[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1501 Posted 14 November 2021 - 02:53 PM
Can somebody check if killcity.map is made to be unbeatable on purpose?
#1502 Posted 14 November 2021 - 03:53 PM
#1503 Posted 14 November 2021 - 10:45 PM
#1504 Posted 17 November 2021 - 01:21 AM
You know in the first Secret Level of Ep3. You can access a secret which shows you a big combination with the "MEMORISE IT" message. Fist Marine found out that you are to use it in the next level, the first Temple Of Illusion. In the Starting Room, go Right and a wall panel will open, revealing a billion Switches.
Once you punched in the code, a wall with open behind you revealing a bunch of stuff, including a Nuke Button. So in the end, it just gives you access to a quick Level Skip. I don't know what Zaxtor intended to do with this as is it kinda underwhelming IMO >_>
Anyway, that's one more mystery solved !
Thanks to FistMarine again.
#1505 Posted 19 November 2021 - 02:51 PM
NightFright, on 17 October 2021 - 10:17 PM, said:
Speaking of:
- Red Series (RED4: pipebombs won't fit through hole, r7470-7615)
- The Gate (GATE306: teleporter to SOS room only working occasionally)
- DukeVR (Pipebombs cannot be stacked in RED2, still works in r7470)
- Oblivion: Several maps cannot be completed --> OOZ and OOZ2 can no longer be used as pseudo-elevators (https://voidpoint.io...32/-/issues/105)
- Red Series (RED2: Crash due to MIDI playback stopping with WinMME driver)
The OOZ and OOZ2 sprite issue, as well as the pipebomb stacking have been fixed.
GATE306 issue is also resolved.
The RED4 pipebomb problem still exists. The freeze in the last point can occur on any map that uses MIDI music.
#1506 Posted 23 November 2021 - 08:15 AM
Everything is confirmed beatable except:
- leohotel.map - shrinkulized Duke can't be teleported in current EDuke32 (see above)
- killcity.map - is it made to be unbeatable on purpose? Looks like a trollmap...
- I can't figure out how to beat bank.map, nukecity.map and one2zero.map. Can someone else here playtest them?
This post has been edited by Ax 34noff: 23 November 2021 - 08:17 AM
#1507 Posted 23 November 2021 - 08:54 AM
Ax 34noff, on 23 November 2021 - 08:15 AM, said:
Everything is confirmed beatable except:
- leohotel.map - shrinkulized Duke can't be teleported in current EDuke32 (see above)
- killcity.map - is it made to be unbeatable on purpose? Looks like a trollmap...
- I can't figure out how to beat bank.map, nukecity.map and one2zero.map. Can someone else here playtest them?
I've just played Bank.map and I beat it normally >_> What is your problem with it ?
I read earlier that you couldn't find the Yellow KeyCard. I found it. I don't know if it is my "previous official version of Add-on Compilation" or if you just missed it.
When you use the JetPack in the main street, you end up going into an apartment and then you're at a place with a fountain and a big Yellow Tunnel. Use your JetPack to go up to 2 Windows. Inside there is a Switch somewhere which opens a Door of some sort. You'll find the KeyCard guarded by a BattleLord.
#1508 Posted 23 November 2021 - 10:22 AM
TheDragonLiner, on 23 November 2021 - 08:54 AM, said:
I read earlier that you couldn't find the Yellow KeyCard. I found it. I don't know if it is my "previous official version of Add-on Compilation" or if you just missed it.
When you use the JetPack in the main street, you end up going into an apartment and then you're at a place with a fountain and a big Yellow Tunnel. Use your JetPack to go up to 2 Windows. Inside there is a Switch somewhere which opens a Door of some sort. You'll find the KeyCard guarded by a BattleLord.
I forgot i had a jetpack! Thank you, i'll try it again.
p.s. I wish we had such Urban Pack for Doom II
edit: bank.map done. Now nukecity.map and one2zero.map remain.
