[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#901 Posted 14 July 2018 - 04:36 AM
Sometimes there are just these random one-time glitches you can't explain or reproduce, I guess...
This post has been edited by NightFright: 14 July 2018 - 04:37 AM
#902 Posted 14 July 2018 - 06:31 AM
NightFright, on 14 July 2018 - 04:36 AM, said:
Sometimes there are just these random one-time glitches you can't explain or reproduce, I guess...
I understand, I experienced a similar glitch of unkillable (and harmless) trooper in Zaxtor's Trequonia but the problems I reported (apart maybe from the green sphere boss I haven't tested it enough and never reloaded) are persistent no matter what I do that's what worries me the most
#903 Posted 14 July 2018 - 07:45 AM
They kinda go in sleepmode, walk randomly and cannot be kill.
You can hurt them but not kill
#904 Posted 14 July 2018 - 08:57 AM
Zaxtor, on 14 July 2018 - 07:45 AM, said:
They kinda go in sleepmode, walk randomly and cannot be kill.
You can hurt them but not kill
That's pretty much it indeed, though I only experienced it in Trequonia, I never saw it in Oblivion :/
#906 Posted 23 July 2018 - 02:14 AM
Unfortunately still the same. I cannot proceed with the next step before Hendricks found a way for EDuke32 to go beyond the current episode limit. Good news is that I used the waiting time for some further fine-tuning of some addons. I won't be available between this Wednesday and August 13, so if anything develops in between, I won't be aware of it.
This post has been edited by NightFright: 23 July 2018 - 02:14 AM
#907 Posted 24 July 2018 - 06:34 AM
As for the trooper glitch, I think I remember this bug happened to me once as well a couple of years ago (in 2013-2014 I think) when I was playing either Last Reaction & Water Bases or Chimera in EDuke32. I remember the exact same yellow trooper (the one that shoots freezethrower projectiles at you) became invincible and couldn't be killed but also couldn't attack me either. He just entered a glitched state and mostly wandered around and it happened in either the last level of Last Reaction or the last level of Chimera, all I remember was one of the city levels. Note that I was playing the original version of the addons, not the ones from the compilation pack as at that time the compilation wasn't released. It seems the bug happens with modified troopers.
This post has been edited by RunningDuke: 24 July 2018 - 06:36 AM
#908 Posted 27 July 2018 - 08:13 PM
In the "Bad Weekend" map pack level "City of Fugitives", where is the exit in this level? None of the doors in the main city square open at all.
#909 Posted 24 August 2018 - 01:44 AM
This post has been edited by NightFright: 24 August 2018 - 01:46 AM
#910 Posted 24 August 2018 - 03:11 AM
#911 Posted 24 August 2018 - 05:38 AM
NightFright, on 24 August 2018 - 01:44 AM, said:
I noticed this project a couple of weeks ago. I was very excited to play that compilation...until I got a bit disappointed with the fact that ALL the wads/levels are included in same pk3 file, meaning that you are missing each wad's unique title screen (well the title screens are seen in the hub map for each wad's portal), font, etc. So a part of each wad's charm is a bit lost if you play this compilation. I was hoping each wad would be separately loaded, like the EDuke32 Addon Compilation does. At least you got credited for idea!
@Fantinaikos: Yes, the 1994 Tune Up project is sort of a precursor to the compilation projects but it's more about enhancing/fixing 32 old levels and combining them into a megawad rather than a compilation of wads with fixes, etc.
BTW I don't mean to sound rude or start fights again but what's exactly the current status of the addon compilation? As far as I remember from past weeks/months, Hendricks just needed to add support for more than 7 episodes shown in the menu and NF play testing the addons making sure everything is alright, before the update gets released. That's why I'm asking.
It's not a problem if the addon compilation update doesn't come by the end of this summer as I have a lot of games and mods to play anyway. Hell, if you want, you can release this on December (either early to celebrate 2 years since the latest update or on 24th/25th to celebrate 4 years since the first version of the compilation) and I still won't mind. But I'm just asking right now.
This post has been edited by RunningDuke: 24 August 2018 - 05:42 AM
#912 Posted 24 August 2018 - 01:56 PM
This post has been edited by NightFright: 24 August 2018 - 01:57 PM
#913 Posted 04 September 2018 - 05:59 AM
#914 Posted 04 September 2018 - 06:21 AM
This post has been edited by NightFright: 04 September 2018 - 06:22 AM
#915 Posted 04 September 2018 - 07:02 AM
https://forums.duke4...ndpost&p=236311
This post has been edited by Fantinaikos: 04 September 2018 - 07:04 AM
#916 Posted 25 September 2018 - 07:58 AM
I received word from Hendricks yesterday. The EDuke32 code update is still WIP, but the general idea is to make custom map maps (such as the "Urban Map Pack" or "Space Map Pack") selectable via User Maps, filtering out the official Duke3D maps. A fair compromise in my opinion - nobody could have expected to get an episode list with 80+ entries and browse through all that. The idea is also to do some optimization regarding how grpinfo recognizes files and how files can be structured without zipfiles internally.
