[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#721 Posted 20 October 2016 - 01:15 AM
This is a really minor glitch in edf.map in Total Apocalypse, once again about missing textures. See the attachments to understand; the directions I'm facing are corresponding for both shots. Not much to say really. I'd even say that this isn't that urgent to fix since it's hardly noticeable from any angle from the ground where the gameplay of the map takes place so it's on you - either to leave it as it is or to fix it...
#722 Posted 20 October 2016 - 03:29 AM
In the meantime, if any of you owns "World Tour", you can try this WT compatibility patch for the Addon Compilation v3.1.
Facts:
- Should work with duke3d.grp from Atomic Edition, Megaton Edition and World Tour
- General: All lines with game.con and duke3d.def deleted (those will be loaded automatically, anyway)
- Standard addons: All dependency and flags lines removed (works fine without them)
- Standalone addons: Use dependency 0 (much simpler than copying the crc value)
How to:
- Download the attached file.
- Rename it to "addons.grpinfo".
- Replace your existing "addons.grpinfo" file with the new one.
Nothing should change at all, regardless which version of duke3d.grp you use. It's just shrinking the grpinfo file size by 33%, which is still something.
PS: I know, I wrote before that I didn't want to add WT compatibility - but if it's that easy, there's hardly any excuse for not doing it.
*EDIT*
Updated with even more minimized code (all lines with game.con and duke3d.def deleted).
This post has been edited by NightFright: 20 October 2016 - 06:53 AM
#723 Posted 20 October 2016 - 04:41 AM
Anyway about compilation, it's nice that you added World Tour compatibility (although I admit I haven't got WT yet as I'm a bit busy these days) but now that the compilation is put on hold until 2017, could you at the very least release a 3.2 update that adds the complete CBP series and fixes the bug reported by Polunka above? I know it's not much but I'd like to see more frequent minor releases from time to time instead of seeing one big new release every few months/years. I know others might disagree with me here but I just thought for a while about more frequent updates.
#724 Posted 20 October 2016 - 04:43 AM
#726 Posted 20 October 2016 - 05:22 AM
NightFright, on 20 October 2016 - 03:29 AM, said:
No problem! I hope we've covered everything regarding TA. At least I didn't find any other glitches. Btw, I've started feeling like someone of a beta tester for your compilation
Quote
How to:
- Download the attached file.
- Rename it to "addons.grpinfo".
- Replace your existing "addons.grpinfo" file (from addon compilation v3.1) with the new one.
Nothing should change at all, regardless which version of duke3d.grp you use. It's just shrinking the grpinfo file size by 25%, which is still something.
PS: I know, I wrote before that I didn't want to add WT compatibility - but if it's that easy, there's hardly any excuse for not doing it.
I've heard about this (it's not like I simply post on this site without reading anything myself, is it?) and I do own WT (haven't tried it yet tho since am unable to download it as of now) but I think first I'll experience the fifth episode the way it is shipped. Also, as far as i know, this patch doesn't have the flamethrower implemented, does it? Plus I've read from one of your posts about not working projectiles for Fireflies and BOSS5. So I guess first I will play it as intended and after that probably will switch to the patch. Anyways, nice work on that!
FistMarine, on 20 October 2016 - 04:41 AM, said:
Well, kinda irrational to release another update simply to fix 1 glitch, doesn't it seem that? Imagine that right after the release I come back like, "Hey, another glitch to mess with, boys!", and NF's like, "Ya kiddin' me man? Do i really have to release an update everyday?". Plus I'm pretty sure NF has mentioned that he can't include every CBP entry since some of them use custom CONs/art files. So I think it's better to wait for the ultimate (?) release or at least to boost a somewhat sufficient amount of fixes to talk about another maintenance release.
NightFright, on 20 October 2016 - 05:00 AM, said:
This post has been edited by Polunka: 20 October 2016 - 05:30 AM
#727 Posted 20 October 2016 - 06:25 AM
This post has been edited by NightFright: 20 October 2016 - 06:29 AM
#728 Posted 20 October 2016 - 06:27 AM
Lunick, on 20 October 2016 - 04:43 AM, said:
I don't know, I just had this suggestion in my head since yesterday or 2 days ago but it didn't seem like a good idea.
NightFright, on 20 October 2016 - 05:00 AM, said:
Polunka, on 20 October 2016 - 05:22 AM, said:
Well, it was just a simple suggestion, I don't get why both of you are being against the idea so much. Granted, I don't want right now an update but when I saw the project is ON HOLD until 2017, I thought that NF could release now what was worked on since last update, which is the rest CBP series added and the bug fixed which you reported. And no, NF clearly said he added the rest CBP series, he only didn't add RCBP because those contained the CON files. I wish I suggested the rest CBP series a month ago before 3.1 update was released but eh, I am not bothered if there is no new update until 2017. Sorry if I acted impatient again.
#729 Posted 20 October 2016 - 06:36 AM
#732 Posted 04 November 2016 - 03:28 AM
The changes are minimal, but they may prove useful to some of you guys still.
