[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#661 Posted 19 September 2016 - 11:14 PM
I also nominate maps made by Stranger (Power Station, Ruin, Daemonous, Pain, Agony and Starlite Project) for an own compilation. Pain is a DM only map, but the rest are fully functional for SP. They have some interesting gameplay concepts too, like Ruin with the drones, or PS with the clustered enemy locations.
This post has been edited by Nancsi: 19 September 2016 - 11:52 PM
#662 Posted 20 September 2016 - 06:47 AM
As for a "Stranger Pack"... I wanted to avoid releasing any more addons with levels that aren't part of a continuous episode or map series, as stated earlier on. Just compiling maps made by the same author isn't what the compilation should be about. There are also technical obstacles sometimes - I wanted to add Billy Boy's maps a while ago already, but it failed due to con code conflicts. As soon as you have to switch con files manually to play an addon, it's getting too complicated.
This post has been edited by NightFright: 20 September 2016 - 07:01 AM
#663 Posted 20 September 2016 - 07:53 AM
https://forums.duke4...&attach_id=6543
It is also evident that Defs and User .CONs need a little update.
Including: Knee_Deep_Defs.CON (73349 bytes)
Knee_Deep_Defs.CON:1665: warning: ignored redefinition of `WINGSND' to 484 (old: 467).
Knee_Deep_Defs.CON:1667: warning: ignored redefinition of `DRAGSHOOT' to 486 (old: 469).
Knee_Deep_Defs.CON:1668: warning: ignored redefinition of `DRAGPAIN' to 487 (old: 470).
Knee_Deep_Defs.CON:1669: warning: ignored redefinition of `DRAGDYING' to 488 (old: 471).
Knee_Deep_Defs.CON:1670: warning: ignored redefinition of `BITEME' to 489 (old: 475).
Including: Knee_Deep_User.CON (80836 bytes)
Knee_Deep.con: In state `kludges':
Knee_Deep.con:8965: warning: malformed `ifvarn' branch
Knee_Deep.con: In state `Gstandstate':
Knee_Deep.con:25112: warning: found `else' with no `if'.
Knee_Deep.con: In state `Gswimstate':
Knee_Deep.con:25225: warning: found `else' with no `if'.
Knee_Deep.con: In event `EVENT_EGS':
Knee_Deep.con:42613: warning: found `else' with no `if'.
Knee_Deep.con:42613: warning: found `else' with no `if'.
Knee_Deep.con:42923: warning: duplicate case ignored.
#664 Posted 20 September 2016 - 09:10 AM
Good to see that my earlier suggestion also made in. I'm curious to see if in version 3.0 of the addon, there were indeed outdated versions of those maps or they were already updated.
EDIT: I can definitely confirm that those 4 maps included in addon compilation 3.0 were the outdated versions.
This post has been edited by FistMarine: 20 September 2016 - 09:52 AM
#665 Posted 20 September 2016 - 11:42 AM
There would probably be only two ways:
- Integration into WGR2 with the requirement to switch cons in addons.grpinfo manually if you want to play the addon or
- Separate entry for the addon (to be selected through the EDuke32 launcher).
This post has been edited by NightFright: 20 September 2016 - 11:44 AM
#666 Posted 20 September 2016 - 11:56 PM
Though I've got to say that the first option doesn't sound too bad either.
This post has been edited by FistMarine: 20 September 2016 - 11:58 PM
#667 Posted 21 September 2016 - 03:26 AM
NightFright, on 20 September 2016 - 06:47 AM, said:
As for a "Stranger Pack"... I wanted to avoid releasing any more addons with levels that aren't part of a continuous episode or map series, as stated earlier on. Just compiling maps made by the same author isn't what the compilation should be about. There are also technical obstacles sometimes - I wanted to add Billy Boy's maps a while ago already, but it failed due to con code conflicts. As soon as you have to switch con files manually to play an addon, it's getting too complicated.