Bottom line:
Unfortunately nothing to do from my side (yet), but the concept for future EDuke32 support of the compilation is appealing. General situation hasn't changed: I need to wait for a new EDuke32 snapshot to be made and released, then I optimize my files for it, then I release. Later on, EDuke32 will eventually drop support for any older compilation versions.
This post has been edited by NightFright: 25 September 2018 - 08:01 AM
#917 Posted 20 July 2019 - 06:37 AM
MasterO has informed me about a problem with the map "Bitva" of the "Cerovsky Pack", claiming that the button for the Battlelord fight doesn't work (any more).
Maybe someone could confirm this and provide screenshots of the location? I am sure it's something that broke in more recent EDuke32 snapshots since I am sure it worked when I tested it a few years ago. If it's snapshot-related, the goal should be to fix it in the port rather than changing the map.
This post has been edited by NightFright: 20 July 2019 - 06:40 AM
#918 Posted 22 July 2019 - 08:50 AM
NightFright, on 20 July 2019 - 06:37 AM, said:
MasterO has informed me about a problem with the map "Bitva" of the "Cerovsky Pack", claiming that the button for the Battlelord fight doesn't work (any more).
Maybe someone could confirm this and provide screenshots of the location? I am sure it's something that broke in more recent EDuke32 snapshots since I am sure it worked when I tested it a few years ago. If it's snapshot-related, the goal should be to fix it in the port rather than changing the map.
I tried the map (the single release, not the one in your pak) using r7814 & the Battlelord spawned like it was supposed to.
#919 Posted 22 July 2019 - 10:25 AM
This post has been edited by RunningDuke: 22 July 2019 - 10:28 AM
#920 Posted 22 July 2019 - 11:55 PM
#921 Posted 23 July 2019 - 02:08 AM
NightFright, on 22 July 2019 - 11:55 PM, said:
Unless it was an issue with that specific version of eDuke32?
#922 Posted 23 July 2019 - 02:12 AM
In other news, I hope (!) to finally make a step in getting the next compilation release out of the door. Ideally there will be a beta testing stage before this time since considerable changes have been applied to all addons (regarding their structure mostly) and I want to make sure I didn't miss anything.
However, the map collections are still the big blocker since no progress has been made regarding user map selection optimization in EDuke32. I might have to dismiss the map packs from the beta if the coding team isn't available for working out a solution in the near future. However, it seems recent snapshots have added at least some degree of customization regarding user maps accessibility (7801, 7802, 7804), so there's hope.
This post has been edited by NightFright: 23 July 2019 - 05:36 AM
#923 Posted 15 August 2019 - 01:03 AM
Hendricks finally got around to adding user maps support the way I needed it to continue my work! The conversion of all affected packs is already done and confirmed working. There may be another 1-2 optional features I would like to have in EDuke32, so let's see.
Since everybody will be all over Ion Fury these days, this will give me more than enough time to test all addons once again for possible glitches with new EDuke32 snapshots (r8016 or newer, which will be the minimum requirement for the new compilation version as of now). Of course I won't be able to test everything, but at least some loading tests should be done.
One way or the other, a release this year, probably already this fall, has become highly likely now.
This post has been edited by NightFright: 15 August 2019 - 01:12 AM
#924 Posted 15 August 2019 - 04:38 AM
#925 Posted 15 August 2019 - 06:20 PM
I just don't want redundant installations. I already have a good chunk of these.
#926 Posted 15 August 2019 - 10:34 PM
Ninety-Six, on 15 August 2019 - 06:20 PM, said:
I just don't want redundant installations. I already have a good chunk of these.
You can delete the group files of the corresponding mods you don't want. It won't save any installation time but you'll still have a shorter list in the end. Personally that's what I did.
Though I kept the full deal separately because it's a golden mine of MIDI files ^^
This post has been edited by TheDragonLiner: 15 August 2019 - 10:34 PM
#927 Posted 16 August 2019 - 10:52 PM
I guess it should at least support Win 7-10 (dunno if XP still needs to be considered, but if it works, I don't mind), allow installation choices and delete existing installations (basically delete the "addons" folder).
Installer choices should probably be:
- Full
- Recommended (this will be subjective)
- Custom (pick what you want)
Besides that you will still be able to download the zip for manual installation since it's not exactly rocket science.
This post has been edited by NightFright: 16 August 2019 - 10:53 PM
#928 Posted 16 August 2019 - 11:03 PM
#929 Posted 16 August 2019 - 11:18 PM
#930 Posted 08 September 2019 - 03:45 PM
This post has been edited by Radar: 08 September 2019 - 06:00 PM