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Old 12-14-2005, 01:47 PM   #1
ProAsm

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ProAsm\'s updates
Duke3dw v2.8 update.

Fixed problem with Parkars hands after Turret fix.
Added Medkit fix option to [Controls] MedkitFix = 1
Added extra game info to Save/Load menus.
Fixed Hud adjust if Duke3dw.grp is removed.
Fixed Usermap skill = 0 when /s is omitted in commandline.

http://www.proasm.com/files/Duke3dw_v28.zip

Also, the TC's below have so far been updated for JF's latest release.

DoomDuke
Grune
Platoon
Shock System
Victimized
The Gate

I've recently acquired several TC's that I've never seen before, some still only half done.
As soon as these are suitably converted for JFDuke, I'll post them here also.
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Old 12-14-2005, 02:42 PM   #2
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Re: ProAsm\'s updates
Excellent! Thank you ProAsm!
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Old 12-15-2005, 04:43 PM   #3
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Re: ProAsm\'s updates
Quote:
ProAsm said:
Fixed problem with Parkars hands after Turret fix.

Never noticed that problem before, but after all those reports, just out of curiosity checked it in eDuke32. And to my surprise found that it also have "hands bug" . It differ from your previous version bug (see screenshot). By the way, using last (Duke3dw v2.8) version I get same result.
Attached Images
File Type: jpg 1005631-Hands.jpg (22.6 KB, 76 views)
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Old 12-16-2005, 12:19 AM   #4
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Re: ProAsm\'s updates
Quote:
By the way, using last (Duke3dw v2.8) version I get same result.
No matter what I do or try I do not get it with 2.8
The bug also causes the Devistators left barrel to be non existant, and the hands to swap when throwing a handbomb which is now also fixed.
I test it with DNSTUFF, maybe an actual pickup might be different as I have not checked that.
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Old 12-16-2005, 05:11 AM   #5
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Re: ProAsm\'s updates
Quote:
ProAsm said:
No matter what I do or try I do not get it with 2.8
The bug also causes the Devistators left barrel to be non existant, and the hands to swap when throwing a handbomb which is now also fixed.
I test it with DNSTUFF, maybe an actual pickup might be different as I have not checked that.
I have no Devastators bug, just one hand in wrong position. Pehaps something wrong with my installation or cfg.
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Old 12-16-2005, 06:18 AM   #6
Parkar

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Re: ProAsm\'s updates
Not sure how you fixed the problem but the reason it happens is that the verticaly flipped offset affects the hands as well. Old version even had diferent code for md3 and md2 so with the old code a md2 and md3 with the same offset would be offset diferently.

Basicaly just changeing the def files should work for now. I would expect this to change when JonoF goes over the whole HUD models.
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Old 12-16-2005, 01:54 PM   #7
ProAsm

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Re: ProAsm\'s updates
Parkar, all I did was look for the textures and it fixed everything, see attached.
Code:
    // Parkar: Moved up to be able to use k0 for the y-flipping code
    k0 = tspr->z;
    if (globalorientation&128)                                       // wyyz
       {
       if (tspr->picnum >2349 && tspr->picnum < 2365)
	       k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<2);
	   else
	       k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<1);
	   }
This is what the devistator looked like before the fix.

Attached Files
File Type: zip 1006163-mdsprite.zip (17.4 KB, 21 views)
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Old 12-16-2005, 04:17 PM   #8
TerminX

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Re: ProAsm\'s updates
Quote:
ProAsm said:
Parkar, all I did was look for the textures and it fixed everything, see attached.
Code:
    // Parkar: Moved up to be able to use k0 for the y-flipping code
    k0 = tspr->z;
    if (globalorientation&128)                                       // wyyz
       {
       if (tspr->picnum >2349 && tspr->picnum < 2365)
	       k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<2);
	   else
	       k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<1);
	   }
This is what the devistator looked like before the fix.