I still think this compilation should be more than just episodic, and should pay tribute to all mappers who did efforts with numerous levels. But since it's your project, this is just my two cents though. None of Stranger's maps are involved in this pack anyway, and while they aren't connected, their style is quite similar.
This post has been edited by Nancsi: 21 September 2016 - 03:27 AM
#668 Posted 21 September 2016 - 04:43 AM
Will have a look at those Stranger maps, but I can't promise anything.
*EDIT Sep 24*
I have a special request for you tester guys. It's about "Last Reaction & Water Bases". Could you please playtest WBASE07 "Ace of Clover" in the current version that's included with the addon compilation and see if you can finish the level without issues? I have always wondered about the water pool chamber with the red keycard (called "Pool 1" in the level) where you have to raise the water level with a cube-shaped box featuring 4 switches to get out of the area again. I have never managed to get out of there since the water level remained too low to reach the door through which you entered the pool. The entrance is sloped, but it's not enough to reach it by jumping (jetpack isn't available throughout the whole episode).
Since this is actually a potential showstopper, it would help me a lot if you guys checked if you manage to get out of there without cheating. I have already prepared a version of the map where I raised the sector effectors by 2 units which effectively raises the water level a bit, enabling you to reach the door of the chamber. (Side note: In the room before that pool is a slime babe which isn't properly attached to the ceiling. I have fixed that as well in the upcoming version.). Thanks in advance!
This post has been edited by NightFright: 23 September 2016 - 02:44 PM
#669 Posted 24 September 2016 - 06:51 AM
NightFright, on 21 September 2016 - 04:43 AM, said:
I have a special request for you tester guys. It's about "Last Reaction & Water Bases". Could you please playtest WBASE07 "Ace of Clover" in the current version that's included with the addon compilation and see if you can finish the level without issues? I have always wondered about the water pool chamber with the red keycard (called "Pool 1" in the level) where you have to raise the water level with a cube-shaped box featuring 4 switches to get out of the area again. I have never managed to get out of there since the water level remained too low to reach the door through which you entered the pool. The entrance is sloped, but it's not enough to reach it by jumping (jetpack isn't available throughout the whole episode).
Since this is actually a potential showstopper, it would help me a lot if you guys checked if you manage to get out of there without cheating. I have already prepared a version of the map where I raised the sector effectors by 2 units which effectively raises the water level a bit, enabling you to reach the door of the chamber. (Side note: In the room before that pool is a slime babe which isn't properly attached to the ceiling. I have fixed that as well in the upcoming version.). Thanks in advance!
I might probably find some time to play it tomorrow (September 25th), otherwise I hope someone else will be able to help you out with this (FistMarine, for example).
P.S.: Sorry that I haven't been able to test Oblivion further, I didn't have access to my computer most of the time and this problem will probably persist for an indefinite period of time; I hope I'll be able to test it some day (or someone else will take this task instead of me).
#670 Posted 24 September 2016 - 08:04 AM
#671 Posted 26 September 2016 - 06:45 AM
One last improvement in 3.1 will be a small batch file (addons.bat) to launch the compilation. This is meant for technically less experienced users who have problems handling launch parameters with EDuke32.
This post has been edited by NightFright: 26 September 2016 - 06:57 AM
#672 Posted 28 September 2016 - 05:49 AM
2015 Mark.'s Graveyard
https://forums.duke4...ease-graveyard/
And it's two pathces. Obviously apply them before eventually work on it.
patch 1
https://forums.duke4...&attach_id=9113
Patch 2
https://forums.duke4...&attach_id=9185
I also point the two RBCP: Russian Build Community Project
RBCP 1
http://m210.duke4.ne...y-build-project
RBCP 2
http://m210.duke4.ne...-build-project2
And the fantasy themed mod Cursed Lands
http://m210.duke4.ne...10-cursed-lands
#673 Posted 28 September 2016 - 06:32 AM
#674 Posted 28 September 2016 - 08:10 AM
Quote
[NEW] Stranger Pack
I thought you weren't going to add packs anymore.
