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Weird bug, with sprites. When we use sprites as (wall aligned etc) and a crash bug with latest Eduke32 (unrelated to this sprite bug)  "You can go through them when not suppose to. (bad for jetpack users)"

User is offline   Zaxtor 

#1

Weird bug. I accidentally discovered then ran several tests and discovered in Duke32.
Dunno how long it existed or dunno if anyone is/are aware of it.

Does both in Mapster and Eduke32.

In Mapster32 it does it when you're Zmode = Locked/Sector. Well in Mapster is not a big issues, in Eduke32 is for jetpack users.
Is weird how it does it in Mapster. I made a vid that shows.


In Eduke32 it does it at the edge of the sprite that blocks you that is flat. (doesn't do that in view aligned but does that in wall aligned)
If you're almost at the same height of the texture you can fly through them (like the vid shows).
Does that with Eduke32 2014-08-31. Probably does with the latest since it does with latest Mapster.
It can be problematic for jetpack users and or people making levels that uses jetpack cus you can do that, then pass through the floor and (cheat) the level.
Is not an issues for levels or mods that doesn't use jetpacks as I know of cus my mod doesn't use a jetpack. So the player (kinda climb-like) on the flat sprite which prevents you from sinking through the platform sprite and falling underneath it.
So I'd rather say is more of a Jetpack user related bug.


I use Windows 7 Home premium 64bit. 8GB ram DDR3, 3.9 GHZ quadcore. (4.2GHZ turbo)
AMD-A8-6600K APU with Radeon™ HD Graphics 3.90 GHz.
Lots of HD space.
I use Eduke32 64bit one.
------------
Now the second problem.
Well for the Eduke32 2014-09-07 it crashes as soon the (intro clip of my mod finishes loading or I press enter)
Intro clip loads, works but if you hit any keys to goto main menu it crashes.

The logs.

Quote

EDuke32 2.0.0devel r4593 (64-bit)
Compiled Sep 7 2014 11:19:49
Using C:/DukeNuk/New_Pro/ for game data
Windows 7 Service Pack 1 (build 6.1.7601)
Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3)
Using "windows" video driver
Searching for game data...
Warning: could not find main data file "DUKE3D.GRP"!
Compiling: GAME.CON (3547762 bytes)
Including: DEFS.CON (200895 bytes)
Including: USER.CON (143048 bytes)
GAME.CON: In state `troopcode':
GAME.CON:9745: warning: found `else' with no `if'.
GAME.CON:9818: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:11557: warning: found `else' with no `if'.
GAME.CON: In state `checkboss3seekstate':
GAME.CON:12670: warning: found `else' with no `if'.
GAME.CON: In state `checkboss3hitstate':
GAME.CON:12834: warning: found `else' with no `if'.
GAME.CON: In state `boss3code':
GAME.CON:12923: warning: found `else' with no `if'.
GAME.CON: In state `checkliteborbnearplayer':
GAME.CON:42026: warning: found `else' with no `if'.
GAME.CON:42029: warning: malformed `else' branch
GAME.CON:42160: warning: found `else' with no `if'.
GAME.CON:42163: warning: malformed `else' branch
GAME.CON: In state `checkssorbnearplayer':
GAME.CON:55128: warning: expected define or move, found ai.
GAME.CON:55130: warning: malformed `ifcount' branch
GAME.CON:55130: warning: found `else' with no `if'.
GAME.CON:55133: warning: malformed `else' branch
GAME.CON: In actor `STAINLESSSTEEL_ORB_A':
GAME.CON:55229: warning: expected ai, found move.
GAME.CON: At top level:
GAME.CON:60751: warning: expected action, found move.
GAME.CON:60753: warning: expected define, found action.
GAME.CON: In actor `EVILMASK':
GAME.CON:60930: warning: found `else' with no `if'.
GAME.CON:60940: warning: found `else' with no `if'.
GAME.CON: In state `gtroopduckstate':
GAME.CON:72945: warning: found `else' with no `if'.
GAME.CON:72947: warning: empty `ifactioncount' branch
GAME.CON:72947: warning: empty `else' branch
GAME.CON: In state `gtroopshrunkstate':
GAME.CON:73187: warning: malformed `ifcount' branch
GAME.CON:73187: warning: found `else' with no `if'.
GAME.CON: At top level:
GAME.CON:82600: warning: expected action, found move.
GAME.CON:82851: warning: expected action, found move.
Found 26 warning(s), 0 error(s).
Resizing code buffer to 345725*8 bytes
Script compiled in 282ms, 345717*8b, language version 1.4+
9770/11264 labels, 2043/2048 variables, 2/512 arrays
812 quotes, 21 events, 4857 actors
Initialized 24.0M cache
Loading "duke3d.def"
................................................................................. .................................................................................. .................................................................................. ...............
Definitions file "duke3d.def" loaded.
Error: file "musics/treqexplosion.ogg" does not exist
RTS file "DUKE.RTS" was not found
Initializing OSD...
0 joystick(s) found
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 800x600 (32-bpp windowed)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
Version: 4.4.13084 Compatibility Profile Context 14.301.1001.0
Vendor: ATI Technologies Inc.
Renderer: AMD Radeon HD 8570D
Opened "textures" as cache file
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
animvpx: rate is 50 frames / 2 seconds (25.000 fps).
VP8 timing stats (mean, max) [ms] for 37 frames:
read and decode frame: 0.00, 0
3 planes -> packed conversion: 0.03, 0
upload and display: 0.03, 1
g_errorLineNum: 0, g_tw: 0

