[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1261 Posted 12 July 2021 - 08:47 AM
#1262 Posted 17 July 2021 - 08:20 AM
To update:
- Use the downloader script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download "wgmega.grp" from the repository
Note:
Instead of having two separate batch files for Atomic and World Tour users, there is now just one file again (addons.bat) which can launch both versions. Just press either "A" (Atomic) or "W" (World Tour) at the beginning as prompted. You won't need addons_wt.bat any more which can be safely deleted.
This post has been edited by NightFright: 17 July 2021 - 09:03 AM
#1263 Posted 17 July 2021 - 01:50 PM
NightFright, on 07 July 2021 - 01:04 PM, said:
So does this mean it isn't on the repository yet? I'm not clear on what a "regular release" means in this context.
#1264 Posted 17 July 2021 - 01:56 PM
This post has been edited by NightFright: 17 July 2021 - 01:57 PM
#1266 Posted 18 July 2021 - 11:49 AM
To update:
- Use the downloader script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download "wgmega.grp" from the repository
#1267 Posted 19 July 2021 - 03:39 AM
#1268 Posted 19 July 2021 - 08:39 AM
#1269 Posted 19 July 2021 - 11:01 AM
These should work provided you disable skyboxes: adg_episode, apocalypse, badass, burnt
That puts me about a fifth of the way through the compilation.
#1270 Posted 20 July 2021 - 04:12 PM
Compatible: cerovsky, cnc pack, complex
Compatible with skyboxes disabled: c3po, castlequest, community, crucial conflict
BTW I'm making notes of what skyboxes need palette swaps so I can add those for a future version
#1271 Posted 21 July 2021 - 05:02 PM
Full compatibility: daikarin, deathdrive, downtown, duke_ten, duke_vr, escape, eyecul, finalfight, indytour, jungletour, kucera
Semi-compatible due to skybox palettes: darkplace, dayafter, duke007, epic, fbsp, fm4x, glavic, incubation
The following have further issues
dn64revisited: logo.ivf conflicts with the one in the pack, also needs skybox
dukehard: conflict with tile 2503, also potential future conflicts in regards to anms (uses episode 4 fmv file names)
finalconfront: need skybox, also potential future conflict with tile 3293
jjduke: logo.anm and tile 2503 overridden by pack, also needs skybox
that puts me about halfway through the compilation, with 19 of 72 addons having full compatibility* and another 21 being mostly compatible
* I am not taking voxels into account here as they are not my turf
#1272 Posted 22 July 2021 - 06:17 AM
ETPC, on 05 December 2020 - 08:15 AM, said:
quick screen grab of the two problem elevators in this room in DNCM2. i'm currently standing on one, trying to make it go up. the one on the bottom left does the same thing. eduke build is r9257, i'll try with an older build in a little bit.
This has been fixed with the following commit: https://voidpoint.io...f5c773d255f3351
#1273 Posted 22 July 2021 - 06:33 AM
ETPC, on 07 December 2020 - 08:12 AM, said:
duke0007.png
NightFright, on 28 February 2021 - 06:13 AM, said:
- WGSpace (WGS4X: Broken elevator)
This one is a bug in the map. It occurs in DOS Duke 3D just the same, you can reproduce this yourself with the following test map: wgsx4_bug.zip (2.15K)
Number of downloads: 190
Edit:
NightFright, on 28 February 2021 - 06:13 AM, said:
- Quest for Hussein (elevator transition issue with first/last map)
Tested it, and this was also fixed, namely with the following commit: https://voidpoint.io...dc80a80ee0c5a3c
See also: https://voidpoint.io...32/-/issues/100
This post has been edited by Doom64hunter: 22 July 2021 - 06:46 AM
#1274 Posted 22 July 2021 - 04:30 PM
Compatible: lorch, mic_episode, penthouse, pinxten, prequeltime, ruohonen
Semi-compatible (need new skyboxes or skyboxes disabled): lostduke, losthighway, mathpak, metromayhem, mssp, munasta, quakis, red, roch
lastreaction needs workaround for anms, tiles 2503/3281/3293 as well as skyboxes
This bumps it up to 25 full compatible and an additional 31 mostly compatible, out of 103.
#1275 Posted 23 July 2021 - 11:11 AM
Ax 34noff, on 30 December 2020 - 07:54 AM, said:
These ladders work as of r9484. You need to press and hold use on them to climb up.
