Duke4.net Forums: [RELEASE] EDuke32 Addon Compilation - Duke4.net Forums

Jump to content

  • 70 Pages +
  • « First
  • 68
  • 69
  • 70
  • You cannot start a new topic
  • You cannot reply to this topic

[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

User is offline   NightFright 

  • The Truth is in here

#2071

"WG Mega Pack" has been updated to latest version (v8.1).

To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download wgmega.grp from the EAC repository
0

#2072

Let's see if the magic of the last time, works again :teehee:

Here, other Duology (and a trilogy) proposals.

Another Attack trilogy (until an eventual 4,5,6 etc. at least) by Maarten van Oostrum
Woudrichem War, Weissensee, Down the Upstairs

Hollywood Holocaust Remake Duology by Bruno Lombard (A DukePlus version exist according description)
Street part, Part 2

Dark Duology (unofficial name) by Sanek (already included in one of the Space themed GRPs?)
Dark Seed, Dark Station (Not that clear if Dark Station is actually a sequel or prequel to Dark Seed though, so make two separated selectable episodes may be better)

Zykov Eddy Duology (unofficial name) by Zykov Eddy
Kill City, Octo Desperado

Duke Nukem For3ver Mini-Mod by StarCraftZerg
Duke Nukem For3ver, Duke Nukem For3ver Part 2

Puritan Alien Duology (unofficial name) by Puritan
Nostromo, Alien Resurrection

Romeobk Duology (unofficial name) by Romeobk
Stowaway, Exodus (However it appear to need some fixes, and Romeobk argues that Exodus isn't in its final state)

Vixens TC 1&2 by Charley Raj for Troy Studios, Vixen 2: Resurrection by porkblerg
Vixens, Vixens 2: Resurrection

Invasion Of Trequonia By Zaxtor (Oblivion spin-off starring Skyhv Knawvkiov the wolverine. And consequently part of the AMC lore)
Since it might be one of the most difficult to adapt, IF still work well as it is with the provided patch, I don't think there's need to modernize it for new snapshots.

The already mentioned Children & Ray Tracer duology Maia+Taygeta possibly.

Also, the "UnderTaker Series" quintalogy still exist in the repository? (Forever and One More Day, Day After Forever, Desert Complex, Brainwash Facility, Border Town) I don't see it there. Removed/renamed/incorporated?

This post has been edited by Fantinaikos: 30 January 2026 - 01:58 PM

0

User is offline   NightFright 

  • The Truth is in here

#2073

Errr... nope. I won't open a massive can of worms like that any more. Don't have that kind of time for a project like this on my hands any more. That I still do updates at all is already quite something. Either way: Thumbs up for the effort.
0

#2074

Edit: Nevermind for some reason I had an old version of the Addons Compilation lying around. The most recent one actually has that bug in Oblivion fixed.

Edit 2: To make this not a completely pointless post, I found another bug that can prevent the player from completing the game in Oblivion.

This was actually present in the original version too, but only with the final sphere boss fight. In the Addons Compilation version, all of the gems are affected. See the following code:

useractor notenemy BOSS_SLAYED_GEM 0
 fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
              ifcanseetarget
      {
        quote 162
        ifspawnedby BOSS_SLAYED_GEM
          {
            ifspritepal 10 { setvar SPD_BOSS1 1 }
            ifspritepal 11 { setvar SPD_BOSS2 1 }
            ifspritepal 12 { setvar SPD_BOSS3 1 }
            ifspritepal 13 { setvar SPD_BOSS4 1 }
            ifspritepal 14 { setvar SPD_BOSS5 1 }
            ifspritepal 15 { setvar SPD_BOSS6 1 }
            ifspritepal 16 { setvar SPD_BOSS7 1 }
            state getcode
          }
        else
          state quikget
      }

enda


This defines the 7 boss gems needed to fight the final boss of the map. The problem here is the `ifspawnedby BOSS_SLAYED_GEM` command.

Notice the description on the wiki: https://wiki.eduke32...iki/Ifspawnedby

Quote

If the actor wasn't spawned by any actor and was loaded by the map, the value takes his own tile number. This check no longer works properly after an actor has taken damage as the same memory location is reused to hold the tile number of whatever caused the damage. Therefore, this command is identical to ifwasweapon.


And that's precisely what can happen here. It's possible to accidentally hit the gem with a radius explosion, which will cause it to change the htowner and thus the `ifspawnedby` check will no longer return `true`. Thus one of the variables required to exit the room and fight the final boss will not be set.

This actually recently happened to me when playing Episode 4 for Devon's stream. The simplest way to fix this would be to remove the `ifspawnedby` check entirely, as it is not needed.

Edit 3: The reason the default Duke3D items are not affected by this, is that they are hardcoded to be unhittable by explosions. These custom items are not.

This actually also affects the blue gem that ends episode 1:
useractor notenemy CHAOS_GEM1 0
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
              ifcanseetarget
      {
        palfrom 62 -63 62 -61
        sound CHAOSPOWER
        ifspawnedby CHAOS_GEM1
         endofgame 52
          state getcode
        else
          state quikget
      }
enda



If you shoot it with an explosive weapon -- congrats, you can't end the episode anymore.

This post has been edited by Doom64hunter: 07 March 2026 - 07:42 AM

0

User is offline   NightFright 

  • The Truth is in here

#2075

No clue what to do about that. I've never been a con coding expert. I doubt many people out there would go through the ordeal to do a complete Oblivion playthrough at this point, so it's a miracle any sort of issue with it even gets reported.

What would the code have to look like in the end to be functional?
0

#2076

Quote

"WG Mega Pack" has been updated to latest version (v8.1).