That is the worst "fix" I have ever seen in my life. Why on earth would you cram Duke3D specific hacks that rely on specific tile numbers directly into the engine?
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Old 12-17-2005, 12:55 AM   #9
ProAsm

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Re: ProAsm\'s updates
Quote:
That is the worst "fix" I have ever seen in my life. Why on earth would you cram Duke3D specific hacks that rely on specific tile numbers directly into the engine?
LOL, its just temp as I needed something in a hurry, but it does the trick
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Old 12-18-2005, 08:34 AM   #10
ProAsm

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Re: ProAsm\'s updates
The following Total Conversions / Addons have now been re-done for the latest JFDuke3d and added to the TC section, go check em out.
We even have a JJDuke by JonoF

Alien Invasion
Alienz
Axtion
Complex
Duke 1999
Duke it out in Birmingham
Duke it out in Canada
Duke it out in Los Angeles
Duken Stein
Duke Tourney
Duke3d Forever
Final Battle
Fusion
Grins of Divinity
Incubation
JJDuke
Last Reaction
Longhaul
Merc2
Mssp2
Murder
Orbital 2
Pray Your Prayers
Saving Private Ryan
Speed Trax
Stevepak
Total Duke
Under World
When Scum Returns

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Old 10-17-2008, 11:47 AM   #11
Skulldog

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Re: ProAsm's updates
Duke3dw up to 4.0.0 Works good. Only needs the User maps thing inside the menu and that Multiplayer thing you did in SWP. Playduke multiplayer doesn't work with the dukehost.ini or the dukejoin.ini thing. It puts the -name after the -net so the name will not change. But with a batch file -name does work ok. I know this will take a while cause
you have other things you are working on,or have to do. Playduke and Playwang are so cool.
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Old 10-17-2008, 01:24 PM   #12
TerminX

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Re: ProAsm's updates
Nice job bumping a 3 year old thread...
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Old 10-17-2008, 06:41 PM   #13
eddym4814

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Re: ProAsm's updates
LOL, I just read this whole thread and it wasn't till I got to your post TerminX that I realized it was 3 years old. I've got to pay better attention to the starting dates.
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Old 10-17-2008, 07:46 PM   #14
Hendricks266
Re: ProAsm's updates
Duke3DW achieves its purpose, but I would rather stick with EDuke32.

*goes back to playing MOTHER3 translation*
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Old 10-17-2008, 07:47 PM   #15
Skulldog

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Re: ProAsm's updates
That is very funny. But i didn't know. What is really funny, I didn't even have to post this
becuase i had already talk to ProAsm about this. LOL and he already had it fix for me, sent me a copy of the beta and it works. He fix the playwang mutiplayer also. He will be updating it on his website Soon. Oh! it works with eduke32 also.
Last edited by Skulldog; 10-17-2008 at 07:49 PM.
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Old 10-17-2008, 08:22 PM   #16
The Commander

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Re: ProAsm's updates
Well, If you didnt have to post why did you post and bump a 3 year old thread...
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Old 10-18-2008, 12:32 AM   #17
supergoofy

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Re: ProAsm's updates
Many TCs have problems with EDuke32, but they run fine with Duke3dw. Thus having them both updated is the best thing.
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Old 10-18-2008, 01:01 AM   #18
TerminX

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Re: ProAsm's updates
Name one TC that doesn't work in EDuke32, please.
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Old 10-18-2008, 01:15 AM   #19
Another Duke Fan

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Re: ProAsm's updates
Layre.
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Old 10-18-2008, 01:17 AM   #20
TerminX

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Re: ProAsm's updates
I fixed Layre a while back, actually. The problem with Layre was that they had deleted the tile used for the console background (even though the console in EDuke32 is blacked out, a tile is still used.)



Next?

Edit: the midis in Layre make me kind of nostalgic for the days of cheap Geocities pages with background music...
Last edited by TerminX; 10-18-2008 at 01:33 AM.
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Old 10-18-2008, 02:05 AM   #21
Another Duke Fan

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Re: ProAsm's updates
Quote:
Originally Posted by TerminX View Post
Edit: the midis in Layre make me kind of nostalgic for the days of cheap Geocities pages with background music...
Thanks TX. Not more on my part.
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Old 10-18-2008, 02:37 AM   #22
supergoofy

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Re: ProAsm's updates
For example: playing Return To Fury 16 map for AVP (Alien Vs Predator TC), I get SIGSEGV error when I try to kick or shoot repeatedly with a weapon (e.g. shotgun).

e.g. with repeating kicks I get:

ACCESS CARD
SHOTGUN !
AMMO FOR SHOTGUN !
MIGHTY FOOT ENGAGED
Fatal Signal caught: SIGSEGV. Bailing out.

