World Tour EDuke32 Compatibility Stopgap "My package arrives."
#301 Posted 29 April 2021 - 11:19 PM
#302 Posted 15 May 2021 - 03:52 PM
Example: The cinema entrance in E1L1 has the "Biker Bimbos" display lit in yellow colors, the "Cinema" neon sign illuminates the walls in red. My assumption is these tiles would always behave like that in WT, wherever they are placed.
#303 Posted 24 May 2021 - 03:57 PM
This post has been edited by Avenger: 24 May 2021 - 03:58 PM
#304 Posted 24 May 2021 - 04:04 PM
#305 Posted 24 May 2021 - 10:03 PM
Avenger, on 24 May 2021 - 03:57 PM, said:
It's still accurate, as far as I can tell.
That being said, you'll note that post was edited just over a year ago when the incinerator (and thus the new enemy attacks) was finally supported. Admins can edit those old posts.
#306 Posted 24 May 2021 - 10:36 PM
Mark, on 24 May 2021 - 04:04 PM, said:
As i already wrote, what is curious is that:
The Battlelord, on 29 April 2021 - 10:15 PM, said:
Just avoid Alien World Order episode, as maps are broken if you plan to use them without the Stopgap (or E5L1 is broken at least).
The weird part is that WT came out in 2016 but, eduke32's revisions even older than 2016 ones, will use WT lights as well, so it really depend on the engine or the maps?
This post has been edited by The Battlelord: 24 May 2021 - 10:42 PM
#307 Posted 25 May 2021 - 05:35 PM
Ninety-Six, on 24 May 2021 - 10:03 PM, said:
That being said, you'll note that post was edited just over a year ago when the incinerator (and thus the new enemy attacks) was finally supported. Admins can edit those old posts.
Well, that's disappointing.
I’m starting to wonder if hendricks has ever actually finished any project? They all seem to be in various states of unfinished...
#308 Posted 25 May 2021 - 06:13 PM
The Battlelord, on 24 May 2021 - 10:36 PM, said:
The WT maps were done in Mapster32. The maps themselves have data for dynamic lights embedded in them (compare the file sizes of the WT and Atomic Edition versions of the maps, you'll find the WT version consistently larger)
#309 Posted 26 May 2021 - 12:39 AM
Phredreeke, on 25 May 2021 - 06:13 PM, said:
The WT maps were done in Mapster32. The maps themselves have data for dynamic lights embedded in them (compare the file sizes of the WT and Atomic Edition versions of the maps, you'll find the WT version consistently larger)
It would just be nice to have something in a complete state just like how World Tour shipped.
Same thing could be said for Ion Maiden, etc.
No need to hop on the offensive. Just my opinion.
#310 Posted 26 May 2021 - 02:01 AM
Avenger, on 26 May 2021 - 12:39 AM, said:
Hmm, idk what you mean as "complete state", let's call it Duke 3D "remake" for a moment, this "remake" came out in 2016 and nothig has been fixed (except the price lol) compared to Atomic Edition, same bugs and worst Duke voice, it lacks of expansions and bonus/extras (unlke Megaton Edition that has been removed...), some nice features like the " hit-scan only" and many other stuff to put in a huge list that i won't even bother to repeat again.
Anyway, everything has a starting point, Duke 3D itself has been updated during the years (1.3d, 1.4, 1.5) "The Birth" episode was included later.
I'm just amazed and so grateful that after so many years, some old users still around here, releasing fantastic stuff in their spare time.
About WT, it works better on eduke32 with the Stopgap, than by launching it on Steam, imho.
This post has been edited by The Battlelord: 26 May 2021 - 02:18 AM
#311 Posted 27 May 2021 - 02:46 AM
The Battlelord, on 26 May 2021 - 02:01 AM, said:
Anyway, everything has a starting point, Duke 3D itself has been updated during the years (1.3d, 1.4, 1.5) "The Birth" episode was included later.
I'm just amazed and so grateful that after so many years, some old users still around here, releasing fantastic stuff in their spare time.
About WT, it works better on eduke32 with the Stopgap, than by launching it on Steam, imho.
I agree and no need to force install a cancerous steam spy client as well which is why I figured it would be nice to have an alternate complete way to play the game.
I figured that within 5 years that wasn't a lot to ask.
#312 Posted 27 May 2021 - 07:06 AM
#313 Posted 28 May 2021 - 06:16 AM
This post has been edited by Player Lin: 28 May 2021 - 06:19 AM
#314 Posted 28 May 2021 - 10:59 AM
The Battlelord, on 24 May 2021 - 10:36 PM, said:
They basically copied how everything already worked in EDuke32, so there was some natural level of compatibility already there.
