[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#961 Posted 13 February 2020 - 07:08 AM
If that goes beyond your acceptable boundries, I guess this project is something you may want to avoid.
I also wished EDuke32 wouldn't continue to break things while trying to fix others, but that's the nature of a port that is in constant development.
This post has been edited by NightFright: 13 February 2020 - 07:14 AM
#962 Posted 13 February 2020 - 07:25 AM
#963 Posted 13 February 2020 - 07:32 AM
What are you doing that breaks compatibility for all maps though?
#964 Posted 13 February 2020 - 07:53 AM
Phredreeke, on 13 February 2020 - 07:32 AM, said:
Except none of the fixes applied are categorically incompatible with the DOS game. They were applied in order to fix EDuke32 issues and have now lost backwards-compatibility.
Phredreeke, on 13 February 2020 - 07:32 AM, said:
Read my posts. I'm trying to launch GoD in Rednukem and it doesn't even start.
#965 Posted 13 February 2020 - 08:44 AM
Radar 100 Watts, on 13 February 2020 - 07:25 AM, said:
Well, it started as a demonstration of the capabilities of the grpinfo feature and grew from there. Hendricks once told me that this collection is not completely irrelevant since there are some things that may not be possible to fix in a mod within EDuke32 and therefore have to be resolved on the mod side. Fixing map corruptions for example is something you need to do by yourself, no port can do that for you. If you are only using the classic renderer and you don't care what a map looks like in Polymost or Polymer, fine, you can safely ignore this project and load the groupfiles just as they come out of the zip archives (provided there are any and it's not a bunch of files).
I'm fine with people doubting the purpose or approach of this project, but it started during a time when we still had one proper Duke3D port available, which was EDuke32. Extending support to other ports that emerged later on has never been within the scope of this project and I doubt it ever will, even though I guess some mods already work or would only require small effort to "convert". There are some for which it would be a lot harder, and since I am basically ending with .grp support in the next version in favor of the .zip format, which saves a considerable amount of filesize, the road only leads further away from Rednukem compatibility. I appreciate the effort put into that port and welcome its existance, but sometimes you just can't run with the hare and hunt with the hounds.
#966 Posted 13 February 2020 - 08:48 AM
Radar 100 Watts, on 13 February 2020 - 07:53 AM, said:
That question was in response to NightFright saying
NightFright, on 13 February 2020 - 05:26 AM, said:
NightFright, on 13 February 2020 - 08:44 AM, said:
RedNukem can parse ZIP files, and I'm certain DukeGDX can as well (I've never tested in that specific game but I have loaded several zipped addons in BloodGDX)
This post has been edited by Phredreeke: 13 February 2020 - 08:57 AM
#967 Posted 13 February 2020 - 09:13 AM
NightFright, on 13 February 2020 - 08:44 AM, said:
Which essentially means the scope of this project is outdated and not up to par with the capabilities of the modern EDuke32 family of source ports.
Considering EDuke32 is always changing, how do you know a previous fix won't break again with a later version of EDuke32? How do you know issues you've fixed won't eventually be fixed EDuke32-side?
Phredreeke, on 13 February 2020 - 08:48 AM, said:
Oh ok. Sorry for the misunderstanding.
#968 Posted 13 February 2020 - 10:14 AM
NightFright, on 13 February 2020 - 08:44 AM, said:
NightFright, on 13 February 2020 - 08:44 AM, said:
Radar 100 Watts, on 13 February 2020 - 09:13 AM, said:
Considering EDuke32 is always changing, how do you know a previous fix won't break again with a later version of EDuke32? How do you know issues you've fixed won't eventually be fixed EDuke32-side?
I don't see the other ports as "modern" compared to EDuke32. Quite an achievement by GDX to start support for some more old Build games. But otherwise I'm not convinced yet of any enduring advancement over EDuke32/NBlood concerning their set of games. However, they seem to put some pressure on Voidpoint 's quality management/bug handling, which is fine. And getting some additional attention for Duke in other communities can't be underrated as well.