5447: 1357 ifphealthl 100 187868532
5450: 1357 ifcanseetarget 187868532
5452: 1358 {
5453: 1359 addphealth 30
5455: 1359 quote 62
5457: 1360 ifspawnedby 52 187868512
5460: 1360 state 187861836
5462: 1361 else 187868528
5464: 1361 state 187862240
5466: 1362 }
5467: 1363 enda 0 0 0 0
5472: 1365 iffloordistl 12 187868568
5475: 1365 fall
5476: 1366 ifmove 187852880 187868588
5479: 1366 state 187862180
5481: 1367 else 187868616
5483: 1367 ifp 1024 187868616
5486: 1367 { current actor: 35 (52)
line_num: 1363, g_tw: 4


Anyway I can play it in Duke3dw without any problems.
Last edited by supergoofy; 10-18-2008 at 02:40 AM.
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Old 10-18-2008, 02:50 AM   #23
TerminX

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Re: ProAsm's updates
Where do I get that?
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Old 10-18-2008, 04:56 AM   #24
supergoofy

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Re: ProAsm's updates
@TerminX, do you want me to upload them for you (AVP + Fury map)? If you want me to do it, IS mediafire.com ok as a host?

[EDIT]
Here is AVP TC with its 2 extra maps from AVP2 (Fury161r and Pred2avp):
http://www.mediafire.com/download.php?izz5ggnymyf

I play Fury161r with:
eduke32 -noautoload -javp -jFury161r -xfgame.con -gavp.grp -gfury161r.grp -map fury161r.map -cfg avpfury.cfg

or when using Duke3dw (in separate folder):
duke3dw -javp -jFury161r -xfgame.con -gavp.grp -gfury161r.grp -map fury161r.map

Pred2avp map is working with EDuke32 and also AVP works ok (I played the first 2-3 levels)

When I play AVP I use:
eduke32 -noautoload -javp -gavp.grp -xgame.con -cfg avptc.cfg

When I play Pred2avp map I use:
eduke32 -noautoload -javp -jPred2avp -xpgame.con -gavp.grp -gpred2avp.grp -map pred2avp.map -cfg avppred.cfg

Only Fury161r map crashes. The normal AVP and the Pred2avp map are working with EDuke32.
But, Fury161r map works fine with Duke3dw.
Last edited by supergoofy; 10-18-2008 at 11:48 AM.
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Old 10-18-2008, 05:07 AM   #25
TerminX

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Re: ProAsm's updates
Sure. I have a version of AVP here but it doesn't crash for me, so upload the version of it that you have plus that map and I'll take a look.
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Old 10-18-2008, 09:44 AM   #26
Hendricks266
Re: ProAsm's updates
I haven't played it, but does the Undead TC still have problems?
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Old 10-18-2008, 01:43 PM   #27
Skulldog

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Re: ProAsm's updates
I just a noob! I want bump your post again.
Last edited by Skulldog; 10-18-2008 at 01:46 PM.
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Old 10-18-2008, 08:05 PM   #28
TerminX

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Re: ProAsm's updates
Quote:
Originally Posted by Hendricks266 View Post
I haven't played it, but does the Undead TC still have problems?
It shouldn't have problems anymore, aside from being one of the worst TCs ever made...
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Old 10-19-2008, 05:20 AM   #29
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Re: ProAsm's updates
I want to say I'm shocked! Now I know that RR and SW have their special ports! Thank you a lot, ProAsm!!!
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Old 10-19-2008, 09:18 AM   #30
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Re: ProAsm's updates
Quote:
Originally Posted by Skulldog View Post
I just a noob! I want bump your post again.
Nice job about you bump the old **** up and let me remember the ProAsm's Duke3dw port...

I already forgot it and JFDuke when I changed to using eDuke32...


