EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4891 Posted 30 September 2014 - 12:16 PM
By the way, the slimer not being affected by quick kick in 1.3D appears to be another bug caused by the last minute changes to quick kick. The 1.0/1.1 style kick would have killed a slimer. We are not purposely adding bugs to reflect the behavior of one version of duke3d.exe when there were 4 more official versions (1.0, 1.1, 1.4, 1.5) that have no such bugs.
#4892 Posted 30 September 2014 - 12:33 PM
I've never used ZDoom, but thinking of all the fixes done to EDuke over the years and imagining a list of them in a menu gives me a headache... I can only imagine this ZDoom menu looks much the same as what I see in my head right now.
#4894 Posted 30 September 2014 - 12:41 PM
MetHy, on 30 September 2014 - 10:52 AM, said:
It indisputably is. The requests to bring back the buggy behavior are in the spirit of holding Tilde and LCtrl with your left hand and pumping your wang with your right. That's not the spirit that gets features added.
#4895 Posted 30 September 2014 - 01:02 PM
I don't see what's wrong with having the option of playing 1.3 the way it does play. I don't even care whether those things were glitches or not, all I know is that it's how it is in the original 1.3 game and that it's not how it is in EDuke32 using that same GRP. Both the double feet and the slimer killing have a huge impact on gameplay and were part of the game for the hundreds of thousands of people who played it before sourceports were a thing.
Also the menu comparison is exaggerated, I wasn't asking to put "every feature EDuke32 added", just two features that were in the orignial game.
Edit : BTW I'd be totally fine if that sub-menu giving the option to turn on/off those 2 things only appeared when using an 1.3 GRP (though in this case, they should be on by default...).
While you're at it, you can put the option to activate tougher custom palette Pigcops as well with 1.3, so that's 3 things though this matters a lot less since it only concerns some 1.3-only usermaps.
I say having accurate gameplay is an improvement, not a step back.
This post has been edited by MetHy: 30 September 2014 - 01:20 PM
#4897 Posted 30 September 2014 - 08:47 PM
brownfarted, on 30 September 2014 - 07:53 PM, said:
Introducting :
Shitkicker
Speaking of shit kicking! Methy what are you doing in Russia?
This post has been edited by Paul B: 30 September 2014 - 08:51 PM
#4898 Posted 01 October 2014 - 12:10 AM
Speaking of Cvars and old glitches, I remember you guys fixed an issue where using the slot 0 foot was supposed to slow you down whilst firing but didn't. If I remember right it was a bug in V1.5 where you moved normally and other versions had you move slowly. Any idea what I'm talking about? because if there are Cvars, being able to disable that would be nice.
#4899 Posted 01 October 2014 - 09:33 PM
#4900 Posted 03 October 2014 - 02:59 AM
Jblade, on 01 October 2014 - 12:10 AM, said:
Yes because anyone can program a sourceport.
When making a sourceport so widespread you have the responsability of a part of the legacy of the game, and that includes gameplay accuracy of the original game, there should be no place for opinion on what part of the gameplay makes it in or not. People who want to relive 1.3 will be wronged by EDuke32.
#4901 Posted 03 October 2014 - 03:53 AM
#4902 Posted 03 October 2014 - 04:07 AM
#4903 Posted 03 October 2014 - 04:26 AM
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Come on dude, you know that's not what I'm saying - It's implied when I said 'by the nature of the beast' Any potential coder could come and create a new sourceport using the existing code, it's just TerminX and company are the only guys who like Duke enough to do that. There are others but Megaton's existence has taken a large chunk of their reason to exist (ie functioning multiplayer)
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I really really think you're going a bit too overboard here...2 single glitches do not in any way represent a wrongdoing on TX and co's part towards V1.3D players. I never used the dual kick exploit and I never cared about kicking slimers off my face (because they're a worthless enemy in any case) I started playing Duke on the PC in V1.3D in DOS, and I played it for a long time before I got my hands on the atomic edition. I think there's attention to detail and then there's slavish recreation of old bugs/glitches.
