Forge, on 10 October 2023 - 07:02 AM, said:
as for pre-eduke32 tc's, there are tc's made with 1.3 that don't work with 1.4, let alone a port. I'm not playing the rabbit hole game and hunting them down to give you specific tc's. I ain't got time for that.
This brings up another question I have out of genuine curiosity: was there ever a tc that got a 1.3d-only release? I figured even back then it would really kill your mod's popularity not to have a 1.5 compatible version.
Either way, this wouldn't be a bug in EDuke32 but rather a categoric issue. Does EDuke32 support 1.3d GRPs and/or CONs? (I haven't tested this to know myself) If so, then 1.3d mods should work fine. If not, then 1.3d mods are not supported categorically. Meaning, this isn't a "bug" that needs to be "fixed". EDuke32 is just doing what it's designed to do.
Forge, on 10 October 2023 - 07:02 AM, said:
The quickest reference point would be to get the original release of this compilation and look at all the edits that were made that fixed game play issues.
I'd hazard a guess that most non-compatible issues stem from either bad mapping that the dos versions 'ignored', or exploiting bugs that eduke32 fixed.
I'd rather things just be left as a product of their time. Also, how many old mods have you played where you actually had a game breaking issue? I've uploaded a handful of playthroughs including
The Gate,
Secrets of the Acropolis, and
Last Reaction, using the original unpatched versions with the latest EDuke32 and never had an issue. Also, part of the fun of playing The Gate in particular is experiencing the final boss which is historically known to be broken.
Forge, on 10 October 2023 - 08:58 AM, said:
wrong question as far as this compilation is concerned.
the correct question is: Is there an Eduke32 snapshot that can run all the tc's in this compilation without game breaking issues?
I wasn't making a point one way or the other. I was literally just asking if you know of a pre EDuke32 mod that doesn't work.
NightFright, on 10 October 2023 - 09:27 AM, said:
That question came up already. As of now, it's unclear. Normally I'd say a snapshot from around 2016 or so should be safe. However, in the meantime some optimizations for newer builds have been made (such as the user maps menu) which will break with such old versions again. Code-heavy mods tend to break faster, but map-related bugs can be introduced at any point as well. It's pretty messy.
I think trying to accommodate for every edge case - especially collision detection changes - is a futile effort. I think the best you can do is ensure that every mod launches without crashing in EDuke32 and just wish the rest well.