Ax 34noff, on 30 December 2020 - 02:14 PM, said:
This occurs because the facehuggers replace the GREENSLIME, which is hardcoded to be frozen when hit by the FREEZEBLAST projectile. I doubt this ever worked correctly.
Ax 34noff, on 01 January 2021 - 07:31 AM, said:
This occurs in DOS as well, and it's an issue that truly puzzles me. The problem appears to stem from the cactus sprite stored at picnum 3634, combined with the fact that the map consists of an enormous snaking sector that starts at the bus and goes all the way to the end of the map.
There are actually no invisible objects at all where the hitscan shots are blocked. It appears that the engine however thinks there is something there -- something even the original 1.5 version does. Furthermore, the cactus has no special properties -- you can dump the map and extract the tile, and it will show the exact same issue without any custom CON code.
If you split up this sector into smaller chunks and/or delete tile 3634, the problem disappears.
This post has been edited by Doom64hunter: 23 July 2021 - 11:20 AM
#1276 Posted 24 July 2021 - 11:09 AM
Ax 34noff, on 01 January 2021 - 09:31 AM, said:
Using a revision from 2012, the hitbox of these dogs is exactly the same. Should definitely possible to fix in the CON files though.
Ax 34noff, on 13 January 2021 - 05:26 AM, said:
Correct, it's not supposed to work. You're supposed to press use on this semi-transparent wall-aligned stripper sprite in the room on the other end of the hallway:
The extra blue keycard you get in Sang's section only serves to confuse, and has no use. Not a bug.
ETPC, on 26 February 2021 - 07:53 AM, said:
This bug is present in `losthw03_ror.map`, and it is a map bug, not an engine issue. The sector ceiling doesn't have pal 1 set.
What's more serious though is that in the sewer section, in `losthw03.map` the switches are entirely pitch black, rendering it basically impossible to finish the map. This is another map bug.
In `losthw03_ror.map`, these switches are visible. I would fix the ceiling in `losthw03_ror.map` and just use that one.
Ax 34noff, on 19 March 2021 - 11:09 AM, said:
Regarding Layre, I'm getting the following errors on startup:
Warning: Failed including duke3d.def on line scripts/layre.def:1 Sound sounds/navgate1.wav(#409) not found! Sound sounds/navgate2.wav(#410) not found! Sound sounds/navgate3.wav(#411) not found! Sound sounds/navgate4.wav(#412) not found! Sound music1.voc(#413) not found! Sound amb2.voc(#414) not found!
I'm also constantly getting the following error in the console, which indicates that some script is trying to execute but is being aborted becaused of a missing sound:
Line 8603, soundonce: invalid sound 420
Keep on the lookout for these error messages. Missing sounds can cause the rest of the code to stop executing. In this case, the fan actor isn't working properly.
Both maps can be completed in the most recent eduke32 revision. They are confusing and weird, but beatable. Here's some other issues I found with them:
The player can get stuck in this wall near the exit to the first map if he walks into it:
In the second map, the following textures turn into a HOM effect if destroyed:
Finally, and this issue is more critical. In chapter 2, the pool in the boss area is larger than the underwater sector. If the queen walks onto the pool, it will get stuck out of bounds, rendering the player unable to finish the level:
Edit:
Ax 34noff, on 22 March 2021 - 02:23 PM, said:
Not a bug, you're supposed to raise the floor first:
Edit 2: Map06 of savior.grp is beatable, but extremely long (1000 enemies, jesus christ). I did not encounter any softlocks.
Edit 3:
Ax 34noff, on 12 July 2021 - 08:47 AM, said:
I can't reproduce this with r9484. Were you using the latest revision?
This post has been edited by Doom64hunter: 24 July 2021 - 02:02 PM
#1277 Posted 25 July 2021 - 05:47 AM
Doom64hunter, on 24 July 2021 - 11:09 AM, said:
Ax 34noff, on 24 March 2021 - 05:04 AM, said:
Doom64hunter, on 24 July 2021 - 11:09 AM, said:
Then you just didn't explore it well enough.
Doom64hunter, on 24 July 2021 - 11:09 AM, said:
I can't reproduce this with r9484. Were you using the latest revision?
I experienced this bug with EDuke32 git commit 2b4fa55fb27a12df023f46e7a0a2050eabf3ac88, also i experienced it a couple years ago.
This post has been edited by Ax 34noff: 25 July 2021 - 05:47 AM
#1278 Posted 28 July 2021 - 12:14 AM
Ax 34noff, on 25 July 2021 - 05:47 AM, said:
I still haven't been able to reproduce it. The marines always stand around peacefully for me. Is there anything particular that might trigger them?
