World Tour EDuke32 Compatibility Stopgap "My package arrives."
#1 Posted 14 October 2016 - 01:27 AM
How to Use
Download the following:
1. Duke Nukem 3D: 20th Anniversary World Tour
2. EDuke32 - latest build
3. The Stopgap - latest release
4. (Optional) Uncensored Health Pickups Patch (also works in World Tour itself!)
Extract everything to your World Tour folder, usually "C:\Program Files (x86)\Steam\SteamApps\common\Duke Nukem 3D Twentieth Anniversary World Tour", or wherever you have installed the game.
This means that duke3d.grp, eduke32.exe, e32wt.con, tiles*.art, and more must all be in the same folder.
Then you can run EDuke32! Select Duke Nukem 3D: 20th Anniversary World Tour [Stopgap] in the startup window.
Other links:
Stopgap Project Git Repository
Settings configurable via the in-game console:
Option: New Duke voice acting. Use `setvar voice <value>` in the console to configure. 0 - 2016 voice, 1 - 1996 voice except during Episode 5, 2 - 1996 voice except new lines only
Option: Developer commentary. Use `setvar commentary <value>` in the console to configure. 0 - off, 1 - on, 2 - show but don't allow playback
[Polymer only] For the time being, normal maps only work with `r_pr_artmapping 0`, for the same reason texture filtering is incompatible with the artmapping feature.
As of EDuke32 r8791, the new weapons and enemies are fully implemented! Thanks to Nuke.YKT for reverse-engineering behaviors hard-coded into the WT exe.
Always bet on EDuke32.
#2 Posted 14 October 2016 - 01:28 AM
The Incinerator
The new enemies and their attacks
Breakable objects.
The episode 5 ending.
All of the World Tour CON files
8-bit parallax skies.
32-bit skyboxes.
Original VOC files.
Lee's new renders of the original music.
Polymer lighting added by the original mappers.
Widescreen weapons and status bar.
Normal maps for the original art. (For the time being, normal maps only work with r_pr_artmapping 0, for the same reason texture filtering is incompatible with the artmapping feature.)
New Duke voice acting. Use "setvar voice <value>" in the console to configure. 0 - 2016 voice, 1 - 1996 voice except during Episode 5, 2 - 1996 voice except new lines only
Developer commentary. Use "setvar commentary <value>" in the console to configure. 0 - off, 1 - on, 2 - show but don't allow playback
New touchplate settings: pal 2 is co-op only, and pal 3 is Dukematch-only. This is in addition to pal 1 being single-player only. Some Alien World Order maps cannot be completed in EDuke32 without my code to take care of this.
The new cstat bits used by World Tour to "ignore lighting and SSAO effects" are scrubbed so our engine doesn't interpret them using our meanings.
Still to-do:
Invert green channel of normal maps via def token
Classic mini-HUD armor box (workaround solution available here)
Status bar number positioning adjustments
RTS new voice support
Episode 5 credits
This post has been edited by NightFright: 22 March 2024 - 06:04 AM
#3 Posted 14 October 2016 - 01:53 AM
- Startup errors are gone. This is excellent!
- OGGs play without crashing the game.
- Commentary sprites are still shown ingame by default (at least for me).
- Incinerator/Firefly: Still malfunctioning (as stated in your description).
Not bad at all for a first patch! And I cannot tell you what a F***ING relief it is to play the new levels with proper controls and sound! xD
This post has been edited by NightFright: 14 October 2016 - 01:55 AM
#4 Posted 14 October 2016 - 02:03 AM
NightFright, on 14 October 2016 - 01:53 AM, said:
Maybe something is conflicting with your build. "setvar commentary 0" should hide and disable the feature, and "setvar commentary 1" should be fully working.
#6 Posted 14 October 2016 - 02:28 AM
I seem to have a glitch though, in the video settings, if I try to go for "fullscreen = no" I can't apply the setting (it gets blue-ed as if I didn't change anything). alt+enter doesn't seem to work either.
#7 Posted 14 October 2016 - 02:30 AM
#8 Posted 14 October 2016 - 02:36 AM
edit : no, depends on the resolution. My native screen is 1920*1080 but through the menu it won't let go 1440*990 windowed for some reasons. Anyway this isn't a big deal, just saying, can't even tell if the glitch is due to my computer.
Edit2 : I have to say that it's a pleasure to play with true widescreen, non fucked up sound quality, better mouse movement and using "setvoice var 2"
Edit 3:
Hendricks266, on 14 October 2016 - 01:27 AM, said:
All of the World Tour CONs, including the new enemy, boss, and minibosses.
What about full-on bosses ? This Overlord turned into a mini-boss in EDuke32
http://images.akamai...0C36855F256C91/
http://i101.photobuc...zps4dceu7g5.png
Edit 4: It also seems like both of these have the same HP value as full-on bosses. IIRC it takes about 5-6 RPG rockets to kill a mini-Overlord in World Tour, but a lot more here.
