[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#841 Posted 11 January 2018 - 11:45 PM
#842 Posted 12 January 2018 - 02:30 AM
This post has been edited by NightFright: 12 January 2018 - 02:30 AM
#843 Posted 12 January 2018 - 03:22 AM
Polunka, on 11 January 2018 - 11:45 PM, said:
I already mentioned updating Haunted Nukem before, so you aren't the first one to suggest it.
Also these days I've been playing Fusion TC (the one included in the compilation version obviously) and I encountered so many oddities that it's worth listing them here right now. Currently I am at E2L3 but before I finish the mod, I might as well list all annoyances I've encountered so far:
General stuff about Fusion TC:
-HUD doesn't display at all (can be fixed with console command hud_althud 0 as mentioned in readme)
-Some enemies don't get counted as enemies, neither they add to enemies killed. But others count as enemies but when you kill them, they don't add to kills.
-Quake 2 gunner enemy has a chance to glitch out instead of dying. He will wander around in a glitched state and will try to attack you but he will not be able to shoot anymore and he can't be killed either.
-The machinegun in slot 0 shows 5 ammo but seems to have infinite ammo because no matter how much I shoot, it doesn't use any ammo.
Episode 1 stuff:
-First level has the exit door opened before you use the Blue Access Card, meaning the level can be exited even if you don't get the blue card. Activating the access switch doesn't unlock anything since the door is already opened.
-All levels starting with level 2 until level 6 (the last level) have some weird shit at beginning of level that chases you and hurts you. It can't be killed and it doesn't count as enemy but can be locked at beginning if you are fast enough to open door to exit and close it fast before the thing has a chance to exit.
-Level 2 has a switch that doesn't work. It might be related to a secret area that is close to that place.
-Levels 5 and 6 have some weird bug at beginning where player becomes INVINCIBLE for no reason at all. I can get hurt by enemies but health doesn't decrease. The only way I died was to shoot close to wall with RPG but otherwise enemies' attacks don't take away any health or they do but health changes immediately back to 100. HOWEVER picking up Atomic Health will reset this bug and then you can get hurt normally.
Episode 2 stuff:
-In the first level, you may want to add a hint into readme that the cracks are needed to be blown up in order to progress and they are quite hard to see. Plus later in the level, there are 3 groups of 3 switches that must be pressed inside church (along with another button up in room) in order to unlock a door containing a yellow key. This is required after you fall down in a hole where there is no escape (you will shortly arrive inside a building) and to continue you need the yellow key to progress further. Thankfully I got the key before I went there, so I didn't get stuck but if you miss the key, you will be stuck here.
EDIT: Oh and since there is going to be an update soon, I might as well post an even more updated suggestions list in case you need to get some entries since I re-arranged some things a bit more:
Previously posted here.
This post has been edited by RunningDuke: 12 January 2018 - 03:34 AM
#844 Posted 12 January 2018 - 03:56 AM
This post has been edited by NightFright: 12 January 2018 - 04:01 AM
#845 Posted 12 January 2018 - 06:53 AM
I'm curious, besides including the latest version of Haunted Nukem, what is going to contain the next update?
#846 Posted 16 January 2018 - 11:15 AM
Unfortunately the links at MSDN aren´t working anymore.
This post has been edited by blizzart: 16 January 2018 - 11:17 AM
#848 Posted 16 January 2018 - 11:58 AM
blizzart, on 16 January 2018 - 11:15 AM, said:
Unfortunately the links at MSDN aren´t working anymore.
he didn't update all his download links - the files are still there, you have to manually modify the address
example -
instead of:
http://www.fileplane...uestalqaeda.zip
use:
msdn.duke4.net/questalqaeda.zip
#849 Posted 16 January 2018 - 04:45 PM
blizzart, on 16 January 2018 - 11:15 AM, said:
Unfortunately the links at MSDN aren´t working anymore.
Are you looking for these? I can't seem to get the downloads either to work at MSDN. I'm pretty sure these ones work. Enjoy!
Quest for Hussein - http://www.dukemaps.net/?p=9698
Quest for Al-Qaeda – The hunt for Bin Laden with Map Pack - http://www.dukemaps.net/?p=9693
This post has been edited by Paul B: 16 January 2018 - 04:47 PM
#850 Posted 17 January 2018 - 04:12 PM
It's consited of city maps and I don't remember the author or date of release, but I remember one thing:
One of the levels featured the midi version of Coolio - Gangsta's Paradise.
#851 Posted 17 January 2018 - 04:52 PM
Sanek, on 17 January 2018 - 04:12 PM, said:
It's consited of city maps and I don't remember the author or date of release, but I remember one thing:
One of the levels featured the midi version of Coolio - Gangsta's Paradise.
City Crackdown?
#852 Posted 18 January 2018 - 05:05 AM
Hendricks266, on 16 January 2018 - 11:44 AM, said:
Confirmed with r6581. Can this be fixed via a con code update again (like last time) or it's meant to be solved with a code revision?
#853 Posted 18 January 2018 - 07:59 AM
Sanek, on 17 January 2018 - 04:12 PM, said:
It's consited of city maps and I don't remember the author or date of release, but I remember one thing:
One of the levels featured the midi version of Coolio - Gangsta's Paradise.
Special JLaursol (Version 2) by Juha Laaksonen? It's the E1L4.mid
http://www.r-t-c-m.c...ns/duke-jml.zip
This post has been edited by Fantinaikos: 18 January 2018 - 08:02 AM
#854 Posted 18 January 2018 - 01:05 PM
Fantinaikos, on 18 January 2018 - 07:59 AM, said:
http://www.r-t-c-m.c...ns/duke-jml.zip
Yes, that's what I've been looking for! Thank you.