This post has been edited by Ax 34noff: 23 November 2021 - 12:07 PM
#1509 Posted 23 November 2021 - 10:17 PM
Regarding "Kill City": It is indeed not possible to finish this level without dying (there's no regular exit) and that's intended. Also mentioned in both text files (readme and walkthrough), actually. Back in the days when I had still organized this in episodes, I excluded this level because of that. Now since all maps can be loaded separately anyway, it's no longer a factor. Not sure what made me include it - probably for some comic relief because it's different from the rest. It's easy to skip now with the new user map menu structure, so no big deal.
This post has been edited by NightFright: 23 November 2021 - 10:52 PM
#1510 Posted 24 November 2021 - 07:54 AM
Ax 34noff, on 23 November 2021 - 10:22 AM, said:
What's your problem with these two maps ? You can't complete them or are they glitched ?
#1511 Posted 24 November 2021 - 08:53 AM
TheDragonLiner, on 24 November 2021 - 07:54 AM, said:
I have no idea how to beat them (as i already mentioned above), and i can't describe where exactly i'm stuck. I can upload saves though:
https://www.dropbox....eduke32.7z?dl=0 (these are for EDuke32 v9796)
This post has been edited by Ax 34noff: 24 November 2021 - 08:56 AM
#1512 Posted 24 November 2021 - 09:34 AM
Ax 34noff, on 24 November 2021 - 08:53 AM, said:
https://www.dropbox....eduke32.7z?dl=0 (these are for EDuke32 v9796)
Okay, then I'll try them myself tomorrow.
I prefer to try out with my own "previous official build" if you don't mind. This way, if there's anything that you described which don't happen to me, we'll have our answers ^^
#1513 Posted 24 November 2021 - 11:02 AM
ETPC, on 29 October 2021 - 03:11 PM, said:
repostin this because i'm still stuck here (have been busy and not had time to go back to it until now)
#1514 Posted 25 November 2021 - 02:59 AM
For "Nuke City", the ReadMe secifies that the "High Voltage" Door Switch is located just next to it, high in the air, you need to use the JetPack for it. Then later in the level, the Barrier just before the Colored Platforms can be destroyed (just in case you never thought about it) and then the Colored Platform Puzzle can be solved quite easily IF you go up to the Doors. Indeed they all have a Switch next to them, and having ONLY ONE pressed is enough to make a color combination have the path fully open.
No big deal in the end >_>
For "One to Zero", the Readme specifies that, once you have obtained the Blue KeyCard and entered the room, you must use the 2 PipeBombs you find inside in order to destroy a wall in the first Hanger and get a JetPack. Then you come back to that room and destroy the Fan in the ceiling. Use your JetPack to go up there. Then this is where you can easily get lost. Indeed no path seems to lead anywhere, and the only shaft cannot be passed because you can't crouch and fly at the same time.
HOWEVER, when you back track, you can find another path just next to the one you came from. From there you can proceed. Later you'll find a Red KeyCard in the "Stock" Area. You are to use it at the very beginning of the level.
You have to press 2 of the 4 Switches located above the Red Transparent Screen in the middle of the room. Then go back to the "Stock" Area.
Voili voilou.
#1515 Posted 27 November 2021 - 10:15 AM
TheDragonLiner, on 25 November 2021 - 02:59 AM, said:
I can't find blue keycard (while i already found 3 of 4 secrets)
Edit: played it a bit more, found 4th secret, still can't find blue keycard.
This post has been edited by Ax 34noff: 27 November 2021 - 10:18 AM
#1516 Posted 27 November 2021 - 10:43 AM
Ax 34noff, on 27 November 2021 - 10:15 AM, said:
Edit: played it a bit more, found 4th secret, still can't find blue keycard.
You follow the conveyor belt, then climb some stairs and turn Right to the "Elevator". Follow the corridor until you reach a room with many boxes. The KeyCard is located at the corner of the room opposite of where you come from.
This post has been edited by TheDragonLiner: 27 November 2021 - 10:43 AM
#1517 Posted 27 November 2021 - 01:04 PM
TheDragonLiner, on 27 November 2021 - 10:43 AM, said:
... until i reach locked gate.
#1518 Posted 28 November 2021 - 12:28 AM
Ax 34noff, on 27 November 2021 - 01:04 PM, said:
You are supposed to have done the Switch Puzzle before-hand. Just as you pick-up the Chaingun, there is a Screen with 2 Switches. Behind you, upward are 2 other Switches. The combination is Yep-Nope-Nope-Yep. That's in the "Hint" readme.
