World Tour EDuke32 Compatibility Stopgap "My package arrives."
#61 Posted 19 October 2016 - 06:00 AM
#62 Posted 19 October 2016 - 06:13 AM
#63 Posted 19 October 2016 - 09:47 AM
#64 Posted 19 October 2016 - 09:51 AM
The best thing is it's very easy to update it in the future. If new stopgap files get released with better WT support, you can just replace the cons/defs in the "worldtour" folder. You don't have to run the script again. That would only be necessary if World Tour files change. Then I would also provide new scripts, of course.
This post has been edited by NightFright: 19 October 2016 - 09:59 AM
#65 Posted 19 October 2016 - 10:07 AM
#66 Posted 19 October 2016 - 10:25 AM
*EDIT Oct 20*
The patch script release has received a minor update. Besides the script header looking nicer, I decided to restore e32wt.con file name (formerly named eduke.con) and let a new/different eduke.con load e32wt.con instead. This way, it'll be easier in the future to just update to newer stopgap files since you won't have to rename any file, just overwrite existing ones.
This post has been edited by NightFright: 20 October 2016 - 12:47 AM
#67 Posted 20 October 2016 - 04:38 AM
Fox, on 19 October 2016 - 06:00 AM, said:
Just for shits and giggles, I would be interested in a high level overview of what you had to do, to get that weapon working in eduke32.
This post has been edited by icecoldduke: 20 October 2016 - 04:38 AM
#68 Posted 20 October 2016 - 05:11 AM
#69 Posted 20 October 2016 - 07:02 AM
icecoldduke, on 20 October 2016 - 04:38 AM, said:
Adding another weapon isn't hard, I just use the Expander as a reference. The problem is how they coded the new weapon...
This post has been edited by Fox: 20 October 2016 - 07:04 AM
#70 Posted 20 October 2016 - 07:03 AM
Fox, on 20 October 2016 - 07:02 AM, said:
I'm just curious how bad they fucked up that's all . Consider it morbid curiosity.
#71 Posted 20 October 2016 - 08:03 AM
Fox, on 19 October 2016 - 06:00 AM, said:
I think that is how we feel about the entirety of World Tour.
#72 Posted 21 October 2016 - 12:38 AM
*EDIT*
BTW, if you want to play ep.5 without Incinerator and Firefly for the time being (until they work properly), you may try this code:
include e32wt.con onevent EVENT_SPAWN switch sprite[].picnum case 5134 case 5135 case 5180 killit break endswitch endevent
Load this in a custom con instead of e32wt.con and all Incinerator (+ ammo) pickups and Firefly enemies will be removed from the maps before you can see them. It's like they had never been there. Of course, this is only a workaround solution until we have support for these.
This post has been edited by NightFright: 21 October 2016 - 06:35 AM
#73 Posted 21 October 2016 - 06:30 AM
NightFright, on 21 October 2016 - 12:38 AM, said:
I remember when I finally reach the boss section of E5L7 and saw the boss, then I were like... "WTF?"
And I do except his attack should be long range, but its range actually so ****ing close...so I just keep some distances, killed him without lose any single of health...did their QA really test that shitty boss before? Or they just think those monsters spawned with the boss would be enough?...
#74 Posted 21 October 2016 - 07:53 AM
#75 Posted 21 October 2016 - 12:18 PM
#76 Posted 23 October 2016 - 10:57 AM
What's the progress on getting the few new things coded in to work with Eduke32?
#77 Posted 23 October 2016 - 11:02 AM
#78 Posted 23 October 2016 - 11:16 AM
Is anyone working on code for either the incernator, firefly or boss5?
#79 Posted 23 October 2016 - 12:21 PM
#80 Posted 23 October 2016 - 01:16 PM
Hendricks266, on 14 October 2016 - 01:27 AM, said:
A couple of normal maps were overlooked.
Simple fixes that I will handle when there is enough to warrant a new version.
Hendricks266, on 14 October 2016 - 01:27 AM, said:
This may require some stuff on the EDuke32 side to implement to my specifications (stuff that is also needed for the 64/TM mods), though I haven't looked at the endofgame command's internal operations to be sure. See above.
Hendricks266, on 14 October 2016 - 01:27 AM, said:
Fox stepped up to the plate though he shares my lack of enthusiasm. For the cleanest implementation, it would require a way to add new weapon slots from CONs, which is also desirable for Duke 64. More stuff on the to-do list.
Hendricks266, on 14 October 2016 - 01:27 AM, said:
I'm not interested in reverse engineering these, and I won't accept sloppy attempts into my package either.
Hendricks266, on 14 October 2016 - 01:27 AM, said:
This should be trivial, but I need a list of all objects that require implementation.
Hendricks266, on 14 October 2016 - 01:27 AM, said:
I just need to spend the time to make a statusbar.con.sample like the weapons.con.sample I made. Adding the armor box to that will be trivial.
I also noticed that the ammo counts are centered in the WT full statusbar, so I can't get away with just reproducing the mini-HUD.
#81 Posted 23 October 2016 - 02:16 PM
#83 Posted 23 October 2016 - 03:43 PM
NightFright, on 21 October 2016 - 12:18 PM, said:
Now that you've mentioned - yes, this sound fails to trigger most of the time. I completely forgot about this line (heard it only once, when I was playing Ep.5 for the first time), called my friend and he said the same - this particular soundbite doesn't trigger at all (he didn't even know it was here - he's stuck with old laptop with XP, so the compatibility stopgap is the only way he can play AWO - heard it only in a gameplay video on YT). Sorry for forgetting to mention that. Rest of the Duke's lines work fine (at least in next two levels).
There's another thing, but I'm not sure how and why it happens - sometimes when fireflies get shot (?), they are for a short moment surrounded by glitched black mess, like the transparent part of the sprite was glitching.
#84 Posted 23 October 2016 - 05:19 PM
#85 Posted 24 October 2016 - 08:18 AM
Fox, on 19 October 2016 - 06:00 AM, said:
It seems World Tour comes with several PDB files, which would come in handy if you're using IDA Pro. Load them, and use Hex-Rays to generate some pseudocode complete with function and variable names.
EDIT: Holy god, what a spaghettified mess this is. Tried disassembling it myself, and the code is nearly indecipherable. Some kind of obfuscation being used?
This post has been edited by Striker: 26 October 2016 - 06:50 PM
#87 Posted 01 November 2016 - 12:16 AM
#88 Posted 01 November 2016 - 04:56 AM
Since I heard many opinions that Polymer is more demanding, then the Gearbox renderer, I want a solution, why it's the opposite for me.
Btw. as much as I love this port, I pass until the fireflies and the incinerator work properly. For me, the incinerator is a great addition to the arsenal, I loved using it on Pigs and Enforcers, and other organic enemies too. Fireflies need more polishing, but their addition is fine to me as well, they however got somewhat abandoned after High Times. They look almost like an exclusive enemy to that level.
#89 Posted 01 November 2016 - 10:22 AM
RECOMMENDED:
OS: Windows 7/8/8.1/10 x64
Processor: Intel Core i3-530 (2*2930) or equivalent AMD Phenom x4 9850 (4*2500) or equivalent
Memory: 2048 MB RAM
Graphics: GeForce GT 610 (1024 MB) or equivalent Radeon HD 6850 (1024 MB) or equivalent
DirectX: Version 11
Storage: 1200 MB available space
Uses directX11 - probably not properly supported on your system
Even my system dipped below 75fps (75hz) under busy scenes
#90 Posted 01 November 2016 - 10:29 AM
This post has been edited by Nancsi: 01 November 2016 - 10:29 AM