Changelog v3.1 --> 3.1.1
[FEATURE] Plutonium Pak and World Tour now also supported (due to code changes in addons.grpinfo)
[UPDATE] Total Apocalpyse: Two minor texture fixes in EDF
Get it from the Download section of the HRP website as usual.
This post has been edited by NightFright: 04 November 2016 - 03:38 AM
#733 Posted 12 November 2016 - 09:50 PM
There are gonna be some bugs that I suppose are unfixable, but I, nevertheless, consider it my duty of a "beta tester" to report them.
So, the first bug is about unusually (at least for me) broken mirrors. The thing is, not the whole mirror is broken but only some area of it and this effect is (seemingly) observable only from certain angles, plus it behaves differently in different renderers. I'm going to present this based on the example of VERMIN01. Attachment #1 shows the effect in the software renderer (seems like some reflection confusion, as if there were more mirrors than just one); attachment #2 shows the effect in Polymost (it simply turns into a HOM); while attachment #3 shows the effect in Polymer (the said renderer just fixes it). If you consider this fixable, I'll edit the post and add the automap shots for every example of this glitch encountered throughout the episode (they're not that many, actually).
The second glitch is a one-way invisible wall in VERMIN11. I highly doubt Puritan intended to put it there (since it has no purpose). See the attachments #4 and 5 to comprehend.
The third glitch is a switch near the end of VERMIN06 that's rendered visible ONLY in Polymer. See the attachments #6 and 7.
The last glitch is something unusual once again. There's a fire truck near the end of VERMIN10 which features a moving sector that, well, represents the truck itself driving into a wall of a building and breaking it open. The thing is, the truck's wing mirrors don't move away with it, instead they're left hanging in mid-air. See the attachments #8, 9 and 10.
This is all I managed to find. Hope we've covered Vermin Clearance now.
EDIT: Well, since I suppose NF's either having a rest or busy with his other projects (hence the absence of an answer IMO), I'm posting the automap shots for the mirror glitch. I don't think the post will get any more useless because of them or that they'll be getting in anyone's way. Here they are: attachments #11 and 12 for VERMIN01, attachment #13 for VERMIN07 and attachment #14 for VERMIN10.
This post has been edited by Polunka: 13 November 2016 - 10:23 PM
#734 Posted 13 November 2016 - 08:09 AM
The maps in question are: Divadlo (Cerovsky Pack) and Snowbase (Duke is 007). There is probably more but I will re-check the readme file later which mentions blue key added in maps.
Also in last couple of days, James released Nuclear Showdown V2 and there are 2 new maps created specifically for the mod. Will the addon return in next version of Addon Compilation pack?
This post has been edited by FistMarine: 13 November 2016 - 08:11 AM
#735 Posted 13 November 2016 - 09:48 AM
Forge's maps series "Hours" (actually there is no real title, so I've invented) into a single episode.
BTW don't pay attention to maps titles, as you will see by decription the exact chronological order is this.
Duke 3:16
http://msdn.duke4.net/mapsduke316.php
Duke 2:34
http://msdn.duke4.net/hotduke234.php
Duke 6:08
http://msdn.duke4.net/hotduke68.php
Duke 12:12
http://msdn.duke4.net/hotduke12.php
Imagination World (already recommended)
http://www.moddb.com...nation-world-tc
"Destination Ghetto" by Fer (talk to zykov eddy eventually for major details)
https://www.reddit.c...tinationghetto/
http://www.mediafire...db0c0w/7son.zip
DG Manual https://forums.duke4...&attach_id=5054
"Epic" cute mini-episode by Fermion/EMRadiation
epic.zip (1.93MB)
Number of downloads: 434
"Graveyard" by Mark (much hi-res contents)
https://forums.duke4...__1#entry215698
Taking-Boise by opusvideo
http://www.moddb.com...em-taking-boise
#736 Posted 13 November 2016 - 10:38 AM
This post has been edited by FistMarine: 31 December 2016 - 06:47 AM
#737 Posted 13 November 2016 - 10:27 PM
FistMarine, on 13 November 2016 - 08:09 AM, said:
Well, I've played both of those maps as part of the compilation (you can find my earlier posts in this thread containing reports about those entries) and don't remember having any extra cards by the end of those levels, but if you want, I can play them now (especially given that I have some free time).
EDIT: I just played through DIVADLO, it doesn't have any extra blue cards in the compilation version. Meanwhile, I didn't find any trace of the blue card in the original version. Plus I'm assured the new blue card is placed the exact (and logically correct) way the author intended it since you can get it only from the control room which in turn is (relatively) heavily guarded (there is another way to get into the vent shaft but only via a jetpack which you're not supposed to get throughout the map at all). I'll play SNOWBASE a bit later and edit the post one more time.
ONE MORE EDIT: So I checked SNOWBASE, it also didn't have the blue card in the original version.
This post has been edited by Polunka: 14 November 2016 - 03:30 AM
#738 Posted 14 November 2016 - 04:39 AM
#739 Posted 14 November 2016 - 04:46 AM
First I'd like to thank FistMarine for asking me to check out one particular map (SNOWBASE; see the previous post). If I hadn't played it once again, I guess the glitch would have been discovered much later.
