[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#601 Posted 23 August 2016 - 01:37 PM
One-level episodes are a deliberate decision of mine to keep levels separate if possible. I could do it differently, but I didn't.
This post has been edited by NightFright: 23 August 2016 - 01:39 PM
#602 Posted 23 August 2016 - 09:44 PM
#603 Posted 23 August 2016 - 10:29 PM
In other news, I managed to change "Platoon" so the Bonus Missions maps have a pistol start, but only in that episode and not in any other. Also, I didn't forget that the first level is supposed to start without any weapons (you are captured), so I took care that the reset code wouldn't add any weapons.
For those of you who are interested in the code I used to do this, here it is:
Bodypart.map was added, however since it wasn't part of the TOD3 episode before, I didn't want to change it. Instead, I defined it as a standalone map with title and music and you can launch it via "User Map". I have also noted this in the readme.
This post has been edited by NightFright: 23 August 2016 - 10:50 PM
#604 Posted 23 August 2016 - 11:09 PM
I read yesterday the changelog on first page and saw mentioned that you added reset code for Bonus Missions and Body Parts map. And speaking of Platoon, wasn't there officially released Atomic version of Platoon as well? I know that there are two versions of Platoon: one for 1.3D and one for 1.4/1.5. Which version you integrated into Addon Compilation?
#605 Posted 23 August 2016 - 11:19 PM
This post has been edited by NightFright: 23 August 2016 - 11:23 PM
#606 Posted 23 August 2016 - 11:33 PM
#607 Posted 23 August 2016 - 11:38 PM
#608 Posted 24 August 2016 - 12:32 AM
This post has been edited by FistMarine: 31 December 2016 - 07:01 AM
#609 Posted 26 August 2016 - 01:27 AM
This post has been edited by NightFright: 26 August 2016 - 01:27 AM
#610 Posted 26 August 2016 - 01:46 AM
#611 Posted 26 August 2016 - 01:48 AM
Also I have a weird suggestion: In AvP TC, can you remove the Facehugger sprite when that thing gets you? Last night (before bed) I decided to test the addon, started a map for testing purposes and spawned few monsters. When I typed spawn octabrain, I saw that scary facehugger sprite on screen and quit the game. Can you please delete that sprite or at least make it optional?
I've tested the addon few minutes earlier again to see if I can confront my fear (it didn't work) and it seems that this creepy sprite even shows up on console for some reason, although much smaller and persists after a facehugger has gotten you before. I didn't expect to be that much scared of that thing. It gives me nightmares!
This post has been edited by FistMarine: 26 August 2016 - 01:49 AM
#612 Posted 26 August 2016 - 02:26 AM
Quote
EDIT: NEVERMIND IT, MY BAD!
This post has been edited by Polunka: 26 August 2016 - 02:39 AM
#613 Posted 26 August 2016 - 02:50 AM
EDIT: NEVERMIND ONCE AGAIN! FUCK, IM DUMB! I guess I've messed things up and now I have no idea what's going on with my Oblivion cons and grp. Well, anyway, if you could give me the fixed oblivion grp so I don't have to bother about the additional cons? (if you even have it; guess you should; and sorry for loads of shitposting)
TRIPLE EDIT: on a second thought, I may wait till the bugfix's release.
This post has been edited by Polunka: 26 August 2016 - 08:54 PM
#614 Posted 26 August 2016 - 09:42 PM
http://1drv.ms/1Lej2Zm
FM3X-GRP.ZIP is the one you have to download.
This post has been edited by FistMarine: 26 August 2016 - 09:43 PM
#615 Posted 28 August 2016 - 03:43 PM
And thanks again for all the fixes, it's really incredible how you're keeping all these great maps in working order.
#616 Posted 28 August 2016 - 10:30 PM
This post has been edited by NightFright: 28 August 2016 - 10:31 PM
#617 Posted 28 August 2016 - 10:49 PM
I'm glad they at least fixed ending sector to end the map as intended in EDuke32. I read somewhere that in vanilla Duke3D, ending an user map in ending sector type, results in whole episode starting over, so after the user map you would advance to Hollywood Holocaust.
EDIT: BTW NF, have you looked at my AvP suggestion?
This post has been edited by FistMarine: 28 August 2016 - 11:06 PM
#618 Posted 28 August 2016 - 11:24 PM
Polunka, on 26 August 2016 - 02:50 AM, said:
I have already merged the latest con code into the groupfile. Just download the updated Oblivion test version (76 MB) to get the latest version.
FistMarine, on 28 August 2016 - 10:49 PM, said:
EDIT: BTW NF, have you looked at my AvP suggestion?
If you refer to the idea to remove content from a mod, I'll give a definite rain check on that. I am not modifying addons because of someone's personal preferences. Some mods in this compilation are supposed to be kinda scary, and if you don't like that, skip those and play others.