It's at 8.2 at ModDB, but I don't see the changelog so I can't tell what is changed and if it's worth to replace it.

Quote

To make this not a completely pointless post, I found another bug that can prevent the player from completing the game in Oblivion.


Strange, Devon recently finished the entire Oblivion saga without running into this... I think he used the original version?



Also, very useful as walkthrough.

This post has been edited by Fantinaikos: 07 March 2026 - 10:02 AM

0

#2077

View PostNightFright, on 07 March 2026 - 09:24 AM, said:

No clue what to do about that. I've never been a con coding expert. I doubt many people out there would go through the ordeal to do a complete Oblivion playthrough at this point, so it's a miracle any sort of issue with it even gets reported.

What would the code have to look like in the end to be functional?

Just remove the `ifspawnedby` check in those cases, and remove the corresponding `else` block, i.e. it should always execute the content of the `ifspawnedby` block.

The check is vestigial -- it only exists because it was copied from the base Duke3D item definitions, but the only difference between states `getcode` and `quikget` is the multiplayer respawn indicator, which is completely irrelevant for Oblivion TC.

Also, The Legend of Devon on Youtube did a playthrough recently, and I did too, and we ran into exactly those issues. Us Oblivion crazies still exist :P

View PostFantinaikos, on 07 March 2026 - 09:54 AM, said:

Strange, Devon recently finished the entire Oblivion saga without running into this... I think he used the original version?



Also, very useful as walkthrough.


He used the original version, but the bug existed there as well as in the Addons Compilation version. You can see it happen in his last Episode 1 stream at 1:29:00

https://www.youtube....z-GhpRp2&t=5340

When the screen flashes green and the sound plays, he picked up the hidden item. But because he hit it with an explosion first, the game end doesn't trigger. He later redoes it on the same stream without firing a rocket, and then it works correctly.

This post has been edited by Doom64hunter: 07 March 2026 - 03:07 PM

1

User is offline   NightFright 

  • The Truth is in here

#2078

"WG Mega Pack" has been updated to latest version (v8.2).

To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download wgmega.grp from the EAC repository

And to confirm (for the Oblivion edit):
The changed code should look like this? (And there's nothing else that needs to be changed?)

useractor notenemy BOSS_SLAYED_GEM 0
 fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
              ifcanseetarget
                 {
                     quote 162
                     ifspritepal 10 { setvar SPD_BOSS1 1 }
                     ifspritepal 11 { setvar SPD_BOSS2 1 }
                     ifspritepal 12 { setvar SPD_BOSS3 1 }
                     ifspritepal 13 { setvar SPD_BOSS4 1 }
                     ifspritepal 14 { setvar SPD_BOSS5 1 }
                     ifspritepal 15 { setvar SPD_BOSS6 1 }
                     ifspritepal 16 { setvar SPD_BOSS7 1 }
                     state getcode
                 }
enda

0

#2079

View PostNightFright, on 07 March 2026 - 04:46 PM, said:

"WG Mega Pack" has been updated to latest version (v8.2).

To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download wgmega.grp from the EAC repository

And to confirm (for the Oblivion edit):
The changed code should look like this? (And there's nothing else that needs to be changed?)

useractor notenemy BOSS_SLAYED_GEM 0
 fall
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
              ifcanseetarget
                 {
                     quote 162
                     ifspritepal 10 { setvar SPD_BOSS1 1 }
                     ifspritepal 11 { setvar SPD_BOSS2 1 }
                     ifspritepal 12 { setvar SPD_BOSS3 1 }
                     ifspritepal 13 { setvar SPD_BOSS4 1 }
                     ifspritepal 14 { setvar SPD_BOSS5 1 }
                     ifspritepal 15 { setvar SPD_BOSS6 1 }
                     ifspritepal 16 { setvar SPD_BOSS7 1 }
                     state getcode
                 }
enda



Yep, that will fix the problem. And the following for the Chaos Gem:
useractor notenemy CHAOS_GEM1 0
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
              ifcanseetarget
      {
        palfrom 62 -63 62 -61
        sound CHAOSPOWER
        endofgame 52
        state getcode
      }
enda

2

User is offline   NightFright 

  • The Truth is in here

#2080

Oblivion has been updated to fix final boss fight (boss gems being hit by radius explosions). Thanks @ Doom64hunter!

To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download oblivion.grp from the EAC repository
0

#2081

Guess what, I've got another Oblivion TC bug. The mushrooms are missing.

This one was introduced when Episode 4 was released, but used to work with earlier versions:

useractor notenemy MUSHROOM 0

  ifaction 0
  ifhitweapon
   sound SQUISHED
     state checksmushroomhitstate

enda


There are supposed to be mushroom sprites in E1L4 to guide you through the map. However, Zaxtor broke them at some point by adding the "sound" command here, leading to them all getting destroyed on map load.

To fix them, you need to add brackets as follows:

useractor notenemy MUSHROOM 0

  ifaction 0
  ifhitweapon
  {
     sound SQUISHED
     state checksmushroomhitstate
  }
enda


They also appear in two Episode 2 maps, but are otherwise not present in Episode 3 and 4, hence why he probably missed it.
2

User is offline   NightFright 

  • The Truth is in here

#2082

Oblivion has been updated to fix the mushroom actor (removed during level loading). Thanks again @ Doom64hunter!

To update:
- Method #1: Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat)
- Method #2: Get the updated EAC Base Pack and download oblivion.grp from the EAC repository
1

Share this topic:


  • 70 Pages +
  • « First
  • 68
  • 69
  • 70
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options