#315 Posted 06 June 2021 - 02:03 PM
This post has been edited by Jamesfff: 06 June 2021 - 02:03 PM
#316 Posted 06 June 2021 - 02:07 PM
This post has been edited by Phredreeke: 06 June 2021 - 02:07 PM
#317 Posted 06 June 2021 - 05:49 PM
include duke3d_voxels.def
And yes, for voxels to work you need to use polymost.
#318 Posted 06 June 2021 - 08:28 PM
jkas789, on 06 June 2021 - 05:49 PM, said:
or classic.
It's odd that they wouldn't run in Polymer...
#319 Posted 10 June 2021 - 10:51 AM
#320 Posted 10 June 2021 - 11:07 AM
Jimmy, on 10 June 2021 - 10:51 AM, said:
Fair enough, makes sense.
A shame about Polymer. Even if it was a resource-guzzling fatass, when the lighting is used properly it can make some good looking stuff. Of course, I'm a very biased person in this regard since I am an absolute sucker for fancy lighting. Some parts of AWO actually look fantastic with the fancy renderer (the streets of Moscow come to mind).
#322 Posted 10 June 2021 - 10:13 PM
#323 Posted 18 May 2022 - 11:13 AM
#324 Posted 05 January 2023 - 07:54 PM
include duke3d.def
Insert this at the beginning of e32wt.def, save it and autoload content should work again.
Side note:
The real culprit is the grpinfo here since it always uses the specified def file as main def, i.e. replacing duke3d.def, which is normally the one being loaded automatically. If the def stated in the grpinfo doesn't include duke3d.def, it's going to be ignored.
This post has been edited by NightFright: 05 January 2023 - 07:58 PM
#325 Posted 25 October 2023 - 06:47 PM
"Required game data was not found. A valid copy of 'e32wt.grp' or other compatible data is needed to run EDuke32.
You must copy 'e32wt.grp' to your game directory before continuing!"
Am I missing something super obvious?
I'm using this commit of eduke32.
Any help would be greatly appreciated.
#326 Posted 21 March 2024 - 10:40 PM
A few notes:
- Widescreen support has been added.
- Ammo numbers are centered.
- Alignments of a few inventory items have been adjusted. It can be undone by checking the comments in the code.
- The only thing I couldn't get working is statusbar scaling. That means regardless which scaling you use, its size will always be 100%.
How to use:
Add the two attached con files to your stopgap solution. Overwrite e32wt.con, then launch WT with the stopgap as usual. Check the mini HUD (make sure EDuke32 HUD isn't active), armor should be there.
*CHANGELOG:*
- Apr 19, 2024: Fix for ammo display when holding pipebomb detonator
- Apr 5, 2024: Minimize amount of required variables
- Apr 4, 2024: Prevent negative health values (switch to .last_extra)
- Apr 3, 2024: Small (possibly final) code efficiency update
- Apr 1, 2024: Upgraded to xdim-1/ydim-1 (draw correctly to whole screen)
- Mar 26, 2024: Small code efficiency update
Attached File(s)
-
e32wt_hud.zip (1.35K)
Number of downloads: 240
#327 Posted 21 March 2024 - 11:09 PM
NightFright, on 21 March 2024 - 10:40 PM, said:
A few notes:
- Widescreen support has been added.
- Ammo numbers are centered.
- Alignments of a few inventory items have been adjusted. It can be undone by checking the comments in the code.
- The only thing I couldn't get working is statusbar scaling. That means regardless which scaling you use, its size will always be 100%.
How to use:
Add the two attached con files to your stopgap solution. Overwrite e32wt.con, then launch WT with the stopgap as usual. Check the mini HUD (make sure EDuke32 HUD isn't active), armor should be there.
Thanks for the hard work mate!
I'm using your widescreen fixes mod. Would this conflict?
#328 Posted 21 March 2024 - 11:33 PM
#329 Posted 23 March 2024 - 12:46 PM
Hendricks266, on 14 October 2016 - 01:27 AM, said:
Hi. I'm new to modding and I'm trying to understand your Stopgap code.
I get these are new vars to configure new voice type and dev comments
Also I understand this block, well kind off...
???
This is self explanatory
I don't understand this...
This is for level functionality, without it some levels can't be completed.
I would be very grateful if you could explain what every block does exactly. Thanks.