This post has been edited by NightFright: 28 August 2016 - 11:25 PM
#619 Posted 29 August 2016 - 12:12 AM
NightFright, on 28 August 2016 - 11:24 PM, said:
You are right, there are some mods that are supposed to be scary. I had no problem playing A Dream Trilogy several times in the past, last time I played it was a year ago, which to be honest it was a bit creepy but I didn't found it to be that scary and found the mod quite enjoyable and interesting (always liked Eddy's Dream-like maps). And while AvP isn't a very scary mod, it's ONLY the Facehugger that I consider scary. Because when you get killed by it, it shows a creepy sprite immediately that takes up the whole screen and stays for like 5-10 seconds. If that's not scary, then I don't know what scary is.
It's OK if you aren't removing the sprite, I can live without playing one addon. Or I might still play it...someday.
This post has been edited by FistMarine: 29 August 2016 - 12:18 AM
#621 Posted 29 August 2016 - 01:12 AM
This post has been edited by NightFright: 29 August 2016 - 01:15 AM
#622 Posted 29 August 2016 - 01:28 AM
Hendricks266, on 29 August 2016 - 12:42 AM, said:
I will do that, don't worry.
NightFright, on 29 August 2016 - 01:12 AM, said:
Thanks! I will get rid of those tiles. After that, I will upload the edited ART file in case others need it, if you are OK with that.
EDIT: Yeah there are some sounds that play when you get killed but I can live with that. The sounds are enough to scare the player anyway.
This post has been edited by FistMarine: 29 August 2016 - 01:29 AM
#623 Posted 29 August 2016 - 04:39 AM
NightFright, on 28 August 2016 - 11:24 PM, said:
Thanks very much!
#624 Posted 29 August 2016 - 05:08 AM
Quote
was written before I implemented the fix, that must mean savegames actually remember the con-code applied to the level (probably even to the episode/whatever else).
Just that I used to believe that savegames don't have to do anything with CONs and the game corresponds with any CON edits in real time.
So, could anyone clarify this subject for me?
P.S.: Hopefully you'll comprehend.
This post has been edited by Polunka: 29 August 2016 - 05:09 AM
#625 Posted 29 August 2016 - 06:25 AM
#626 Posted 29 August 2016 - 07:09 AM
NightFright, on 29 August 2016 - 06:25 AM, said:
Well, I've actually no-clipped through the episode till the test point, and the glitch was absent. I'd even triggered every music change sequence in the previous levels (in fact, there is just one - the fight with 2 electrospheres in a pillar hall in Portal Base/The Lost World) just to make sure nothing would be broken ('cause who knows...). But I might play through the episode again as intended (w/o using any cheat codes), but not now.
This post has been edited by Polunka: 29 August 2016 - 07:25 AM
#627 Posted 29 August 2016 - 07:30 AM
BTW in case you guys didn't notice: I decided to push the release date of 3.1 to the end of September. Maybe a few more issues are found until then. Even though I can't imagine that anything really major is left by now.
This post has been edited by NightFright: 29 August 2016 - 07:31 AM
#628 Posted 29 August 2016 - 08:03 AM
NightFright, on 29 August 2016 - 07:30 AM, said:
BTW in case you guys didn't notice: I decided to push the release date of 3.1 to the end of September. Maybe a few more issues are found until then. Even though I can't imagine that anything really major is left by now.
That's actually really nice, I will be able to test Oblivion further, tho I won't have that much time within the next month.
Btw, there's been a glitch in Oblivion ever since the first episode's release (I think) which I'm pretty sure very few people have encountered. The thing is, there's an invisible wall in OBLVN102 (Stone Valley) that is penetrable from the outside but blocks the player from the inside (like the glitch from one of Duke 007's maps I've reported) and otherwise has absolutely no purposes. I've known about this shit for a really long time now but somehow hasn't reported about it to you yet. See the attachments to comprehend (in the first shot I'm facing the wall; the automap shot will guide you on its relative placement on the level).
Also, there's another issue which appears only in the compilation version of the TC (I've tested it on the oblivionfinal.zip version and didn't find the glitch; guess you've messed it up somehow): upon crash landing at the beginning of Stone Valley Zaxtor instantly dies (either from an explosion or simply by getting stuck in geometry). The solution, fortunately, exists: you just need to be crouching upon "emerging" from your escape pod. I'm determined that Zaxtor also faced this problem while making this map, but what he did was make the player be crouching automatically till the "aaaaahhhhh shhhhiiiiiittttt!" sequence was finished; it can be easily defined by the fact Zaxtor stands up upon "emerging" (you can play the aforementioned version to see it yourself).
This post has been edited by Polunka: 29 August 2016 - 08:13 AM
#629 Posted 29 August 2016 - 11:17 AM
Polunka, on 29 August 2016 - 08:03 AM, said:
I remember encountering that bug as well !
BTW your screenshots don't match what you describe but I can guess what you wanted to say, I got that bug too where as the place of the screen shot if you go too close to the wall behind the shotgun you will have an invisible wall on your way back, I didn't get it on the compilation because I didn't take the risk but if you took those screens I suspect they're still here ^^