AM

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User is offline   Polunka 

#313

View PostNightFright, on 06 June 2016 - 05:22 AM, said:

"The Return" even contains ripped maps from original Duke3D missions. I just checked it again, there's a map that is pretty much identical to E4L1. No way I will include addons which consist of stolen levels, assets or anything not done by the authors that claim ownership for what they offer.

I can assure you, this is NOT a sequel to "The Gate" whatsoever. In the best case, you get some ripped maps from that addon, nothing that you haven't seen or even played before. It's neither worth playing nor worth getting working. It's garbage, plainly put.

Whoa, man, ok, thanks for the warning, I was so hyped with the idea I could play something related to The Gate and maybe even equal with it in quality :P Anyway, thank you for your work put into your creation and sorry if I maybe... ehm... hurt your feelings by asking you to add some "disgrace" of Duke mapping history to your compilaion.
And yeah, im hyped for the next version :)

This post has been edited by Polunka: 06 June 2016 - 05:35 AM

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User is offline   Polunka 

#314

View PostLunick, on 06 June 2016 - 05:17 AM, said:

You're not the first person to ask about that actually https://forums.duke4...atomic-edition/

But...

Huh, ok, bud, and I wondered actually why there hadnt been so many requests to add this, as I thought, "masterpiece" :)
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User is online   NightFright 

  • The Truth is in here

#315

Don't get me wrong, I don't feel offended by your request. xD But I believe the authors whose work was ripped would be if they knew or still cared. That's why I always try to point out that it's not only about adding more and more entries to the compilation. :)
0

#316

What about his TC called Realms Of Grune ?
This one is 100% original as far as I've seen in his vids >_>

I'd also suggest Duke In Black, not the best one out there but it sure looks better than some mods in the compilation, I have good memories of it
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User is offline   FistMarine 

#317

edit

This post has been edited by FistMarine: 11 December 2016 - 06:58 AM

1

#318

At least three mods that deserve a refresh are:

Duke Theft Auto (cancelled?)
http://www.moddb.com...duke-theft-auto

Imagination World TC (the AMC TC prequel)
http://www.moddb.com...nation-world-tc

And (again) Duke Nukem Weapon Of Mass Destruction
http://www.moddb.com...ass-destruction
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User is online   NightFright 

  • The Truth is in here

#319

Yeah well... adding gameplay mods is a thing I kinda gave up on. I am not a crack at digging into code to fix things, at least not when it comes to stuff more complex than eliminating warnings.

I will keep adding more addons after the coming update, but at a slower pace and probably not with the same quantity. I could imagine bringing back Oblivion, especially since I had actually worked on it before giving up. Maybe I can even get Zaxtor to take a look at it again for this occasion. Grune is something, Mystique as well... those are bigger and will take longer to test. Anyway, I feel up to the task, and with the valuable input from you guys we can turn this into a nice library of addons that are guaranteed to work with EDuke32 smoothly and easily. 100 entries (after v2.1 release) are already quite something.

This post has been edited by NightFright: 06 June 2016 - 02:10 PM

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User is offline   Polunka 

#320

Oh, btw, I'd also like to report a minor problem with 2 TCs (at least I've had this issue with only those ones) - The Christmas Project and Burnt. The thing is, when I open the episode selection menu, only the default AE episodes are broght up. That means I can't really play the TC as intended (as a whole episode) but only via the user map menu. Moreover, if I play the Xmas Project in that way, I dont get any custom enemies (Half-Life HECU soldiers, for example) but only their stationary sprites. Regarding Burnt, maybe this is not a big problem since there are no custom enemies, but I would like to play that as an episode anyway...
As I'm concerned, in case with single-episode TCs you make so the menu contains only that exact episode with no other titles along which actually makes playing the TCs significantly more convenient (at least in my case). So could you please do the same to these 2? I'd be glad.
Before you released the 2.0 of the compilation, I had had the same problem with a much bigger part of the TCs. So, I guess you could have simply missed these 2 TCs since you had a lot of work to do with all the other TCs and I understand you have a right not to notice something. After all, there are people out here who can also contribute to the compilation's improvement :)
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User is online   NightFright 

  • The Truth is in here

#321

I just checked and I have no issue with those addons whatsoever. The fact that you already had problems before indicate that the cause may be on your side. Also, it is pretty much impossible to run maps from TCP as user maps without the art and con files taking effect. That means something is overriding the mod files.

