Spiker, on 23 April 2016 - 11:54 PM, said:
That is on my list of bugs, surprisingly guys I don't have many more known bugs to fix. I want to clear my list but really soon I'm going to start working on the XB1 launcher to prepare for a binary release. I'm also feature complete I believe except for mirrors.
I have updated the PolymerNGPublic repository to P4 CL 141 which includes all the stuff I have posted thus far, and brings PolymerNG codebase up to Duke4 repository 20160412-5700. For the people who are using and running from the code, one of the new additions I have is the ability to run the different expansions and mods. If you look at this enum in game.cpp
enum DukeExpansionType { DUKE_EXPANSION_ATOMIC = 0, DUKE_EXPANSION_DC, DUKE_EXPANSION_VACATION, DUKE_EXPANSION_NW, DUKE_MOD_BLOODCM }; DukeExpansionType currentDukeExpansion = DUKE_EXPANSION_ATOMIC;
Switch the enum value accordingly to switch between the different expansions and Blood. So to run the different expansions, from the code(this does NOT represent the complexity of the final deployment system, this is just here because there is a lack of a deployment system at the moment; besides visual studio). To play "Duke it out in DC, Duke Vacation or Nuclear Winter, as it stands right now you need to have bought the Megaton edition. Copy your "addons" folder to "DukeNukem/DukeNukem/Assets/DukeData/"
If you want to play BloodCM, make a folder in the "DukeData" folder called "Mods", then make a folder inside of Mods called "bloodcm" and copy all the assets there. So your final path will look like "DukeNukem/DukeNukem/Assets/DukeData/mods/Bloodcm".
Then you should be able to switch the project configuration to "Release"(or debug if you want to dev), and hit run and deploy to the Xbox One if you have followed the config steps in the first post.
Before releasing binaries I will have a front end xml style launcher, that will work on the XB1 and Windows configurations.