[RELEASE] FM3X / Anarchy Village Episode by Fernando Márquez
#1 Posted 05 June 2015 - 11:26 AM
CGS release thread with download links
Megaton workshop single level releases
Fernando's OneDrive folder
(Repackaged for EDuke32 user's convenience)
This post has been edited by LeoD: 30 August 2016 - 12:49 PM
#2 Posted 07 June 2015 - 01:55 AM
MSandt said:
I think this is/was unintended. I came across this once when playing AMC TC, but attributed it to AMC overriding cheats back then. (AFAIK it doesn't do that, though.) Now, entering cheats the old-fashioned way works for me, both in vanilla and AMC TC.
#3 Posted 08 June 2015 - 02:48 AM
This post has been edited by sergey808a: 08 June 2015 - 02:54 AM
#4 Posted 11 June 2015 - 02:41 AM
#5 Posted 12 June 2015 - 03:25 AM
Also I'm all for the "keep it classic" thing myself, but it this day and age it would have been cool to have an EDuke32 compatible version right of. Having 5 different ways to run the game in DOS but none in EDuke32 feels kinda like overdoing it honestly. Well, I didn't have to do much, just make my own autload folder, rename the con files themselves as well as their names inside the game.com (in "include xxx.con" at the start), but not everyone would know how to do that.
Enough bitching about the installation, I'm playing the first map of the new episode (I know all the other episodes) and I'm enjoying it so far.
This post has been edited by MetHy: 12 June 2015 - 03:51 AM
#6 Posted 13 June 2015 - 06:12 AM
After all this time and the tons of maps you've made you're still designing "fuck you"s to the player, such as explosions in your face, dmg that can't be avoided from falls and other kind of traps.
It just keeps happening here and there and it ruins the fun every time. In Boiler Cliff I just went down a stream of hot lava, in which I had to go quickly because of the lack of boots, only to arrive to a "safe" ground at the end of the stream and die because it turned out to be a trimpbomb+explosion trap... My last save was at least 5 mins earlier, before the BLord fight, so now I only feel like doing something else, which is a shame because I was enjoying it so far.
I have patience when it comes to finding my way around a map, or solving a puzzle, or dying in a fight, but I have no patience for deadly traps. I don't understand why people insist in taking the fun out of their own maps when making these.
This post has been edited by MetHy: 13 June 2015 - 06:14 AM
#7 Posted 13 June 2015 - 03:08 PM
MetHy, on 12 June 2015 - 03:25 AM, said:
Well, I will update FM2X in my addon pack with this one, and I'll see to it that it will work flawlessly with EDuke32 then, you got my word on it. Seems that Fernando took care of most of the issues I had fixed by myself in his maps back then, so I guess I won't have to mess with them any more.
This post has been edited by NightFright: 13 June 2015 - 03:09 PM
#8 Posted 14 June 2015 - 01:41 AM
#9 Posted 23 June 2015 - 06:33 AM
On a side note, does anybody know why the Dukematch episode is actually commented out in fm3xuser.con? It was promoted as a main feature of the new release, but apparently it's not directly accessible (I know it's not supposed to be played in SP, but with even the level names and music defs commented out, those levels won't be properly labelled if run from the user maps menu).
This post has been edited by NightFright: 23 June 2015 - 06:42 AM
#10 Posted 23 June 2015 - 11:37 AM
#11 Posted 23 June 2015 - 03:33 PM
I have 'ungrouped' the 'Atomic' version of FM3X into a zip file, and enabled/moved the "Dukematch Bonus" episode over the empty "The Uprising" episode for easier access and better DukePlus compatibility.
To play, simply drop this pack into your autoload folder, or start EDuke32 using the "-g FM3X_eduke32.zip" command line parameter.
Download from the Other Stuff section of Post #1 in "my" thread.
This post has been edited by LeoD: 15 September 2015 - 09:12 AM
#12 Posted 24 June 2015 - 01:53 AM
#13 Posted 24 June 2015 - 07:39 AM
#14 Posted 28 June 2015 - 01:18 AM
Helixhorned, on 07 June 2015 - 01:55 AM, said:
About this again (sorry for hijacking this thread).
I noticed that the "are we currently typing a cheat" status is not reset as early as possible under certain circumstances. Example:
- Type "DN".
- Move around a bit:
-- forward, back, strafe left/right: succeeds (for me, they're bound to right mouse button, KP., KP4/KP8, respectively.)
-- jump (for me: KP5): fails [at this point we can conjecture that EDuke32 is expected to see a cheat!]
- Type "KROZ": god mode is enbabled!
Duke3D appears to reset the status on moving using keys. I consider this a bug, but it happens even with r4000, and I didn't go further back.