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Bug Reports for unreleased EDuke32 builds

User is offline   Danukem 

  • Duke Plus Developer

#1

Bug Reports for unreleased EDuke32 builds -- might as well put them all in one thread


I was playing WGR2 with 1461 and the sound was intermittent. The music continued to play, but sometimes most of the game sounds would stop, then start again a little while later, then stop again. The player's guns firing would always make sounds, but pretty much all other sounds would stop. I checked to see if there was a stopallsounds in my code that could have been causing it. I did start using the new stopactorsound command, but it's being used correctly.
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User is offline   Spiker 

#2

I know the ROR isn't done yet but I noticed a few bugs. First I was able to see locator sprites when using ror wich looks very out of place. Secondly I put a boat over the water and I made it's lower part under the water. Both parts were following the same route of locators. Unfortunaley the lower part of the boat wasn't visible until you went underwater and vice-versa, plus there was some visual glitch while underwater..

And why I didn't work in Polymer and only in Polymost?

This post has been edited by Spiker: 17 July 2009 - 10:42 AM

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User is offline   Danukem 

  • Duke Plus Developer

#3

View PostSpiker, on Jul 17 2009, 11:40 AM, said:

And why I didn't work in Polymer and only in Polymost?


Because, as TX has said before, ROR hasn't been implemented in Polymer yet.
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User is offline   TerminX 

  • el fundador

  #4

View PostSpiker, on Jul 17 2009, 11:40 AM, said:

Secondly I put a boat over the water and I made it's lower part under the water. Both parts were following the same route of locators. Unfortunaley the lower part of the boat wasn't visible until you went underwater and vice-versa, plus there was some visual glitch while underwater..

I guess you never worked with ROR with SW or Blood. You can't do that.

Oh, DT, I get the sound thing in WGR2 as well, but I'm damn sure it's something in your code doing it. You probably have a bunch of stupid ambient bird sounds with higher sound priority than they need or something.
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User is offline   Danukem 

  • Duke Plus Developer

#5

View PostTX, on Jul 17 2009, 01:45 PM, said:

Oh, DT, I get the sound thing in WGR2 as well, but I'm damn sure it's something in your code doing it. You probably have a bunch of stupid ambient bird sounds with higher sound priority than they need or something.


I've looked through all the sound definitions and all the ambient sounds we are using are already set to priority 0.
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User is offline   Piterplus 

#6

Couple of thing I've noticed (build 1461) :

Turning hi-res textures off in game menu in fact do it in strange way, partially:
hi-res textures on:
Posted Image

hi-res textures off (wall texture still hi-res to the left, and 8-bit to the right side of the screenshot):
Posted Image

Light sectors in e1l1 (which are loaded from maphacks currently) works only with newly started game. When you are save game and reload it, light sectors disappear. (Probably it is not a bug, but just not fully implemented lighting system).

Fresly started game:
Posted Image
reloaded game:
Posted ImagePosted Image

This post has been edited by Piterplus: 18 July 2009 - 12:14 AM

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User is offline   TerminX 

  • el fundador

  #7

Yes, lights from maphacks aren't saved anywhere yet, and enabling/disabling hightile in Polymer requires a renderer restart.
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User is offline   Gambini 

#8

Polymer Bug Report

There is one nice detail that mappers use to do, making a narrow sector with maskwalls and dropping down the ceiling with parallax can be usefull for good looking fences or gates, even 3d looking doors if you also make parallax the floor. Well, this isn´t working in polymer, and instead these maskwalls seem to go all along the sector until the top and/or down. Alejandro Glavic´s maps, Roch series, some maps of mine and many others make use of this trick (in Fusion TC redux the railhands use it), so i think it´s worth to be fixed.

Also, Dukeplus´s disable model feature isn´t working either.


Another problem that i´m having, with mapster this time, is that no matter what i do mapster starts to lag more and more and more with more time im working in 3d mode. The fps counter keeps normal but the 3d mode turns imposible to do, and the only solution is closing mapster and opening it again, but it just lasts some minutes and start to do it again. Might has something to do with the amount of times i swicth from 2d to 3d and viceversa, i dont know. It happens with all the levels i try.

I´m running mapster in fullscreen 800x600 32bits without the HRP, in windows XP service pack 2, and i have a dual core with 3 gb of ram and nothing running behind mapster.

This post has been edited by Gambini: 28 July 2009 - 05:16 PM

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#9

View PostGambini, on Jul 25 2009, 02:41 PM, said:

Another problem what i´m having, with mapster this time, is that no matter what i do mapster starts to lag more and more and more with more time im working in 3d mode. The fps counter keeps normal but the 3d mode turns imposible to do, and the only solution is closing mapster and opening it again, but it just lasts some minutes and start to do it again. Might has something to do with the amount of times i swicth from 2d to 3d and viceversa, i dont know. It happens with all the levels i try.