Finally, and I know you don't mean it personally, but when you get passionate about something and argue the way you are now you're pretty much guaranteeing that they'll never add what you're asking for. Most of the Eduke guys are family men with young children and jobs, I feel pretty safe saying when they see someone coming across as aggressive (I'm not saying you're intending to be unpleasant or aggressive, I think you're just passionate about keeping the original gameplay) about an old glitch not carried over they are not gonna feel compelled to spend time adding it in for you.
EDIT: also one last thing to keep in mind...what you're asking for is doable in CON code. Maybe if you ask one of the communities' CON coders for a mutator or something they might oblige you (I don't have the time I'm afraid though) That's much more likely to occur than having those things hardcoded into the exe.
This post has been edited by Jblade: 03 October 2014 - 04:30 AM
#4904 Posted 03 October 2014 - 04:40 AM
MetHy, on 03 October 2014 - 02:59 AM, said:
When making a sourceport so widespread you have the responsability of a part of the legacy of the game, and that includes gameplay accuracy of the original game, there should be no place for opinion on what part of the gameplay makes it in or not. People who want to relive 1.3 will be wronged by EDuke32.
Speaking of opinions, start a poll to try and find out how many or few people even give a crap about this bug being put back in.
This post has been edited by Mark.: 03 October 2014 - 04:41 AM
#4906 Posted 03 October 2014 - 04:57 AM
Jblade, on 03 October 2014 - 04:26 AM, said:
I really really think you're going a bit too overboard here...2 single glitches do not in any way represent a wrongdoing on TX and co's part towards V1.3D players. I never used the dual kick exploit and I never cared about kicking slimers off my face (because they're a worthless enemy in any case) I started playing Duke on the PC in V1.3D in DOS, and I played it for a long time before I got my hands on the atomic edition. I think there's attention to detail and then there's slavish recreation of old bugs/glitches.
Finally, and I know you don't mean it personally, but when you get passionate about something and argue the way you are now you're pretty much guaranteeing that they'll never add what you're asking for. Most of the Eduke guys are family men with young children and jobs, I feel pretty safe saying when they see someone coming across as aggressive (I'm not saying you're intending to be unpleasant or aggressive, I think you're just passionate about keeping the original gameplay) about an old glitch not carried over they are not gonna feel compelled to spend time adding it in for you.
EDIT: also one last thing to keep in mind...what you're asking for is doable in CON code. Maybe if you ask one of the communities' CON coders for a mutator or something they might oblige you (I don't have the time I'm afraid though) That's much more likely to occur than having those things hardcoded into the exe.
I don't know what any of this has to do with families and children. You're bringing this down to a personal level even though there was no need to because you are being offended that I am discussing the accuracy of EDuke32, which this thread is for.
As for the slimers, being unable to kick them and having to use a weapon in v1.3 is exactly what makes them non useless and more threatening enemies. Either it's going to take a couple of seconds to switch weapon and use the pistol against them, which means losing 10-20hp in the meantime, or using a strong weapon which in some cases might mean wasting ammo.
It can be a big deal on the long term and against many slimers. Alone it might seem not much, but coupled with other small things like being able to switch weapons faster in certain cases in EDuke32, the end result of all it becomes very different. This is why small things matter.
And for the con thing, I could probably do it myself, but that's not the point. It sounds ironical to have to use a custom con just so one can play the game like it should; and the difference between a custom con and the thing directly implemented in EDuke32 is that the majority of people wouldn't even know about the custom con.
MusicallyInspired, on 03 October 2014 - 04:42 AM, said:
If that's your answer then EDuke32 might as well not exist. Very constructive.
This post has been edited by MetHy: 03 October 2014 - 04:59 AM
#4907 Posted 03 October 2014 - 05:20 AM
MetHy, on 03 October 2014 - 04:57 AM, said:
Since it was patched out by 3DRealms and not the EDuke32 team, apparently the original designers disagree with that statement. A bug is a bug even if you like the results of it.
