Duke4.net Forums: Missing audio files in 'Duke3d.grp' - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Missing audio files in 'Duke3d.grp'

#1

Hi,

Has anyone here had any trouble with launching Duke Nukem 3D with a significant number of audio files missing from its grp archive, I've extracted the contents of said Group File with Group File Studio and compiled it back into a group file with 7zip.

So please, where can I download an archive and re-instate said missing audio files, re-create them or use some of Ion Fury's sound files for what is missing in the present 'grp' file that I am referring to currently.

As of yet, these missing audio files were already missing when I soon after I purchased my physical disc copy of Duke Nukem 3D on eBay earlier this year.

The audio files that are missing from the group file:

Spoiler

0

User is offline   Reaper_Man 

  • Once and Future King

#2

This is a bug that dates back to the original release. These sound files have never existed. The errors are safe to ignore.
1

#3

View PostReaper_Man, on 13 December 2020 - 03:12 PM, said:

This is a bug that dates back to the original release. These sound files have never existed. The errors are safe to ignore.


I am all too familiar with 'features' like this :lol:, I'll comment out 300+ lines from the 'USER.con' files where all these bugs are coming from where of which it's looking for files that don't exist, easy enough; I could also fix some warnings what my custom 32-bit DN3D exec warns me about as I'm slowly familiarizing myself with C/C++, bit by bit.


I'll upload the changes to said files later-on down the road as soon as I've gotten them working! B)
0

User is online   Mark 

#4

The log file sound errors have changed over the years as to what they report. I just checked a few of my project folders. Some show no missing sounds, one shows 6 and another shows 14. Its odd to see you missing so many. Somethings goofy there.
0

User is offline   Reaper_Man 

  • Once and Future King

#5

View PostMark, on 13 December 2020 - 07:30 PM, said:

The log file sound errors have changed over the years as to what they report. I just checked a few of my project folders. Some show no missing sounds, one shows 6 and another shows 14. Its odd to see you missing so many. Somethings goofy there.

Good point. I'm using the Kill-A-Ton duke3d.grp and launching the latest snapshot I get these:

Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
USER.CON:844: warning: sound 261 already defined (hydro43.voc)
USER.CON:873: warning: sound 323 already defined (aisle402.voc)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'
Found 4 warning(s), 0 error(s).
Compiled 137472 bytes in 23ms
Initialized 96.0M cache
Sound hlminhal.voc(#23) not found!
Sound hlmexhal.voc(#24) not found!
Sound yes.voc(#45) not found!
Sound fan.voc(#77) not found!
Sound hover.voc(#80) not found!
Sound turrrm.voc(#145) not found!
Sound turrrg.voc(#146) not found!
Sound turrat.voc(#147) not found!
Sound b3atk01.voc(#152) not found!
Sound turrpn.voc(#161) not found!
Sound turrdy.voc(#162) not found!
Sound b3atk01.voc(#176) not found!
Sound vpiss2.voc(#182) not found!
Sound jacuzzi2.voc(#322) not found!
Sound joke.voc(#397) not found!


Older versions of EDuke would ignore some/all of these errors, so that's why older logs may not include them.
0

User is online   NightFright 

  • The Truth is in here

#6

They have increased sensitivity for such issues. Not sure why, but it might be also so that mod authors find out about glitches like that easier before they release anything. It might be irrititating for some, but it doesn't have any impact on your gameplay.
0

#7

View PostReaper_Man, on 13 December 2020 - 07:35 PM, said:

Good point. I'm using the Kill-A-Ton duke3d.grp and launching the latest snapshot I get these:

Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
USER.CON:844: warning: sound 261 already defined (hydro43.voc)
USER.CON:873: warning: sound 323 already defined (aisle402.voc)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'
Found 4 warning(s), 0 error(s).
Compiled 137472 bytes in 23ms
Initialized 96.0M cache
Sound hlminhal.voc(#23) not found!
Sound hlmexhal.voc(#24) not found!
Sound yes.voc(#45) not found!
Sound fan.voc(#77) not found!
Sound hover.voc(#80) not found!
Sound turrrm.voc(#145) not found!
Sound turrrg.voc(#146) not found!
Sound turrat.voc(#147) not found!
Sound b3atk01.voc(#152) not found!
Sound turrpn.voc(#161) not found!
Sound turrdy.voc(#162) not found!
Sound b3atk01.voc(#176) not found!
Sound vpiss2.voc(#182) not found!
Sound jacuzzi2.voc(#322) not found!
Sound joke.voc(#397) not found!


Older versions of EDuke would ignore some/all of these errors, so that's why older logs may not include them.



Aye, I'm stickin' to r8798 version of eduke32, I've had little to no problems at all with the version I'm using currently thus far, however for my custom DN3D exec; as soon as I click the Start button to start the game it compiles the scripts in a normal regular state in the grp file draws the window and game name in the title bar and for the middle section of the window where the video feed for the game should be, instead; its blank, nothin' there; just white in both windowed and fullscreen state only remaining open for a few seconds, then closing each time.

I don't understand why it's behaving like this in regards to the thing I built from using r8798 source-code with MSYS2 terminal in Windows.

Months ago, while I was still awake at 5am, on my Thinkpad tinkering with the source code of r8798, I somehow managed to internalise the behaviour of eduke32 looking only for duke3d's grp and it worked fantastically without having to use a 'def' or 'grpinfo' file(s) and even play-tested it. Later on that night I screwed up the game picked the grp file and never been able to remember the method of how I did since that night in the summer.

Maybe I'm missing something, I checked the '.def' file and I don't know if the game calculates and writes the cachesize in the '.def' or do I add that in, so the game runs with the correct loading and data sequences, etc.

This post has been edited by DukeMeister44: 14 December 2020 - 04:38 PM

0

User is offline   Striker 

  • Auramancer

#8

Imagine sticking to an old-ass build just because of a log message that doesn't affect anything. :rolleyes:

The error message is there for modders, if a sound definition in CON points to a missing file, it warns you. Simple.

Honestly, I'm glad it's there, it saved my ass from several typos in my time developing StrikerDM. Same can be said for the "else" with no "if" warning.

This post has been edited by Striker: 16 December 2020 - 08:09 AM

0

User is offline   Reaper_Man 

  • Once and Future King

#9

Right, I think people are missing the point - Those issues still exist even when running older version of EDuke, it just might not report them to log or console. It's not that newer versions are breaking in a way to create these warnings that older versions worked; those warnings have always existed, as far back as the original 1996 retail DUKE3D.GRP file.

If you don't want to see them, then okay I guess, but them not showing up is not the same as them not existing. In any case, they are harmless errors in the retail CONs, and aren't indicative of engine behavior introduced by EDuke.
1

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options