I´m running mapster in fullscreen 800x600 32bits, in windows XP service pack 2, and i have a dual core with 3 gb of ram and nothing running behind mapster.


Actually, I think I've also experienced in past versions of Mapster that problem with 3D Mode gradually getting laggier and choppier until exiting/restarting. I don't use mapster constantly enough yet to know if it's still being that way for me, but I figure I'd mention it recently.
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User is offline   supergoofy 

#10

using gcc 4.3.3

r1471 : too many warnings and compile error

hmmm , I don't think that I will try to fix the errors or the warnings.

it seems that it needs a vorbis lib file ????


[edit]


r1472 : still broken, cannot be compiled with gcc 4.3.3

This post has been edited by supergoofy: 27 July 2009 - 09:04 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#11

(MinGW gcc-4.3.3 svn1475)

Well, it compiles but does not link (nitpick):

------
Built object obj_win/driver_directsound.o
Changing dir to /c/eduke32/polymer/eduke32
c:/...../ld.exe: cannot find -lvorbisfile
collect2: ld returned 1 exit status
Failed linking executable eduke32.exe!
------

The makefile assumes some libraries to be present
that are not in default MinGW:
-lvorbisfile -lvorbis -logg

Those who can't wait might download, compile and install
libogg and libvorbis from xiph.org (don't forget --prefix=/mingw)

However, my executable freezes when starting a new game.
Loading a previously saved one works, though, but with music only,
no other sound.

PS.: make veryclean does not clean jaudiolib\obj_win

This post has been edited by LeoD: 28 July 2009 - 02:43 PM

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User is offline   supergoofy 

#12

ok I decided to compile the new source r1476

there is a major bug with the on-disk texture cache

on first run, when both on-disk texture cache files don't exist, eduke32 runs fine. dukeplus, hrp, eduke32 music pack, xxx pack, are working fine. levels/episodes are loaded ok.

on second run, when both on-disk texture cache files exist, eduke32 has problems. music/sound is not working and when you try to load a level/map it freezes.

deleting the two on-disk texture cache files fixes the problem.

this means that every time you have to delete the two on-disk texture cache files before running eduke32, else you cannot play.

I haven't tested polymer renderer yet. all the tests are done with polymost.


Note:
Both files should be deleted
textures.cache
textures

This post has been edited by supergoofy: 29 July 2009 - 01:54 AM

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User is offline   TerminX 

  • el fundador

  #13

It's a sound problem, not a texture caching problem.
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User is offline   supergoofy 

#14

yeah ok. but the bug is triggered with the existence of texture cache

This post has been edited by supergoofy: 29 July 2009 - 01:59 AM

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User is offline   Stabs 

#15

hmm i just set my exe to compat mode XP Service Pack 3 and it worked perfectly, iam on win7 64-bit btw
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User is offline   Stabs 

#16

1477 is good :blink:
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User is offline   supergoofy 

#17

yeah, in r1477 the bug is fixed

I also noticed something else

I was playing E1L1 and before I finished the level I started a new game from episode 3, E3L1. During texture loading I was hearing the music from E1L1.

Then from E3L1 I started a new game for E2L1 and again during texture loading I could hear music, this time from E3L1, which was the previous loaded level.

After doing this few more times, I came to conclusion that during texture loading for new level, you can hear the music from previous level.

That's not bad. I think I like it. But I'm reporting this just in case. Because I don't know if it is a feature or not.

This post has been edited by supergoofy: 29 July 2009 - 03:47 AM

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User is offline   mfender 

#18

I built Eduke32 for the 1st time today, both builds 1477 and 1479. They both seem to work ok except for :
1: A popping or ticking sound that doesn't occur in the release build.
2: The weapons shoot well below where the crosshair is aimed. This doen't occur in the release build current.zip.

Great job TX and all others who have made Eduke32 one of the greatest game ports of all time.

I have used it almost since its inception but have never until today signed up and posted on a Duke forum.
I can post a log file if you walk me through how to do it.

Thanks
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User is offline   TerminX 

  • el fundador

  #19

Can you describe the popping/ticking and post what OS you're on?
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User is offline   mfender 

#20

View PostTX, on Jul 29 2009, 10:27 PM, said:

Can you describe the popping/ticking and post what OS you're on?


Sorry, I can't seem to duplicate either problem. I may have had these problems before I rebooted.
I just noticed I couldn't save brightness settings. I then realized my that my secondary drive where I store games was out of free space, therefore the config file wasn't being saved. Could this have also caused the side effects I experienced. I'm also sure there wasn't enough space for textue caches on the disk. I had them turned off but had then renabled them. Sorry for the worry.