#1519 Posted 28 November 2021 - 06:48 AM
TheDragonLiner, on 28 November 2021 - 12:28 AM, said:
Thank You, i didn't notice them.
Edit:
So the only bugged map in Urban Pack is leohotel.map (see above), and it looks like a bug of EDuke32.
This post has been edited by Ax 34noff: 28 November 2021 - 07:11 AM
#1520 Posted 30 November 2021 - 11:18 PM
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 shakygrounds.grp from the repository
#1521 Posted 14 December 2021 - 03:50 PM
#1522 Posted 18 December 2021 - 01:59 AM
#1523 Posted 18 December 2021 - 02:22 AM
#1524 Posted 18 December 2021 - 01:44 PM
NightFright, on 18 December 2021 - 01:59 AM, said:
I use the 4.x beta. I think on these bugs still exist on engine, I guess.
This post has been edited by Nic-Usor: 18 December 2021 - 01:45 PM
#1525 Posted 19 December 2021 - 05:54 AM
Like, you use it, you hit an enemy, it leaves electric sparks for a while, and while these can hurt you, it NEVER seems to affect enemies >_> Apart from being an obstacle to them sometimes .... Is it normal ? Because it kinda makes the weapon feel frustrating to use, hence why I'm wondering if it's specific to the compilation or if it's always been that way ...
BTW, about Oblivion, thanks to Doom64Hunter and FistMarine, we know that there is a Secret in Episode 3's "Temple of Illusions II" which is impossible to reach because its door (or wall) doesn't have anything to make it open (no trigger, no actor ...).
I know that's no critical level progression but still, wanted to point out their discovery.
#1526 Posted 20 December 2021 - 10:13 AM
You can try experimenting with older EDuke32 builds or the version from 3.x release. If it doesn't work in any case, it might be a problem with mod code after all.
@Ninety-Six
Doesn't seem like something that's supposed to be like that. Does it behave the same way in the original release? And if not: What happens with different EDuke32 builds?
@TheDragonLiner
I remember Zero Hour weapons to be pretty shitty in general. Again, what you can try is the original release in combination with older EDuke32 builds and see if that changes anything.
#1527 Posted 20 December 2021 - 02:55 PM
This post has been edited by Nic-Usor: 20 December 2021 - 03:01 PM
#1528 Posted 20 December 2021 - 02:56 PM
Using "fusion.grp" as main game data file.
Using file "widescreen.dat" as game data.
Compiling: fusion.con (213708 bytes)
fusion.con:2197: warning: sound 261 already defined (hydro43.voc)
Found 1 warning(s), 0 error(s).
Relocated compiled code from 0x000004c5a4800100 to 0x000004c5a3c78100
Compiled 156320 bytes in 52ms
Initialized 96.0M cache
Loading "loadwide.def"
Warning: Failed including duke3d.def on line fusion.def:5
and eduke32.log for version 4.x:
Using "duke3d.grp" as main game data file.
Using "fusion.grp" as main game data file.
Compiling: scripts/fusion.con (276044 bytes)
Relocated compiled code from 0x000004073e800100 to 0x000004073fc00100
Compiled 183704 bytes in 64ms
Initialized 96.0M cache
Loading "scripts/fusionredux.def"
Warning: Failed including duke3d.def on line scripts/fusionredux.def:1
I hope I helped you with this.
This post has been edited by Nic-Usor: 20 December 2021 - 03:00 PM
#1529 Posted 20 December 2021 - 04:53 PM
NightFright, on 20 December 2021 - 10:13 AM, said:
Doesn't seem like something that's supposed to be like that. Does it behave the same way in the original release?
I'm unsure. I'm having difficulties getting the original to run under DOSBox.
This post has been edited by Ninety-Six: 20 December 2021 - 04:53 PM
#1530 Posted 26 December 2021 - 08:44 AM
I learned three interesting things.
1. The drones do do that in the original, but I'd argue that's still not intentional behavior.
2. The Octabrain spam attack is the original behavior.
3. I think there's a missing texture...?
In the DOS version there's this view through the wormhole. But in the compilation version it's just stars.