And this is the first map of the third episode select, right?
Anyways, here's my analysis of the current issues:
NightFright, on 24 May 2021 - 09:49 PM, said:
Problems
- 1999 TC: Invisible bullet-proof objects in "The Wash"
-> Issue that needs to be fixed in the map. Occurs in DOS Duke3D as well.
- A.Dream Trilogy (ladders not working)
-> Ladder works as of r9485.
- Castle Dukenstein: Dogs are hard to kill
-> Will probably need to be fixed in CON, dogs were hard to kill in very old eduke32 versions as well.
- Critical Mass (DNCM2: two elevators not working, r7470+)
-> Elevators work as of r9485.
- Grins of Divinity (ladders not working after r7432)
-> Ladders work as of r9485.
- Layre (chaptr1: beatable?)
-> Is beatable, but some issues found, see my previous posts.
- Lost Highway (sky issue in losthw03 "Toxic Gas")
-> A mapping error, easily fixed by changing the ceiling pal.
- Quest for Hussein (elevator transition issue with first/last map)
-> Issue fixed as of r9485.
- Savior of Alien Era (foreverp: unable to climb ladder? / blink1: potential softlock)
-> No ladder issue in foreverp, I found no potential softlock in blink1 playing it casually.
- The Gate (GATE306: shooting sprite platform not working/teleporter to SOS room not working)
-> The former is fixed with r9485, the latter will be fixed with upcoming patches (something above r9560).
- WGSpace (WGS4X: Broken elevator)
-> Elevator doesn't work in DOS either. Intentional?
Showstoppers
- Community Build Project: Blue keycard lock not working in CBP3
-> Intentional, not a bug. Need to hit stripper wallsprite.
- DukeVR (Pipebombs cannot be stacked in RED2, still works in r7470)
-> I submitted a Merge Request that could fix the pipebomb stacking in eduke32. Not fixed in any particular revision yet.
- Red Series (RED4: pipebombs won't fit through hole, r7470-7615/getting stuck in black room, r8659-8700)
-> The former is partially an eduke32 problem and partially a mapping bug, see below. For the latter I submitted a Merge Request to eduke32 that will fix the issue.
The pipebombs not fitting through the hole in Red4 occurs because pipebombs can normally not go through blocking walls. For some reason both the inner and the outer wall of this hole are blocking lines.
The problem can easily be fixed in the map by removing the blocking bit from the inner wall. This changes nothing about how the player clips with the hole itself, and allows the pipebomb to pass through.
The fact that the pipebomb was even able to pass through both blocking linedefs was a bug in updatesector() that was fixed in an eduke32 commit.
Edit: Also, midi music may still cause freezes on level transitions. TerminX is aware, and this will also be fixed in some future commit (r9600+ probably).
This post has been edited by Doom64hunter: 28 July 2021 - 12:21 AM
#1279 Posted 28 July 2021 - 02:02 AM
OK
OK after review/EDuke32 updates
Bugs:
Showstopper:
This post has been edited by NightFright: 28 July 2021 - 05:11 AM
#1280 Posted 28 July 2021 - 02:32 AM
Anyway, I promised a while ago that I will be testing further addons, when I get around testing some addons with latest EDuke32 build, I will be definitely letting you know and squish more bugs! Thanks Doom64hunter and the rest for finding a lot of bugs!
Also just remembered another thing in last level of 1999 episode. In one of the houses, there is a place that you could get temporary stuck if you wanted to grab that medkit, I barely managed to fit through the opening with the help of getting pushed by the door and then get unstuck after trying to exit the bathroom for a whole minute. I wonder how are things in the latest EDuke32 build, especially with the clipping changes. I am talking about the place in the screenshot below:
#1281 Posted 28 July 2021 - 03:27 AM
"Layre" fixes:
- Missing sounds are commented out. In the case of sound #420 (FAN1), fan1.wav was renamed to fan1snd.wav since actor name is also FAN1. I am not 100% sure if that fixed it.
- CHAPTR2: Seems the size of the underwater sector matches the surface one perfectly in the boss area. However, the SE7 transport sprite #288 for the underwater sector was not where it should be (needs to be at the exact same spot as on the surface). Relocating the sprite fixed the problem for me (kinda, the boss is still pretty large for that pool, but at least you can kill it). For the other map-related issues, I'll have to dig deeper later on.
