![]() I have no idea what caused that, but it should be fixed now. Those were clipping into the wall in EDuke32 for me before I even modified that map.Īnyway, I moved those switches and letters away from the wall just now. The two nuke buttons at the end of E5L4 is one case I corrected. They were clipping into the wall in EDuke32, but that issue isn't present in the Steam version. I've actually been moving lots of sprites away from the walls because of this problem. Have you checked what your patches are actually doing to the maps? I have testplayed E5L1 and there are switches and texts missing. I mean, it's no big deal, but I don't see any reason to mess with them. Also I don't see what benefit there is to unblocking them. Plus anyone that isn't a hardcore DN3D player who tries to jump on those ledge will just think "the ledge is too small to do that", they won't even notice the invisible blocking wall. They prevent a behaviour that looks like a glitchy one. Due to the way the buildings are in E5L1 this can't be done, hence the blocking walls.īesides, as far as invisible walls go, they're no big deal. For instance in E5L2, everywhere possible, Levelord lowered the top part from the ceiling rather than making the ground level higher, which means no ledge at all (hard to explain, but you'll understand if you look at it). If you look at the maps, it seems to be an issue they tried to prevent. Well, for one thing I don't think it's something they thought of at the time, I don't think you're supposed to use the ledge to jump to the exit in E1L1 for instance.īut more importantly, the more detailed your maps are, the bigger of an issue it becomes. Well, you can walk along the edge of any ledge and it will look that way. I can memorize most of the things I did, though. I was, but then I realized the version of Mapster32 I was using wasn't taking screenshots until a little later on. Unfortunately, I didn't keep track of everything I did. ![]() Adding beeps to all the keycard locks and correcting textures makes up most of what I've done so far. I did knock out a lot of texture issues, though. I didn't see any reasonable point as to why those should have been blocked, so I unblocked them. However, at the beginning of High Times where you start, there's a small ledge on each side of you on the buildings that were blocked. And I didn't change blocking on any bottles or ladders yet either. other than how it displays for me in Mapster32. I didn't notice the sky being misaligned. Yeah, I noticed the sky being different shades, but didn't do anything with that yet. I don't understanding why the sky is misaligned in the 2nd screenshot for instance, as it looks fine when I look at the original map in mapster and in game. Please don't use my name if you upload the map files somewhere other than the Workshop.īut patching, you can probably try other ways than Lunar's.īut more importantly do you have a list of all the changes you made? Obviously you can use Prima Arena Uncut, but you can also re-connect the map's part yourself as it only takes a couple of seconds (all the cut parts fit perfectly where they used to be without anyother user side change). I answered in the other thread before seeing this one. Also, ignore the "lips102" folder and its contents, but don't delete it. You'll want to switch that to "All Files" Note: After you double-clickĪn IPS patch file, you will see in the bottom right corner, "Most Common ROM Files". In your: "\Steam\steamapps\common\Duke Nukem 3D Twentieth Anniversary World Tour\maps" folder. Unzip DN3D_WT_AWO_Level_Improvement_Patches.zip, double-click each IPS patch file individually and apply each IPS patch file to the matching map located I'M CERTAIN THIS WILL PROBABLY CAUSE PROBLEMS. DO NOT ATTEMPT TO RE-PATCH AN ALREADY PATCHED MAP WITH ANY FUTURE, UPDATED PATCHES. IN THE EVENT OF RE-PATCHING YOUR MAPS WITH ANY FUTURE, UPDATED PATCHES, YOU WILL NEED YOUR ORIGINAL MAPS IN PLACE TO APPLY THE PATCHES TO. NOTICE: BE SURE TO BACKUP YOUR ORIGINAL, UNPATCHED MAPS BEFORE PATCHING THEM. One map in the episode did have the beep sound effect added, however. ![]() I'm sure they would've done the same with the Alien World Order maps, but maybe it just didn't cross their mind. Meltdown, Lunar Apocalypse, Shrapnel City, and The Birth, had the beep sound effect added to them. If I remember correctly, a large majority of the keycard locks in the maps of L.A. The biggest, noticeable thing I changed in the maps was adding the beep sound effect to all of the keycard locks. ![]() I'm sure more things will be discovered that can be improved. I can't say that everything has been found and touched-up yet. I really didn't plan on doing anymore map fixes after working on the expansion packs for Megaton Edition, but I discovered a few issues in the Alien World Order episode while playing it and had some time to spare. ![]()
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