How do I go about including a file or something that automatically binds a bunch of keys by default for the player? Will using settings.txt work ok?
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5221 Posted 22 March 2015 - 12:26 PM
#5222 Posted 23 March 2015 - 03:27 PM
Ok, let's try another question - is there a way to stop Eduke32 from autoloading grps in other directories? Somebody's trying to play the TC and Eduke is apparently autoloading NAM's grps from the steam directory.
#5223 Posted 23 March 2015 - 03:36 PM
I was coincidentally skimming through the program parameters as I read your message. No idea if these are what you're looking for but they looked relevant:
-usecwd (read game data and configuration files from working directory)
-gamegrp (selects which file to use as main grp)
-noautoload (disable loading content from autoload directory)
-usecwd (read game data and configuration files from working directory)
-gamegrp (selects which file to use as main grp)
-noautoload (disable loading content from autoload directory)
This post has been edited by Nukey: 23 March 2015 - 03:37 PM
#5224 Posted 23 March 2015 - 03:53 PM
-usecwd can also be done by including a blank file called user_profiles_disabled iirc.
#5226 Posted 26 March 2015 - 07:15 AM
Polymost glitch when looking all the way up. Edit: Starts on 5084.
This post has been edited by Fox: 26 March 2015 - 07:17 AM
#5227 Posted 28 March 2015 - 08:31 AM
Getting a crash in the latest snapshot with the AMC TC - if you load up a map and shoot at a metal surface, the game crashes (for instance INVURB.map has a metal trim right in front of you by the door) Here's the log:
Incidentally though I saw you added a flag for projectiles that stop them lighting the actor up Hendricks, thanks a bunch for that as it'll fix some very annoying visual glitches where the player lights up when removing a magazine or swinging a melee weapon.
Spoiler
Incidentally though I saw you added a flag for projectiles that stop them lighting the actor up Hendricks, thanks a bunch for that as it'll fix some very annoying visual glitches where the player lights up when removing a magazine or swinging a melee weapon.
#5228 Posted 28 March 2015 - 10:37 AM
Evidently I still haven't fixed setprojectile. Thanks for speaking up.
#5229 Posted 28 March 2015 - 11:17 AM
I am having a problem with the latest SVN too. It could be unrelated, but try disabling the texture cache on Video -> Advanced -> On disk texture cache.
#5230 Posted 28 March 2015 - 11:45 PM
Jblade, on 28 March 2015 - 08:31 AM, said:
Getting a crash in the latest snapshot with the AMC TC - if you load up a map and shoot at a metal surface, the game crashes (for instance INVURB.map has a metal trim right in front of you by the door)
I'm testing in that location and I can no longer trigger a crash. I believe I resolved the issue with the sanity checks I added in r5110, judging by the messages printed to the log when I shoot at the metal trim.
Fox, on 28 March 2015 - 11:17 AM, said:
I am having a problem with the latest SVN too. It could be unrelated, but try disabling the texture cache on Video -> Advanced -> On disk texture cache.
I believe I have resolved this problem as well: something I didn't realize I needed to do in r5107 that broke model skins. It will be included in my next push.
#5231 Posted 29 March 2015 - 06:41 AM
Thanks for this fix, however I think this commit:
Is causing problems with default Duke projectiles as it's setting userdata variables it shouldn't do (If you test with the AMC TC, default Duke projectiles like the pigcop's shotgun will set the player on fire so the game must be defaulting those projectiles to a userdata value of 2 or something)
Quote
C-CON: Add checks to prevent invalid reads/writes when using get/setprojectile on a tile number that does not have a projectile defined for it.
Is causing problems with default Duke projectiles as it's setting userdata variables it shouldn't do (If you test with the AMC TC, default Duke projectiles like the pigcop's shotgun will set the player on fire so the game must be defaulting those projectiles to a userdata value of 2 or something)
This post has been edited by Jblade: 29 March 2015 - 06:41 AM
#5232 Posted 29 March 2015 - 06:54 AM
BTW: any news regarding the long jump bug as described in the other thread?
#5233 Posted 29 March 2015 - 10:28 PM
Jblade, on 29 March 2015 - 06:41 AM, said:
Thanks for this fix, however I think this commit:
Is causing problems with default Duke projectiles as it's setting userdata variables it shouldn't do (If you test with the AMC TC, default Duke projectiles like the pigcop's shotgun will set the player on fire so the game must be defaulting those projectiles to a userdata value of 2 or something)
Is causing problems with default Duke projectiles as it's setting userdata variables it shouldn't do (If you test with the AMC TC, default Duke projectiles like the pigcop's shotgun will set the player on fire so the game must be defaulting those projectiles to a userdata value of 2 or something)
The game returns -1 for any invalid structure access. We recently changed the way projectiles are allocated to save memory. Previously, every tile had the projectile structure allocated in memory, but now, only tiles that have had defineprojectile used do.
If you expect the userdata of any undefined projectile to be zero, then you can check "ifvarand tiledata[<tilenum>].gameflags 8" (which I just added) to test if the tile has a projectile defined for it before accessing userdata.
