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DC Ending Silence

User is offline   Ninety-Six 

#1

I will say upfront that this might not be an eDuke issue. However I'm not sure where else to turn.

I originally reported this thinking this was an issue with the HRP (as I used its music pack) but it turns out that is not true.


For whatever reason, the DC ending is completely silent, save for a about a second's worth of the wind sfx. I can't report any version of eduke where this problem started, as I don't believe I've ever seen it work since I returned to the Duke scene in 2013, when Megaton came out. Obviously I am using the Megaton's version of the DC GRP, but I've not heard anyone report this problem before. I've even opened mine up in GRP studio and the ending sound file is still present and working fine when extracted.



I just don't know what's happened, and this issue persists even today.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2

Does the vanilla Episode 3 ending also have any issues?
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User is offline   Ninety-Six 

#3

No. It works exactly as it is supposed to.
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User is offline   Ninety-Six 

#4

Sorry for the bump but this issue persists. I have temporarily set up shop on a completely new computer with literally nothing taken from my old setup. Fresh DC Megaton GRP. But as of r8784 the ending is still silent. I dunno if it's because of a glitch in the Megaton version or if I'm just cursed but

There are now also problems with the normal E3 ending, but I decided the issue was separate enough to warrant its own topic as the versions these problems started in are different (the revision I used for the initial report here was r6428.)
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User is offline   Ninety-Six 

#5

Just tested it with Megaton itself and it does work (if a little out-of-sync). So whatever is going on, it has to be on eduke's end.
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User is offline   Ninety-Six 

#6

Tested with debug build. Still nothing to indicate what the error is. Notably during this test, I heard the "My name's Duke Nukem" line from the normal E3 ending (with the same silence afterwards. I'm beginning to wonder if these issues aren't related). Is eduke trying to point to the normal E3 audio and failing? I note the start of the "wind" sound effect used for the vanilla cutscene, but that is also present in Megaton. Still, maybe the hard cut between the two is somehow throwing eduke off?
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User is offline   Ninety-Six 

#7

Tested r8873. Still silent. Plays the full post-shrapnel cutscene dialogue now.

Definitely being pointed to the vanilla ending for reasons unknown.

This post has been edited by Ninety-Six: 22 April 2020 - 09:59 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#8

Bisect-compiled to r4982-9063d59b8 / svn4987 as the culprit.
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User is offline   Ninety-Six 

#9

I was legitimately starting to think I was just unlucky since I never heard this problem mentioned before.

Thank you.
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User is offline   LeoD 

  • Duke4.net topic/3513

#10

View PostNinety-Six, on 23 April 2020 - 02:40 AM, said:

I was legitimately starting to think I was just unlucky since I never heard this problem mentioned before.
Sometimes people just don't notice.
Sometimes people don't know better and don't complain about shortcomings.
Many people just skip the animation.
Most people don't care.
And sometimes you are just unlucky, indeed. I once hunted down a minor typo in DUKEPLUS.CON which made EDuke32 crash on my machine exclusively.
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User is offline   Ninety-Six 

#11

View PostLeoD, on 23 April 2020 - 02:50 AM, said:

And sometimes you are just unlucky, indeed. I once hunted down a minor typo in DUKEPLUS.CON which made EDuke32 crash on my machine exclusively.


I've faced that quite a few times. Computers can be weird. Still, a completely different computer with nothing carried over...Hardly impossible, but man that would have sucked.

Regardless, you're doing great work tracking down where these errors come from. Me, I'm just a guy that plays Duke maybe a little too much (Full playthrough + expansions + select mods 2-3 times a year), so I notice the little things more. You, you're doing the down-and-dirty work of digging through years' worth of revisions. And especially on this one, going back that far, I probably would have just given up and assumed "double unlucky" long before I got anywhere close to the revision this started in.

This post has been edited by Ninety-Six: 23 April 2020 - 03:03 AM

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User is offline   Darkus 

#12

View PostLeoD, on 23 April 2020 - 02:50 AM, said:

Sometimes people just don't notice.
Sometimes people don't know better and don't complain about shortcomings.
Many people just skip the animation.
Most people don't care.


And there are people like me who have many little things to report, but don't dare to create many new threads to not look like a spammer... Should I create one thread each time?
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User is offline   Ninety-Six 

#13

View PostDarkus, on 24 April 2020 - 08:11 AM, said:

And there are people like me who have many little things to report, but don't dare to create many new threads to not look like a spammer... Should I create one thread each time?