Check the following:
- Are you using a recent EDuke32 snapshot?
- Do you have any custom files either in the EDuke32 installation dir or the autoload folder?
- In the EDuke32 launcher, is the "Custom game content directory" set to anything else than "None"?
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#322

I take this occasion to report an issue as well which concerns all mods as far as I've been able to test.

Some windows and some special textures tend to have a display problem, they get cut depending on how you look at them, here are screens because I don't really know how to explain it

Attached Image: duke0000.png
Attached Image: duke0001.png

Looks like it affects only flat textures such as this one.
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User is online   NightFright 

  • The Truth is in here

#323

Which would be either an issue with EDuke32 or your graphics card setup. Especially indicated by the fact that you have this issue everywhere...

This post has been edited by NightFright: 07 June 2016 - 12:07 AM

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User is offline   Polunka 

#324

View PostNightFright, on 06 June 2016 - 10:54 PM, said:

I just checked and I have no issue with those addons whatsoever. The fact that you already had problems before indicate that the cause may be on your side. Also, it is pretty much impossible to run maps from TCP as user maps without the art and con files taking effect. That means something is overriding the mod files.

Check the following:
- Are you using a recent EDuke32 snapshot?
- Do you have any custom files either in the EDuke32 installation dir or the autoload folder?
- In the EDuke32 launcher, is the "Custom game content directory" set to anything else than "None"?

Oh, sorry, my bad :) I just moved the addons dir along with eduke32 executable into an empty dir. The thing is, I used to launch the compilation straight from the Duke3D directory (that's where I normally store eduke32.exe as well as play all custom maps). OK, I guess I'm able to re-adapt for opening one more directory to play addons :P
Regarding eduke32 snapshots, that's not a problem because I update rather frequently.

This post has been edited by Polunka: 07 June 2016 - 02:08 AM

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#325

View PostNightFright, on 07 June 2016 - 12:07 AM, said:

Which would be either an issue with EDuke32 or your graphics card setup. Especially indicated by the fact that you have this issue everywhere...


I don't think it's my graphic card setup because I have some of those TCs separately and they don't have that problem ...

Anyway I've done some testing and when I put video mode to Classic the problem no longer shows up, it looks like Polymost is the one responsible for it :)
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User is offline   Polunka 

#326

Damn! Seems Im starting to irritate you with these messages, but why haven't you added LAW's AvP TC? :) I was quite surprised with the fact there's Alien Extermination in the compiltaion but no AvP TC which is, I think, as famous as the former...
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User is online   NightFright 

  • The Truth is in here

#327

On the list for a future update. Like the rest of all Duke addons that have ever been created, it seems. (Kidding ofc)

This post has been edited by NightFright: 08 June 2016 - 01:35 AM

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User is offline   Polunka 

#328

View PostNightFright, on 08 June 2016 - 01:35 AM, said:

On the list for a future update. Like the rest of all Duke addons that have ever been created, it seems. (Kidding ofc)

:) Glad to hear that, man! AvP TC is one of my all-time favorites.

Uhhhhh, Its really bugging me but I have to send in another frigin message... Another request, for Total Apocalypse episode. Have you played it? Imo has some nice old-school levels (though level design can be crappy at first, but it escalates as you progress, at least, it seemed to me)
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User is online   NightFright 

  • The Truth is in here

#329

I will look into it.
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User is offline   FistMarine 

#330

edit

This post has been edited by FistMarine: 11 December 2016 - 06:59 AM

1

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