This post has been edited by MetHy: 14 October 2016 - 03:12 AM
#10 Posted 14 October 2016 - 03:25 AM
It seems that the only difference is that the big Overlord (left one in the 2 screenshots) doesn't have the right size, as it appears small too in EDuke32.
I got it wrong with the HP values, they are correct, I got confused because both ended up mini-sized. It's good to have the left Overlord appear big like in Wold Tour because it is a visual cue of the HP difference.
I'll make sure to test more toroughly before reporting anything else.
This post has been edited by MetHy: 14 October 2016 - 03:37 AM
#11 Posted 14 October 2016 - 03:50 AM
#12 Posted 14 October 2016 - 03:52 AM
Hendricks266, on 14 October 2016 - 02:03 AM, said:
After implementing your files properly, everything works as intended (besides the remaining issues you mentioned). It's already quite playable even without the Incinerator and Firefly working, so I guess it's time for an early replay of World Tour in EDuke32 tonight!
Two questions:
- Would you mind if I uploaded your WT patch as-is on the HRP website, together with the r5899 snapshot (once everything works)?
- Did you intentionally not include the two normalmaps in TGA format (4228_n.tga and 4229_n.tga in textures\TILES016)?
PS: The commentary sounds seem to be a bit low-volume compared to the music and ingame sound. It's hard to understand what the guys are saying sometimes. Maybe it's due to my sound settings. Gotta check.
This post has been edited by NightFright: 14 October 2016 - 04:05 AM
#13 Posted 14 October 2016 - 03:56 AM
#14 Posted 14 October 2016 - 04:29 AM
Check the videos, you can see parts of the skies around some sprites depending on the angle (enemies, their projectile but also the fence at).
Edit : re-did the video in better quality:
https://youtu.be/ot4_F3fuiwY
This happens in Polymer but not in Classic.
What makes me think that it may be a mapping issue is that when I played in this very same area in World Tour, I kept seeing weird lines going all over the screen depending on the view angle and where you're looking at and where you're looking from. Here is a screenshot of it in World Tour (you can see the line in the middle of the screen that goes from the grey pillar in the middle to the Inv HUD part)
http://images.akamai...E159B7783BA1F9/
This post has been edited by MetHy: 14 October 2016 - 04:39 AM
#15 Posted 14 October 2016 - 04:55 AM
This post has been edited by NightFright: 14 October 2016 - 04:56 AM
#16 Posted 14 October 2016 - 05:15 AM
#17 Posted 14 October 2016 - 05:20 AM
Options > Display Setup > Polymer Setup > Dynamic Lights: OFF
#19 Posted 14 October 2016 - 05:30 AM
Anyway here is a test video in Mirrage Barrage for those of you who don't have time to test it yourself yet.
No autoaim, setvar voice 2, polymer.
Used guns from previous map carried over and died stupidly at the end, not full playthrough
This post has been edited by MetHy: 14 October 2016 - 05:39 AM
#20 Posted 14 October 2016 - 06:15 AM
This post has been edited by NightFright: 14 October 2016 - 06:24 AM
#21 Posted 14 October 2016 - 06:23 AM
Same for the one in Prima Arena.
This post has been edited by MetHy: 14 October 2016 - 07:36 AM
#23 Posted 14 October 2016 - 06:58 AM
NightFright, on 14 October 2016 - 06:15 AM, said:
Gotta give credit where it's due, no one here ever thought to make 8-bit normals for the original art. That sentence even sounds outrageous now, but it works and is a nice mix with the classic pixel art and the "new" dynamic lights.
#24 Posted 14 October 2016 - 07:01 AM
This post has been edited by NightFright: 14 October 2016 - 07:02 AM
#25 Posted 14 October 2016 - 07:08 AM
#26 Posted 14 October 2016 - 07:18 AM
I really haven't noticed any other issue so far, it's mostly just the missing Incinerator and Firefly at this point.
#27 Posted 14 October 2016 - 07:38 AM
Drek, on 14 October 2016 - 06:58 AM, said:
It was tried when Polymer first came out.
#28 Posted 14 October 2016 - 08:13 AM
#29 Posted 14 October 2016 - 08:16 AM
Hendricks266, on 14 October 2016 - 01:27 AM, said:
All of the World Tour CONs, including the new enemy, boss, and minibosses.
[...]
Known issues:
The Firefly and BOSS5 don't have any of the new projectiles.
Unless I'm mistaken, BOSS5's main attack uses EXPLOSION2 (#1890 and on), but it doesn't appear here, is this something you're aware of?
Meanwhile, Prima Arena played in EDuke32:
#30 Posted 14 October 2016 - 08:17 AM
Tea Monster, on 14 October 2016 - 07:38 AM, said:
I didn't know that.
HMNuke93, on 14 October 2016 - 08:13 AM, said:
That's a known Polymer issue, only one parallaxed sky texture per map is used.