I was worried about that too. In fact that was one of the reasons I kept quiet on all my issues so long, and just kept to the last stable version I knew of (r6428). But once my harddrive failed and I had to set up shop somewhere else, and saw that there were even more, I decided screw it and just threw in every single one I could find.


Ironically that made me look even more like a spammer but eh, sod it. I like the lack of SoS warping in the new versions, and really just want to see eduke run my favorite game at full power now.

This post has been edited by Ninety-Six: 24 April 2020 - 08:18 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#14

View PostDarkus, on 24 April 2020 - 08:11 AM, said:

And there are people like me who have many little things to report, but don't dare to create many new threads to not look like a spammer... Should I create one thread each time?
If you can tell how to reproduce: Yes.
Try to find a title that helps searches once the thread has been "scrolled off" the first page of this forum. Add some final post when the issue is solved. Editing the thread's title to [Fixed] still ain't possible for non-moderators, unfortunately. Or ask a moderator to do that for you to prevent "closed" threads from bouncing back to the top.
You could also put things directly on Voidpoint's tracker, but I think that going here first is better in most cases. Other users might add some valuable information once someone else confirms their own experiences...

I know it can be an annoying and tedious work to turn one's local findings into a publication-ready report. But at least during these days I feel motivated to review the entries from my numerous raw issue lists (local, forums, Flyspray, ...) and put them on the new tracker in silver-platter-style, one by one. It would be nice if I wasn't the only one to do so...

View PostNinety-Six, on 24 April 2020 - 08:17 AM, said:

[...] kept to the last stable version I knew of (r6428).
Which issues in particular kept you from upgrading back then?

This post has been edited by LeoD: 24 April 2020 - 08:52 AM

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User is offline   Ninety-Six 

#15

View PostLeoD, on 24 April 2020 - 08:46 AM, said:

Which issues in particular kept you from upgrading back then?


Prior to the SoS fix, it was the small things: the silence of the Shrapnel City ending (discovered that while doing a stream for my friends and had to hastily go back to the 6428 build that I kept around because of the polymost problems I'd been having), the problems with the keypad (because I use an abnormal control scheme for the sake of my wrists)... After the SoS fix, there were the inevitable severe issues as a result, so I had to wait for those to pass, and by the time they did there were other problems, plus the aforementioned polymost shenanigans, and it just seemed easier to stick to what I had already been doing with 6428, sans packed-in builds like Alien Armageddon.

Of course now that I'm dumping all those reports I'm realizing that 6428 was buggier than I thought. In addition to the very severe SoS issues, DC's ending was still silent back then, autoaim was broken (I know I'm like the only one who uses it and I probably will until the sprite collision stuff is fully fixed, if that ever comes but I understand they're working on it?), there was another revelation recently but I can't remember which one now...


Point is, lesson learned. I'll just keep reporting them as I find them so I don't have to dump out 6 threads in 2 days.

This post has been edited by Ninety-Six: 24 April 2020 - 09:11 AM

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#16

Crosspost from voidpoint.io:

Quote

What's happening here is that DUKEDC uses RADLOGO.ANM to display the ending cutscene, and the sound defined for CINEOV3.ANM as background music/ambience.

CINEOV3.ANM is however just a black screen with no animation whatsoever, and ends within a span of 3 seconds.

What broke here is that, in older versions of eduke32 and DOS Duke3D, the sound that is intended to play in the cutscene beforehand would carry over into the next, but this no longer occurs since that commit. All sound from the previous cutscene is instead immediately interrupted or prevented from playing entirely.

See this video (https://www.youtube....h?v=oCutcubcsRc) for comparison. Notice how the "squish" sound effect and explosion of CINEOV3.ANM (quite unfittingly so) still play during the animation of RADLOGO.ANM.

Why did they do this instead of using the sound defined for RADLOGO.ANM? Probably because from what I tested, the sound in RADLOGO only triggers towards the very end of the cutscene, even if you replace it with a file that is much larger in size.

So what we are dealing with here is a master-class hackjob to get the ending of DUKEDC working without having to alter the engine code.

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User is offline   Ninety-Six 

#17

Well, shit.
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#18

Sorry for necroing this, but are there any plans to address this?
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#19

Fixed as of r9457
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User is online   NightFright 

  • The Truth is in here

#20

Since this is still/again broken in latest Rednukem, I have found another way to fix this.

The following def code will approximately play the sound at the right time:
animsounds cineov3 { 1 289 }
animsounds radlogo { 141 30 }

The first line mutes sound for the placeholder cutscene that is skipped after one frame, the second one starts playing dukedc.voc at frame 141 of radlogo.anm, which more or less synchronizes it with the cutscene images.
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