Edit: there's no music tracks include...but I recognised the maps.
This post has been edited by Sanek: 18 January 2018 - 01:12 PM
#855 Posted 18 January 2018 - 01:34 PM
This post has been edited by Fantinaikos: 18 January 2018 - 01:36 PM
#856 Posted 18 January 2018 - 01:39 PM
#857 Posted 19 January 2018 - 08:05 AM
#858 Posted 23 January 2018 - 12:57 AM
I am looking into glitches that really annoy you in some addons, and it pretty much looks like those problems were introduced by myself when I attempted to eliminate warnings from con files. For example, I tried to run Fusion with the original game.con (that gives 10 warnings) and the "weird thing" in E1L2-E1L6 does not appear any more.
Currently looking into the following and seeing how it can be solved:
Fusion TC:
-
- Enemy counter not working properly
- Q2 gunner glitch (does not die/becomes invincible)
- Slot 0 machinegun with infinite ammo / "stuck" ammocounter 5 (this was already like that with the original game.con - may be intended)
- C1A1: Exit door opens before using blue keycard
- C1A2-C1A6: Phantom sprite hunts player from start point (this was definitely introduced by my game.con edits)
- C1A2: Non-functional switch
- C1A5+C1A6: Player becomes invincible at the beginning of the level
Last Reaction & Water Bases:
- Enemies invincible under certain conditions (not sure, but may affect invisible Octabrain [3745-3746, 3750-3755, 3760-3765] and/or alternate Octabrain [3860-3897])
Starship Troopers:
- Occasionally, you may encounter some enemies which cannot be killed
- Enemy counter does not work properly
ZeroHour:
- ZERO07: Secret safe in the ZeroHour boss office does not open even after the three switches in the other offices have been pressed and "UNLOCKED" message appears (Not sure whether this is due to a problem with EDuke32, needs investigation)
This post has been edited by NightFright: 23 January 2018 - 01:37 AM
#859 Posted 23 January 2018 - 12:41 PM
I'm glad to hear that you found out what caused one of the issues and the other got fixed already. Hope you will be able to sort all of these issues before you release the update. I'm curious, is the compilation update going to be numbered 3.14 or 4.00?
BTW I've wondered something about the Fusion TC included in the compilation, why you didn't add the whole Fusion Redux mod and you only added parts of it? For example you didn't include the textures, models and the OGG files, according to the text file. I think it would be better if you include the whole Redux version instead of using parts of it into the older version of Fusion TC. Or is the problem that the models and textures can't be put into GRP files?
This post has been edited by RunningDuke: 23 January 2018 - 12:46 PM
#860 Posted 23 January 2018 - 01:45 PM
Good news is that probably pretty much all issues are going to be fixed in Fusion and also Starship Troopers. Some of the problems were caused by myself, but there were also a few map bugs that got overlooked. The player invincibility problem was code-related, and the weird sprite "hunting" you through the levels was my fault. It will all be gone in the next release. Thanks to Fox, btw.
This post has been edited by NightFright: 23 January 2018 - 01:59 PM
#861 Posted 25 January 2018 - 06:47 AM
- Remaining fixes for "Fusion": Kills counter, HK-5 MP (slot #0) with infinite ammo (Fox is working on this atm)
- Con fix for "Duke Hard" menu broken in recent EDuke32 snapshots (hopefully Hendricks can provide it)
- Permissions for two addons (if I can get them, authors are already contacted)
The problem in "ZeroHour" actually never existed - I always tested with monsters off, and one of them was blocking the safe door which I assumed to be malfuntioning because of that. Sounds familiar? Indeed - I had already thought that a door in "Metropolitan Mayhem" had not worked because of the same mistake. Memo @ self: Never test with monsters deactivated! ^^
This post has been edited by NightFright: 25 January 2018 - 06:56 AM
#862 Posted 25 January 2018 - 08:02 AM
Glad to hear that you managed to fix most of the issues. And yeah about that part with the safe and Metropolitan Mayhem non-apparent issue, I INDEED remember that and reached the same conclusion that it was the DNMONSTERS cheat that caused one of the monsters in front of those doors to mess things up. I actually remember and confirmed that last year, it's on the previous page.
#863 Posted 27 January 2018 - 01:19 PM
#864 Posted 27 January 2018 - 01:41 PM
The speech changes if you want to test every-single-map before doing this operation, but I doubt the most skilled mappers doing serious mistakes that influence gameplay like the authors of the very first addons.
#865 Posted 31 January 2018 - 10:33 AM
#866 Posted 01 February 2018 - 03:37 AM
#867 Posted 01 February 2018 - 05:28 AM
This post has been edited by NightFright: 01 February 2018 - 05:29 AM
#868 Posted 09 February 2018 - 06:47 AM
EDIT: Lol at Hendricks downvoting me over the simple innocent question and that I really want to play some of these updated addons. I just finished with the exams and I'm in the mood to play something and in turn you downvote me. Really mature. I thought you were much better than that, especially since I helped you with finding and reporting bugs for EDuke32. Just my 2 cents.
This post has been edited by RunningDuke: 09 February 2018 - 07:35 AM
#869 Posted 09 February 2018 - 08:24 AM
>calls the downvoter immature
Nagging about progress is bad posting. (The previous post was only a week ago.) Downvotes are for bad posts. It's not any more complicated than that. This is not the first time you've done this.
But let's not clutter up this thread any more, shall we?