I'm pretty sure that NightFright's map fixes won't break in other ports (NF, do you check back in DOS Duke?), and are meant comply to unwritten design rules which DOS Duke simply didn't care about. When other ports improve on their engine or rendering codes, they will surely come across many of the same issues and their solutions like EDUke32 did. And therefore they may break the very same set of "corrupted" or otherwise imperfectly (or, sadly, extremely cleverly) designed maps.
#969 Posted 13 February 2020 - 12:18 PM
Perfect example for my map edits: Polymer doesn't like at all when redlines of sectors overlap. It doesn't render the floor/wall/ceiling textures of those. So I minimally moved them to not touch each other. That's it. Sure, Polymer should be adjusted to simply render the textures anyway, but something tells me it's not that easy and won't happen for some reason.
I get that regarding addon preservation, EDuke32 may not be a perfect choice due to its frequent code changes. Something more stable is desired, just vanilla Duke with enhanced limits. Back in the days, we didn't have much of a choice. It was either EDuke32 or running the original executables in DOSBox. Now we have several ports to choose from all of a sudden, it can make you picky. I get that. At this time, I wonder why nobody has asked for DukeGDX or Raze support yet.
What I can do is take all the groupfiles and run them in Rednukem, see what works and what doesn't, then compile a list and we try to find out what's going on.
This post has been edited by NightFright: 13 February 2020 - 12:24 PM
#970 Posted 13 February 2020 - 01:01 PM
NightFright, on 13 February 2020 - 12:18 PM, said:
#971 Posted 13 February 2020 - 01:38 PM
Well, whatever can be done to make it work with more ports, it would have to wait till I get the next version out of the door. It's no use doing anything based on the groupfiles from the current release since file structure will change drastically.
This post has been edited by NightFright: 13 February 2020 - 01:42 PM
#972 Posted 13 February 2020 - 01:47 PM
#973 Posted 13 February 2020 - 01:55 PM
This post has been edited by NightFright: 13 February 2020 - 01:57 PM
#974 Posted 13 February 2020 - 02:21 PM
#975 Posted 13 February 2020 - 02:25 PM
This post has been edited by NightFright: 13 February 2020 - 02:33 PM
#976 Posted 13 February 2020 - 03:00 PM
Phredreeke, on 13 February 2020 - 02:21 PM, said:
I do expect Raze to run most current eduke32 compatible mods and tcs. Obviously older ones like WGR2 would require a bit of con fixes, the first thing I tried to do with Raze was play through an old project of mine to test compatibility. I can't seem to get through startup to the menu without a commercial GRP loaded.
#977 Posted 13 February 2020 - 03:34 PM
Photonic, on 13 February 2020 - 03:00 PM, said:
#978 Posted 13 February 2020 - 03:46 PM
I din't even know what thread I was in... I'm tired. I'll have more excuses in the morning.
#979 Posted 14 February 2020 - 12:24 AM
#980 Posted 14 February 2020 - 01:21 PM
Anyway, right now my main focus remains on Hendricks getting that user menu done for custom maps. Priorities are important.
This post has been edited by NightFright: 14 February 2020 - 01:23 PM
#981 Posted 14 February 2020 - 01:28 PM
Rednukem is the PrBoom+ of Duke. From what I understand, it will remain its own thing.
#982 Posted 14 February 2020 - 01:40 PM
#983 Posted 14 February 2020 - 02:06 PM
#984 Posted 14 February 2020 - 03:39 PM
NightFright, on 14 February 2020 - 01:40 PM, said:
You definitely shouldn't modify any mods made after 2003 to work with Rednukem, unless they're also designed to work with DOS 1.5. Otherwise, DOS era mods should certainly retain backwards compatibility imo.
This post has been edited by Radar 100 Watts: 14 February 2020 - 03:40 PM
#985 Posted 17 February 2020 - 12:32 PM
#988 Posted 04 March 2020 - 05:16 PM
Blood Vengeance, on 17 February 2020 - 12:32 PM, said:
Hi BV, can you explain what lines we must change in Raze ?
#990 Posted 02 April 2020 - 11:54 AM
A lot of good things have happened in EDuke32 lately, but unfortunately none of the changes had anything to do with the compilation. Hopefully that'll change. Fingers crossed!