(And noob is NOT a excuse for bump old topic......)
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Old 10-19-2008, 07:44 PM   #31
Hendricks266
Re: ProAsm's updates
Quote:
Originally Posted by LipSheZ View Post
I want to say I'm shocked! Now I know that RR and SW have their special ports! Thank you a lot, ProAsm!!!
RR's source code has not been released. RRSetup is just a DOSBox frontend just for RR. I've gotten better results myself.
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Old 10-25-2008, 09:19 AM   #32
supergoofy

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Re: ProAsm's updates
Duke3dw v4.0.2.2
http://www.proasm.com/files/dn/Duke3dw_v4022.zip

PlayDuke v5.9
http://www.proasm.com/files/dn/Playduke59.zip
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Old 10-27-2008, 02:23 AM   #33
supergoofy

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Re: ProAsm's updates
Duke3dw v4.0.2.3
http://www.proasm.com/files/dn/Duke3dw_v4023.zip
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Old 10-27-2008, 05:22 AM   #34
TerminX

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Re: ProAsm's updates
Quote:
Added Random Music option to Sound Menu.
Selecting this will randomise the music played while playing a user map.
This overrides the continious dethtoll.mid used for every level.
That's kind of an interesting idea. The next snapshot of EDuke32 does something like that, but it uses whatever mid or ogg file has the same name as the map instead of randomizing.
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Old 10-27-2008, 05:39 AM   #35
supergoofy

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Re: ProAsm's updates
That's great. My favorite 2 best ports of JFDuke3d are updated and getting better and better.

Thanks ProAsm and TerminX


By the way, Nuclear Showdown mod v1.1 is released
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Old 11-04-2008, 06:45 AM   #36
ProAsm

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Re: ProAsm's updates
Quote:
That's kind of an interesting idea. The next snapshot of EDuke32 does something like that, but it uses whatever mid or ogg file has the same name as the map instead of randomizing.
LOL, it's supposed to do that also (.mid anyway) but had some problems but fixed now
Hehe.. I just got real tired of dethtoll
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Old 11-09-2008, 02:16 AM   #37
supergoofy

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Re: ProAsm's updates
http://www.proasm.com/files/dn/Duke3dw_v4026.zip

Version 4.0.2.6
Fixed long path searches.
Added Maps folder to searchpath.
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Old 03-13-2009, 11:27 AM   #38
supergoofy

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Re: ProAsm's updates
Duke3dw v4.0.3.2

http://www.proasm.com/files/dn/Duke3dw_v4032.zip


Changes in Duke3dw

Version 4.0.3.2
Fixed several bugs in the autosave.
Improved on the way Random Music works.
Added a Music Directory option.
Basically when playing a user map and Random is set on, then any midi (.mid) files found
in the Music directory will be used for randomized music.

Version 4.0.3.1
Fixed the Music not playing during the game.
Added a AutoSave option to the game.
The game will autosave to game10.sav at the start of every map / level and also
everytime you add health or armor in a singleplay game.
Autosave can be manually set with F5 and is retrievable on every load or by F9.
It is also available in the Load menu.

Version 4.0.3.0
Added weapon priority switching if selected to empty.
Added XN as additional to DN for cheats, eg: DNSTUFF can also be XNSTUFF.
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Old 03-16-2009, 05:56 PM   #39
supergoofy

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Re: ProAsm's updates
Duke3dw v4.0.3.4

http://www.proasm.com/files/dn/Duke3dw_v4034.zip


Changes in Duke3dw

Version 4.0.3.4
The Autosave will now be saved if you leave a game in process or have a crash.
Basically only when a game ends with the bonus screen is Autosave removed.

Version 4.0.3.3
Fixed where autosave (game10.sav) plays havoc with Playduke and other frontends.
Added an Auto and Manual option to AutoSave.
Auto saves when health increases or keycards are found as well as manual F5 pressed.
Manual only works when F5 is pressed.
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Old 03-22-2009, 08:15 PM   #40
supergoofy

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Re: ProAsm's updates
Duke3dw v4.0.3.5
http://www.proasm.com/files/dn/Duke3dw_v4035.zip

Changes in Duke3dw

Version 4.0.3.5
Fixed problem loading TC def file, eg Platoon.
Added -music path\file.mid to commandline.


PlayDuke v6.1
http://www.proasm.com/files/dn/Playduke61.zip

Changes in 6.1
Change music additions to suit Duke3dw -music commandline.
Increased maximum TCs to 300.

Changes in 6.0
Adjusted for new autosave in Duke3dw.
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