"Lost Highway" fixes:
- LOSTHW03: Two critical sewer switches have their shade values lowered to 20
- LOSTHW03_ROR: Ceiling pal for sector 362 changed to 1
To update:
- Use the downloader script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack (13.3 MB) and download "layre.grp" + "losthighway.grp" from the repository
------------------
BTW, I am still not giving up on pushing WGet to be the only download option for all users since it would be so much easier for me to handle files instead of managing two repositories.
So, my request @ anyone not using Windows:
1) Please try to install WGet with one of the following tutorials for Linux - MacOS - FreeBSD
2) I don't know where this will be installed by default or how it works in general, but try to get it working from your EDuke32 installation dir and execute the following commands:
wget http://www.duke4.org/files/nightfright/eac/eac_install-base.txt wget http://www.duke4.org/files/nightfright/eac/eac_install-grp.txt wget -i eac_install-base.txt -p -nH --cut-dirs=3 --timestamping wget -i eac_install-grp.txt -p -nH --cut-dirs=3 --timestamping
I would appreciate any feedback you can provide.
This post has been edited by NightFright: 28 July 2021 - 06:17 AM
#1282 Posted 30 July 2021 - 02:06 AM
NightFright, on 28 July 2021 - 02:02 AM, said:
- Red Series (RED2: Crash when jumping down the hole and screen fades to black; RED4: pipebombs won't fit through hole, r7470-7615/getting stuck in black room *, r8659-8700 --> EDuke32 bugfix requested)
Some notes about these issues:
RED2: Crash when jumping down the hole and screen fades to black
This is a problem that occurs because of the midi playback stopping with the WindowsMME driver active, and can occur on any map that uses midi music (even the vanilla Duke3D ones).
We have been trying to find the source of the problem, but so far had no luck, even comparing it with other source ports that use the same Windows MME API. What's particularly frustrating is that it cannot be reproduced consistently.
As such, all maps are affected. The best way to avoid this freeze currently is to either use the OPL3 driver, or an SF2 synth soundfont. Or make sure to save just before you exit a map.
getting stuck in black room *, r8659-8700 --> EDuke32 bugfix requested
This is now fixed as of r9488.
RED4: pipebombs won't fit through hole
While the problem persists as of now, I would argue that it isn't a showstopper. The crack in the wall can still be blown up, see linked video below. It may be a bigger problem in other maps, but so far I haven't found any.
#1283 Posted 30 July 2021 - 07:36 AM
#1284 Posted 30 July 2021 - 09:52 AM
Doom64hunter, on 30 July 2021 - 02:06 AM, said:
Recalling a similar issue from the past, is it possible it happens when the midi loops? I remember when this (present-day) crash happened to me, it was right as the midi playing was about to loop back to start. Granted that was the only time it crashed for me, so it could just be coincidence.
#1285 Posted 30 July 2021 - 10:50 PM
Ninety-Six, on 30 July 2021 - 09:52 AM, said:
Hmm, maybe that is a midi problem too, but it's not the freeze I'm describing. What happens for me is that the code enters an infinite loop causing the game to freeze (not crash), and it always occurs when it tries to halt playback, which doesn't occur when looping the midi.
#1286 Posted 31 July 2021 - 03:01 PM
#1287 Posted 31 July 2021 - 09:32 PM
Ax 34noff, on 31 July 2021 - 03:01 PM, said:
Broken in Duke 1.5 as well. The author of the map tried to connect the viewscreen and the camera via wrong tags (there's only a single camera in the map). The camera would be pointing at a wall anyways, lol.
Additionally, in amasl203.map, there exists this series of mirrors which renders as a HOM effect in Polymost.
https://voidpoint.io...e32/-/issues/74
People have looked into it before, and it is not easy to resolve. A similar issue exists on the Kenbuild map NSNOAL.MAP.
(Sidenote, these American Assault levels are some of the lowest quality maps I have ever seen for Duke3D. Many are just square rooms attached to each other, and most maps are completely barren. Reminds me of 1994 Doom maps)
This post has been edited by Doom64hunter: 31 July 2021 - 09:37 PM
#1288 Posted 01 August 2021 - 05:28 AM
This post has been edited by NightFright: 01 August 2021 - 05:36 AM
#1289 Posted 01 August 2021 - 06:25 AM
#1290 Posted 01 August 2021 - 06:33 AM
Anyway, with the download script in place, we are one step closer for everyone to be able to compile their own favorites and only get those. That's why I am trying to make it work also for non-Windows users.
This post has been edited by NightFright: 01 August 2021 - 06:36 AM