Wrote eduke32.cfg
Wrote settings.cfg


Doesn't crash with any Eduke32 until September 07 2014 version. 32bit and 64bit Eduke crashes.
its 2014-09-07 mapster32 works fine tho.

PS
I saw a Thread about someone who had a similar problem involving Dukeplus but I don't think my problem is that cus it doesn't do that to any Eduke32 except the latest one (2014 Sept 07).
0

User is offline   TerminX 

  • el fundador

  #2

Thanks for the bug report, identified a bad commit as the likely cause of the clipping issue and it'll be fixed shortly. Not sure about the other problem... please provide me a copy of the file you're trying to play and I'll debug it.
0

User is offline   Zaxtor 

#3

View PostTerminX, on 08 October 2014 - 10:06 PM, said:

Thanks for the bug report, identified a bad commit as the likely cause of the clipping issue and it'll be fixed shortly. Not sure about the other problem... please provide me a copy of the file you're trying to play and I'll debug it.


Thing you pass through the walls.
Does that to every maps.

is not a one map bug.
Is an all map bugs as I know of.


unless you meant the crash.

It crashes before menu comes.
But it can play your intro CINE" clip.

This post has been edited by Zaxtor: 08 October 2014 - 10:34 PM

0

User is offline   TerminX 

  • el fundador

  #4

Yes, I'm referring to the crash; send me the video clip that crashes the game. Thanks.
0

User is offline   Zaxtor 

#5

I'll make the clip of the crash.
0

User is offline   Zaxtor 

#6


Crash results
0

User is offline   Jblade 

#7

He wants you to send him the actual video file that crashes the game, not a YouTube video of the crash itself :)
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User is offline   Zaxtor 

#8

He means the "intro" clip?


PS.
Vid plays with no problems.
it crashes as soon you press any keys to (skip) the vid.

This post has been edited by Zaxtor: 09 October 2014 - 12:05 AM

0

User is offline   Zaxtor 

#9

Looks like my LOGO (intro) clip is innocent.
I removed the clip.
It ran the normal Duke intro.
Still crashes.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#10

View PostZaxtor, on 08 October 2014 - 08:39 PM, said:

In Eduke32 it does it at the edge of the sprite that blocks you that is flat. (doesn't do that in view aligned but does that in wall aligned)
If you're almost at the same height of the texture you can fly through them (like the vid shows).

Thanks once again for reporting! It's fixed in r4873. For both this and the next one, I was the culprit.

Quote

Now the second problem.
Well for the Eduke32 2014-09-07 it crashes as soon the (intro clip of my mod finishes loading or I press enter)
Intro clip loads, works but if you hit any keys to goto main menu it crashes.

This is of course a duplicate of the one you reported here, but now I understand it in its entirety.

[The following is probably only interesting to devs.]
In r4588, I got rid of EnvMusicFilename[] in favor of storing them in MapInfo[].musicfn. However, with pre-r4588, the following condition in S_OggifyFilename() was never true for the "special music" cases of S_DefineMusic:
static char *S_OggifyFilename(char *outputname, const char *newname, const char *origname)
{
    if (!origname)
        return outputname;
// ...

(Since ID, here origname, was EnvMusicFilename[j], for j=0, 1 or 2.) In other words: since r4588, omitting "music 0 ..." from the loaded CON will correctly remove title music.
0

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