So, first about the eduke32 glitch. There's a door locked with a blue access switch in SNOWBASE, it is what I guess is called a masked wall; it looks like a darkened glass pane. The thing is, when I was playing through the level at FistMarine's request, I noticed one strange thing - the door was absent. I clearly remembered seeing it there while playing the last time on some older eduke32 revision. This time I was playing on r5931 (the latest one by far). Interestingly, the door was actually present in Mapster and it had the blocking flag. It came to me that the sourceport might be the culprit so I decided to do some research. Eventually I found out the glitch has existed since r5804, r5775 being the last version where the door was present in-game. See the attachments #1-4 to comprehend; I marked each shot with a sign signifying the revision number the picture is made on. This glitch is important as it brakes the map to some extent (it literally makes the blue card useless). Oh, and another problem with this door is that even when it's present, you can still squeeze through it by crouching and running into it (the only difference is that you won't be able to get back).
Another glitch is some broken textures near the door. See attachment #5 to comprehend.
The automap shot for all this shit is at attachment #6.
Hope we've covered Duke 007 by now as well.
P.S.:
FistMarine, on 14 November 2016 - 04:39 AM, said:
No prob
This post has been edited by Polunka: 14 November 2016 - 04:51 AM
#741 Posted 14 November 2016 - 07:34 AM
Find a test version of the map in the attachment. I have changed the starting position so you spawn right in front of the blue keycard entrance (only for testing purposes).
This post has been edited by NightFright: 14 November 2016 - 07:48 AM
#742 Posted 14 November 2016 - 07:44 AM
Hendricks266, on 14 November 2016 - 06:38 AM, said:
It's not a renderer-dependent glitch. The door physically (not visually) disappears in-game, while it's present in Mapster.
This post has been edited by Polunka: 14 November 2016 - 08:57 AM
#743 Posted 14 November 2016 - 08:49 AM
#744 Posted 14 November 2016 - 08:57 AM
NightFright, on 14 November 2016 - 08:49 AM, said:
Oh, sorry, my dumb. I thought it was for me
#746 Posted 14 November 2016 - 11:47 PM
I am still unsure why it's possible to get past this door by crouching (from the outside) while it appears to be perfectly solid in Mapster32.
This post has been edited by NightFright: 15 November 2016 - 12:29 AM
#747 Posted 15 November 2016 - 04:35 AM
TerminX, on 14 November 2016 - 10:30 PM, said:
I'm very curious as to what could probably cause that. Anyway, thanks to you and Hendricks (and whatever other developer team members were involved) for fixing this!
NightFright, on 14 November 2016 - 11:47 PM, said:
I am still unsure why it's possible to get past this door by crouching (from the outside) while it appears to be perfectly solid in Mapster32.
NP man, turns out I'm specifically good at finding subtle things. Looks like my excessive curiosity plays a major role.
Btw, what would you say about other bugs I've recently reported? For example, the mirror glitch in Vermin Clearance. I'm not telling you to look at them right away if you can't, I know you're not particularly concerned with the compilation now.
#748 Posted 15 November 2016 - 04:50 AM
The mirrors of the firetruck in VERMIN11 also could have never moved with the car (since they must be inside of the sector that moves, not just next to it) and therefore have been deleted. While working on this, I also realized that it was possible to trigger the firetruck several times which looked absolutely ridiculous (it would move back and forth). This was fixed by changing the touchplate on the truck roof to one-time activation.
I may release one more bugfix update before the end of the year (provided some more stuff still comes together) but there will be no content updates until 2017. Would also like to fix that door in SNOWBASE of Duke 007, but apparently it's not possible without replacing the door completely. Since that wouldn't work without changing visuals, I'd probably rather put a warning into the readme about it and let it be.
This post has been edited by NightFright: 15 November 2016 - 05:12 AM
#749 Posted 15 November 2016 - 08:20 PM
NightFright, on 15 November 2016 - 04:50 AM, said:
I hope so too ;D
Quote
I was actually aware of that but hesitated to report it for some reason.
Quote
Well, you can't actually get back once you're inside plus it's a really small room (which means you can right away examine the whole place) so I guess it shall not cause players any "wrong" savegames (at least mostly since we're all different; some people are used to save every 5 seconds ; and actually this would be fatal for me since I, in turn, am used to make only 1 save slot occupied for a whole episode; well, on a second thought, there are still cheats which I'm pretty sure every Duker should know by heart, unless you play on DIG).
This post has been edited by Polunka: 15 November 2016 - 08:25 PM
#750 Posted 16 November 2016 - 10:45 AM
NightFright, on 15 November 2016 - 04:50 AM, said:
I was hoping at least some Christmas themed addons would get added. If you don't want to add anything, can you at least consider the map packs suggestion I made earlier? I think it would be nicer to have a bigger and better user map pack instead of having them separated, just imagine having about 100 or more user maps, all accessible from a single pack.
Also Polunka, what do you think of my suggestion with merging the map packs?