#4908 Posted 03 October 2014 - 05:57 AM
This post has been edited by MusicallyInspired: 03 October 2014 - 05:59 AM
#4909 Posted 03 October 2014 - 06:08 AM
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I'm not offended, what is with this forum and people jumping to bizarre conclusions? I'm not part of the dev team and I don't talk to them in anyway outside of forum posts here. I'm telling you that they do this shit in their free time, and TX and half of the team are married with kids (as far as I know) so why would they spend what precious free time they have adding in a feature recreating an old glitch for someone coming across as belligerent about it. It's probably the language gap but saying 1.3D players have been wronged by Eduke32 comes across as fairly extreme (and perhaps in turn my post came across as patronizing, which was not the intention and I'm sorry if it did) I say this as a 1.3D player myself (the very first IW was a 1.3D TC in an age where everybody else had long moved onto the atomic edition)
This post has been edited by Jblade: 03 October 2014 - 06:11 AM
#4910 Posted 05 October 2014 - 01:06 PM
In file included from build/src/util/generateicon.c:4:0: build/include/kplib.h: In function 'kzclose': build/include/kplib.h:40:1: error: implicit declaration of function 'MAYBE_FCLOSE_AND_NULL' [-Werror=implicit-function-declaration] static inline void kzclose(void) { MAYBE_FCLOSE_AND_NULL(kzfs.fil); } ^ cc1.exe: some warnings being treated as errors Failed building build/obj/generateicon.o from build/src/util/generateicon.c! make: *** [build/obj/generateicon.o] Error 1
#4911 Posted 05 October 2014 - 02:09 PM
#4912 Posted 16 October 2014 - 02:23 AM
I know this bug does is exist it just the first time iver ever happened in e1l1 the 18 oyears Ive been playing the official game levels
so if someone perfects this SoS glitch they could do some funny speedruns
This post has been edited by Stabs: 16 October 2014 - 02:23 AM
#4913 Posted 16 October 2014 - 08:41 PM
Stabs, on 16 October 2014 - 02:23 AM, said:
I know this bug does is exist it just the first time iver ever happened in e1l1 the 18 oyears Ive been playing the official game levels
so if someone perfects this SoS glitch they could do some funny speedruns
Lately I've been having the feeling that SoS teleporting glitches tend to happen easier than they should in EDuke32, though I can't prove it, but I often got teleported in ways I had never before.
#4914 Posted 16 October 2014 - 09:48 PM
Some bugs are a lot easier to perform than they normally would be.
eduke is similar to dos duke from what I remember, same success rate with clipping.
The only main difference we found with eduke when compared to DOS was this My link
I recall TX mentioning that eduke handled player being inside a -1 sector differently, outside of play area that is. I could remember it wrong. I recall it actually being some kind of an oddity in the original code that was fixed.
This only seems to apply in to underwater clipping, elsewhere this doesn't really happen.
Anyway, you still clip inside on all versions, the difference is that which one ends up killing you as well.
Duke is very VERY buggy by nature, once you start actually running the game, you will suddenly notice how absolutely broken the game is. Megaton just made things even easier.
Btw, you can also reach the red room trough the arcade with careful timing on movement and jumping in to the spotlight that rotates, you can also make it back to the arcade easily.
#4915 Posted 17 October 2014 - 03:48 AM
It was just such a weird bug, i swear if had a dollar for everytime ive dicked around in e1l1....
i shall dub it "the lotto bug"
#4916 Posted 22 October 2014 - 07:19 PM
#4917 Posted 26 October 2014 - 02:08 AM
When playing in polymost, sprites that are floor aligned and on the floor seem to flicker a LOT more (it used to happen but very rarely) when the player is in movement and looking at them. For example try map Storage Wars of Duke Hard (DH07.map), and look at the floor where the player starts while moving in polymost. I just compared with an older version (r4394) and that didn't happen.
This post has been edited by MetHy: 26 October 2014 - 02:09 AM