Windows XP SP3
AMD athlon XP 2500
Nvidia 7600GS 512
SB Audigy SE
all of the latest drivers and Windows updates

Again thanks for such a great program
I orignally played Duke on my first computer, which was a Macintosh with OS 7.5. That was about 1997 or when ever it was first port to the Mac. It is nice to relive with hi res graphics and enhanced sound.
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User is offline   mfender 

#21

View Postmfender, on Jul 30 2009, 12:00 AM, said:

Sorry, I can't seem to duplicate either problem. I may have had these problems before I rebooted.
I just noticed I couldn't save brightness settings. I then realized my that my secondary drive where I store games was out of free space, therefore the config file wasn't being saved. Could this have also caused the side effects I experienced. I'm also sure there wasn't enough space for textue caches on the disk. I had them turned off but had then renabled them. Sorry for the worry.

Windows XP SP3
AMD athlon XP 2500
Nvidia 7600GS 512
SB Audigy SE
all of the latest drivers and Windows updates

Again thanks for such a great program
I orignally played Duke on my first computer, which was a Macintosh with OS 7.5. That was about 1997 or when ever it was first port to the Mac. It is nice to relive with hi res graphics and enhanced sound.


I may have spoke to soon. I've experienced the weapon shooting way below the crosshair again.
I've deleted the Texture caches. How can I troubleshoot if its a problem on my end?

Thanks

This post has been edited by mfender: 29 July 2009 - 08:45 PM

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User is offline   Stabs 

#22

just a small mapster related bug

TAB copying a sprite that has X Y Zvel values and pasting produces different results

ORIGINAL

X : 100
Y : 100
Z : 90

PASTED

X : 100
Y : 90
Z : 100
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User is offline   Sobek 

  • There's coffee in that nebula!

#23

Something I noticed today...

It's great that setrendermode 4 now works again in Mapster, however when using this mode I've noticed that I can't adjust sprites / models (well most of them) in any way. I say most of them because all of my custom models (which, as you know, are just 'sprites' in mapster with a visible model), along with all weapon sprites/models like the shotgun or chaingun or ammo boxes that AREN'T on custom tiles, cannot be highlighted - mapster just acts as if they aren't there and targets whatever else is under the cursor behind it. I can however target sprites like SE's and Locators without issue, same for sprites of lights and various other things.

Switching back to setrendermode 3 makes everything work nicely again.
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User is offline   Stabs 

#24

rendermode in mapster?

does that alow me to see poly ror stuff, cause its hard to work with atm.
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User is offline   Sobek 

  • There's coffee in that nebula!

#25

View PostDanM, on Jul 31 2009, 05:58 PM, said:

rendermode in mapster?

does that alow me to see poly ror stuff, cause its hard to work with atm.


That's what it does, yep (thanks Commander :blink: ). I don't think it shows you dynamic lights in real time though, unless I'm mistaken, because I can't seem to notice a difference except in the framerate drop. Granted I've only tried it on my Voyager corridors but they look so much different when running eDuke32 that I'm inclined to think they're not rendered in Mapster. But you can see all your parallax maps and whatnot with setrendermode 4.

This post has been edited by Sobek: 30 July 2009 - 11:54 PM

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User is offline   Stabs 

#26

thanks for that, tried it works great, dont know about your problem with resizing and stuff atm but its good to see things look right :blink:

didnt even know about the console in mapster heh, learn something new everyday
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User is offline   mfender 

#27

With build 1482 I'm still seeing the weapon shoot well below where the crosshair is aimed. I don't have this happen with the official 3-13-09 build. Does anyone else have this problem, or is it a low priority to fix?

Thanks
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User is offline   supergoofy 

#28

View Postmfender, on Jul 31 2009, 07:35 AM, said:

With build 1482 I'm still seeing the weapon shoot well below where the crosshair is aimed. I don't have this happen with the official 3-13-09 build. Does anyone else have this problem, or is it a low priority to fix?

Thanks

have you tried disabling autoaim?

for me the bullets, cells, rockets, go to where the crosshair points

This post has been edited by supergoofy: 31 July 2009 - 08:14 AM

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User is offline   mfender 

#29

View Postsupergoofy, on Jul 31 2009, 12:14 PM, said:

have you tried disabling autoaim?

for me the bullets, cells, rockets, go to where the crosshair points


Yes auto aim is disabled. I'm not sure what's causing this.

Windows XP SP3
Athlon XP 2500
Nvidia 7600GS AGP 512
SB Audigy SE
1.5 Gigs of RAM
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User is offline   mfender 

#30

I extracted a fresh DUKE3D.GRP copy from the CD, and it appears that the problem is fixed. I hope it was as simple as that. This still doesn't explain why it worked in the official build though.

Ten minutes later I launched the game again and the problem is back. I'm confused. Maybe my disk is going south. It might be time to run Spinrite on it.
If anyone has any Ideas let me know.


Thanks so much

This post has been edited by mfender: 31 July 2009 - 09:22 AM

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