#5234 Posted 29 March 2015 - 11:36 PM
Cool, just tested it and so far haven't seen any problems. Thanks a lot for helping out with this
#5235 Posted 01 April 2015 - 12:58 AM
Can the savegamevar system be changed or fixed at all so it either writes when you ask it to, or it does before the game exits? If the game crashes for someone before the game quits, than any changes made aren't saved.
#5236 Posted 05 April 2015 - 05:17 AM
Sup guys, is there a way to use mapster32 both 2d and 3d mode in widescreen windowed mode using a fullscreen monitor? I'd like to "fake" widescreen recording by recording mapster32 window but can't select resolutions that aren't for my fullscreen monitor...
#5237 Posted 05 April 2015 - 07:13 AM
Use the console to set the resolution:
vidmode <xdim> <ydim> <bpp> <fullscreen?>
For example, on a 1080p display:
vidmode 1920 1080 32 0
The window will automatically center to achieve "windowed fullscreen".
vidmode <xdim> <ydim> <bpp> <fullscreen?>
For example, on a 1080p display:
vidmode 1920 1080 32 0
The window will automatically center to achieve "windowed fullscreen".
#5239 Posted 05 April 2015 - 05:57 PM
By the way, do you think it could be a bug that it doesn't save the resolution I set for it? I mean I can save it on the cfg but when I restart mapster, it takes me back to the other resolutions in the main menu. I have to set everything again with the console each time.
#5240 Posted 05 April 2015 - 06:26 PM
DavoX, on 05 April 2015 - 05:57 PM, said:
By the way, do you think it could be a bug that it doesn't save the resolution I set for it? I mean I can save it on the cfg but when I restart mapster, it takes me back to the other resolutions in the main menu. I have to set everything again with the console each time.
#5241 Posted 08 April 2015 - 07:30 AM
LA sky displays a single tile on levels other than E1L1. Starting on 5084, working on 5064.
#5242 Posted 09 April 2015 - 12:39 PM
As of EDuke32 r4472 the wrong month (currently 03 [March] instead of 04 [April]) is written into the automatic savegames.
#5243 Posted 10 April 2015 - 02:18 PM
The warning message
introduced in defs.c r5079 does not give the DEF file line number of the offending value.
Warning: smoothduration out of range.
introduced in defs.c r5079 does not give the DEF file line number of the offending value.
#5244 Posted 14 April 2015 - 10:20 AM
Was there ever a fix for that bug with the moving cloudy sky texture that would end up mis-aligning for reasons?
#5245 Posted 14 April 2015 - 10:41 AM
Does someone have a link for how to implement the moving sky feature? I must have missed it.
#5247 Posted 14 April 2015 - 10:53 AM
I'm talking about the default Duke sky texture used in E4L1, the one that automatically shifts and moves in the sky. It becomes misaligned for reasons I'm not entirely sure of.
#5248 Posted 14 April 2015 - 10:58 AM
The x-ypanning changes. It should be easy to do with CON, and may be even possible with some Sector Effectors. Naturally it doesn't work (and probably never will) in OpenGL.
#5249 Posted 14 April 2015 - 11:04 AM
....no no you don't understand what I'm talking about. The default sky tile 79 moves by default in Duke. Look at E4L1. What I'm saying is that it bugs out in usermaps and displays all fucked up at times and becomes misaligned. Is there a latent cause for this or is it just one of those 'shit happens' things?
http://dukerepositor...e_For_Christmas
It does it towards the end of this map, the skys are aligned properly in Build but ingame they become misaligned at the town at the end.
http://dukerepositor...e_For_Christmas
It does it towards the end of this map, the skys are aligned properly in Build but ingame they become misaligned at the town at the end.
This post has been edited by Jblade: 14 April 2015 - 11:05 AM
#5250 Posted 15 April 2015 - 11:58 PM
Public Service Announcements
If you use the alpha member of sprites, ensure that you always constrain the value that you use to [0, 255]. (For those unfamiliar with math, this notation stands for an inclusive interval.)
Likewise, apply the same constraint to alpha parameter of rotatespritea and screentext, unless you are using a negative value to stand in for a blend parameter, in which case constrain it to [-255, -1].
Currently, unconstrained values are equivalent to zero, but this will change imminently when upper bits of alpha, both member and parameter, are overloaded to configure OpenGL blending modes.
If you use the CON commands getmusicposition or setmusicposition, first of all, you shouldn't be using them (unless you're Fox), because we have not documented them on the wiki, and the commit message that introduced them clearly stated:
There is a high likelihood that these commands will change in the near future, breaking any scripts and savegames that use them. Consider yourselves warned.
If you use the alpha member of sprites, ensure that you always constrain the value that you use to [0, 255]. (For those unfamiliar with math, this notation stands for an inclusive interval.)
Likewise, apply the same constraint to alpha parameter of rotatespritea and screentext, unless you are using a negative value to stand in for a blend parameter, in which case constrain it to [-255, -1].
Currently, unconstrained values are equivalent to zero, but this will change imminently when upper bits of alpha, both member and parameter, are overloaded to configure OpenGL blending modes.
If you use the CON commands getmusicposition or setmusicposition, first of all, you shouldn't be using them (unless you're Fox), because we have not documented them on the wiki, and the commit message that introduced them clearly stated:
Quote
Consult the devs before using these commands.
There is a high likelihood that these commands will change in the near future, breaking any scripts and savegames that use them. Consider yourselves warned.