Quote
Funnily enough, I also wanted to suggest to add other CBPs such as 1 Hour CBP, 1.5 Hour CBP, 2 Hour CBP, Beach CBP, Russian CBPs and so on. I had that suggestion in mind last month but I thought it wouldn't be worth and the CBP series in addon compilation should be just the main series. Still, it would be nice to have the whole CBP series in one package. Maybe in the other next update.
This post has been edited by FistMarine: 28 September 2016 - 08:12 AM
#675 Posted 28 September 2016 - 11:08 AM
#676 Posted 28 September 2016 - 11:13 AM
NightFright, on 26 September 2016 - 06:45 AM, said:
Curious. It's possible that players just used DNCLIP and then didn't mention anything. Another possibility is that at some point over the years, a small change was made to the physics (involving water, jumping, or slopes) which was just enough to prevent getting out of that pool but didn't affect a lot of maps.
#677 Posted 28 September 2016 - 11:25 AM
The author was apparently aware of the issue and made the door entrance on the pool side sloped. Maybe that used to work once, but not any more. It was kinda important to get this playable especially since this level is one of the visual highlights of the whole addon.
This post has been edited by NightFright: 28 September 2016 - 11:32 AM
#678 Posted 28 September 2016 - 11:40 AM
NightFright, on 28 September 2016 - 11:25 AM, said:
That would be my guess. All it would take is an innocent change to the source code. Let's say that TX or someone is trying to prevent the player from being so easily squished by walking into sloped areas, and changes the clipping slightly. As a side-effect, this prevents the player from getting as close to the edge of the water when it is sloped, and can't get out.
#679 Posted 28 September 2016 - 12:07 PM
This post has been edited by NightFright: 28 September 2016 - 12:08 PM
#681 Posted 29 September 2016 - 12:11 AM
But seriously now, which was the part that you could get stuck in and not be able to get out without DNCLIP? I only remember the part that you also "fixed" where I had to shoot a button in a flooded elevator and it was a bit difficult to surface in a crouched position that allowed you to easily hit the button.
If you want, I can try playing the original version of the addon both in DOSBox and EDuke32 and see if it works properly. I only want to know which room exactly you are talking about, can you please take a screenshot so I can know exactly which room?
EDIT: Oops. Apparently I confused LAST07 with WBASE07. LAST07 is the map that I was talking about earlier. But either way, I don't remember having to cheat at all to get out of one place.
Oh wait, I think I know what you mean. Are you talking about the red underwater area where you swim to collect key and activate some buttons, while your boots drain rapidly? If so, I remember getting out of that area somehow (maybe I had jetpack?). I must play the addon again to refresh my memory.
This post has been edited by FistMarine: 29 September 2016 - 04:30 AM
#682 Posted 29 September 2016 - 09:02 AM
This post has been edited by NightFright: 29 September 2016 - 09:03 AM
#683 Posted 29 September 2016 - 11:03 AM
I will try in a few minutes in DOSBox and see if the same happens. It's weird because I don't remember this happening before, might be a water physics bug in latest builds of EDuke32.
#684 Posted 29 September 2016 - 11:12 AM
#685 Posted 29 September 2016 - 11:56 AM
EDIT: Wait, I can still make it out of the water in EDuke32. Tapping the jump button on the surface of water will allow Duke to jump just enough to reach the door. Of course this is harder to execute in EDuke32 but it's still possible.
This post has been edited by FistMarine: 29 September 2016 - 12:00 PM
#686 Posted 29 September 2016 - 12:13 PM
FistMarine, on 29 September 2016 - 11:56 AM, said:
I think we can all agree that the change NightFright made is fine, though.
#687 Posted 29 September 2016 - 12:13 PM
Again, the map edit is non-evasive and invisible.
This post has been edited by NightFright: 29 September 2016 - 12:16 PM
#688 Posted 29 September 2016 - 11:00 PM
#689 Posted 30 September 2016 - 02:00 PM
This post has been edited by NightFright: 30 September 2016 - 02:00 PM