EDuke32

IDCategoryTask TypePrioritySeverity  descSummaryStatusProgress
72Backend / CoreBug ReportVery LowLowDialogue missing during Episode 3 ending Unconfirmed
0%
Task Description

At the end of Episode 3, after completing the Stadium boss fight and watching the cutscene, Duke merely says “My name is Duke Nukem”, instead of the expected full speech “My name is Duke Nukem, after a few days R&R...(etc)”

I have tested this using a clean install of the latest build (EDuke32 r7067
Built Oct 10 2018 14:07:44, GCC 7.2.0, 64-bit)

78Backend / CoreBug ReportVery LowLoweduke32.log: meaningful message about incompatible save...Unconfirmed
0%
Task Description

The current message is almost useless for average users:
“Incompatible file version. Expected 1.7.340.0.9a65a44c, found 1.3.310.8.0” - Hm, what file are they talking about? -
And it should not show up on each and every save/load action, but only on game startup.
Better message:
“Incompatible version of saved game file dukesav0.esv: Expected 1.7.340.0.9a65a44c, found 1.3.310.8.0”

79Backend / CoreBug ReportVery LowLoweduke32.log: do not endlessly repeat the same messages ...Unconfirmed
0%
Task Description

If you appreciate community members to help casual players with simple issues, please try to make our life easier on occasion.
In this case I’m referring to the sound files defined in USER.CON, but missing in regular DUKE3D.GRP.
This applies to FS#78 as well, for example.

80Backend / CoreFeature RequestVery LowLoweduke32.log: suppress CON code warnings about official ...Unconfirmed
0%
Task Description

Current example: the two “‘else’ with no ‘if’” warnings in Atomic GAME.CON.
Better show only one message instead (FOOBAR.CON’s checksum is known):
“Note: suppressing warnings about CON code in well-known FOOBAR.CON”

If possible, the check for missing sound files in USER.CON (see FS#79) should be moved to CON compile time. Then this can be handled like above.

81Backend / CoreFeature RequestVery LowLowAdd Transfusion's art2tga to EDuke32 toolsUnconfirmed
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Task Description

This little tool is really handy and GPL‘d.
I have attached an updated source code with the Duke3D palette added and set as the default, so that it works standalone without PALETTE.DAT.

83Backend / CoreBug ReportVery LowLowPolymost regression - floor aligned spritesUnconfirmed
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Task Description

Duke4.net thread

84Backend / CoreBug ReportVery LowLowvent problem when runspeed < defaultUnconfirmed
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Task Description

Duke4.net forum thread: https://forums.duke4.net/topic/10558-runspeed-vent-problem/

85Backend / CoreFeature RequestVery LowLownew maphack tokensUnconfirmed
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Task Description

These would help to make (user) maps look better HRP-wise:
- a flip token to flip highres wall textures vertically/horizontally (why not for models/voxels as well)
- a lowres token, similar to notmd, to use the ART instead of the highres tile to improve backwards compatibility to mapper’s sprite art.

38Backend / CoreBug ReportVery LowVery LowHardcoded actor bugUnconfirmed
0%
Task Description

Hrdcoded SLIMER actor bugged behaviour: When you shoot FREEZEBLAST at SLIMER, it freezes, but actors_killed variable increments at the same time. Thus you can increase actors_killed value by freezing/thawing SLIMER over and over.
Suggestion/Solution:
actor.c: line 4336 should be moved after “if” statement at line 4341 (don’t increment actors_killed if slimer was freezed);
actor.c: line 4336 should be copied right after the line 4215 (increment actors_killed if frozen slimer is shattered);

42Backend / CoreBug ReportVery LowVery Low"Duke Talk" Sound block should be per-actor, not global...Unconfirmed
0%
Task Description

Sounds with the Duke Talk bit enabled have a bit of code that blocks another Duke Talk sound from playing if any Duke Talk is already playing. This is normal, but there’s a bit of a bug/oversight with it. With the way it is now, in Multiplayer, only one player can play pain or death sounds at a time. If someone is being damaged, it’ll block other players from making noise. Same can happen in singleplayer if you have useractor that uses Duke Talk. What I suggest, is adding an additional check so it blocks on a per-actor basis, so only one sound can play per actor, and not one sound globally. This check wouldn’t apply if GlobalSound is being used, however, for obvious reasons.

75Backend / CoreBug ReportVery LowVery LowErroneous CON parser warningUnconfirmed
0%
Task Description

A nullop in brackets may cause a “`nullop’ found without `else’” warning.
Btw, is there a reason why the citations start with ` instead of ' ?

This legit construct can be easily avoided be removing the brackets, but is surely handy during development.

Example (World Tour):

Including: EPISODE5BOSS.CON (8197 bytes)
EPISODE5BOSS.CON: In state `BOSS5code’:
EPISODE5BOSS.CON:377: warning: `nullop’ found without `else’

    ifhitweapon {
      ifwasweapon FLAMETHROWERFLAME {
        nullop
      }
      else {
        state checkBOSS5hitstate
      }
    }
76Backend / CoreBug ReportVery LowVery Lowmapster32.log: "Found no recognized game data!" despite...Unconfirmed
0%
Task Description

This message shows up unconditionally as of r4557, while eduke32.log is fine.

77Backend / CoreBug ReportVery LowVery Lowmapster32.log: no longer warns about missing names.hUnconfirmed
0%
Task Description

Message “Failed to open names.h” is lost as of r5414.

88Backend / CoreBug ReportVery LowVery Lowdistorted floor aligned sprites in Mapster32 2D viewUnconfirmed
0%
Task Description

Duke4.net forum thread 8241 / post #19: https://forums.duke4.net/topic/8241-issues-with-newer-mapster32-builds/page__view__findpost__p__233870

89Backend / CoreFeature RequestVery LowVery LowUpdated Blender md3 export script availableUnconfirmed
0%
Task Description

eduke32/source/tools/src/md3_export.py

Duke4.net forum thread: https://forums.duke4.net/topic/5358-blender-27-md3-export-script/

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