Duke4.net Forums: Alien Armageddon mod issues with linux eduke32 - Duke4.net Forums

Jump to content

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

Alien Armageddon mod issues with linux eduke32  "linux, eduke32, CON file error"

User is offline   Rugaliz 

#1

So i wanted to try the latest version of Alien Armageddon.

The previous 1.x series worked fine with eduke32 running in linux. However now with the 2.x series i get CON compilation errors.

Anyone know how i can fix this or if it can be fixed?

Cheers
0

User is offline   Forge 

  • Speaker of the Outhouse

#2

It has been pointed out that the first lines of several con files have been left blank. Go through them and remove the blank lines.
0

User is offline   Rugaliz 

#3

I did that but still get this

Spoiler

0

User is offline   LeoD 

  • Duke4.net topic/3513

#4

Please put logs like that in spoiler tags...
Did you mess up EDUKE.CON?
It's supposed to be 53 byte, or 51 after removing the first DOS newline. Yours is only 30.
0

User is offline   Forge 

  • Speaker of the Outhouse

#5

 LeoD, on 26 August 2019 - 09:35 AM, said:

Please put logs like that in spoiler tags...
Did you mess up EDUKE.CON?
It's supposed to be 53 byte, or 51 after removing the first DOS newline. Yours is only 30.

lot of upscale errors
possible they removed the commenting slashes from the first line, I'm not a con specialist though.

This post has been edited by Forge: 26 August 2019 - 10:03 AM

0

User is online   Danukem 

  • Duke Plus Developer

#6

Quote

Using group file "autoload/alien_armagedon_2_15.zip".


I'm going to guess this is your problem right here. Unzip it and do NOT use autoload. Then try again.
EDIT: Also, do you have a regular uncompressed copy in addition to what is in autoload? Do a clean install with no autoload.

One of your issues is, it appears that a different EDUKE.CON is being used than the one included. The one included has the variable do_upscale declared on the very first line. But your log is showing that variable did not get declared. And as LeoD said, the smaller size of it is further evidence that the wrong EDUKE.CON is being loaded. From what I can tell, your folder is a hot mess.

This post has been edited by Trooper Dan: 26 August 2019 - 10:39 AM

0

User is online   NightFright 

  • The Truth is in here

#7

In general, don't put full TCs or addons into autoload. HRP, voxel pack, sound mods or similar can go there so you can easily switch them on and off as needed, but stuff like AA should go into its own custom folder, making sure no other files interfere.
0

User is offline   Rugaliz 

#8

Thanks everyone for the help!

The EDUKE.CON was messed up as you guys said. So i just started from sratch removing empty lines and checking if the errors with each CON file disappeared. This took a while, sometimes the empty line at the beginning was causing errors, other times it was empty lines between comments or even lines of code that caused erros.

However now i get new errors. The game loads but the mod artwork is missing and it doesn't load levels...the log shows that it couldn't load .art files.

Spoiler

0

User is online   Danukem 

  • Duke Plus Developer

#9

I don't know what to tell you about the .art files not loading. I know that there are some case inconsistencies on their naming (in your log it shows them all lower case but some of the actual files are not). But I don't understand why they would be considered an "invalid file version" on your Linux system but not on Windows.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#10

 Trooper Dan, on 26 August 2019 - 10:23 AM, said:

Unzip it and do NOT use autoload. Then try again.
EDIT: Also, do you have a regular uncompressed copy in addition to what is in autoload? Do a clean install with no autoload.


 Rugaliz, on 27 August 2019 - 02:00 AM, said:

I did not care about following the AA developer's counsel.
Using group file "autoload/AA_2_15.zip".
Now cut that autoload crap and do a damn clean install.
Spoiler


This post has been edited by LeoD: 27 August 2019 - 02:27 AM

0

User is offline   Forge 

  • Speaker of the Outhouse

#11

 Trooper Dan, on 27 August 2019 - 02:09 AM, said:

case inconsistencies

looking for tiles014.art when its TILES014.ART
or tiles044.art when the file is tiles044.ART
0

User is offline   Rugaliz 

#12

Apologies for having used Autoload again but i didn't know how eduke32 loaded folders other than Autoload.
Okay now i placed the eduke32 bin in the extracted folder of the original zip files and was able to get into a level (you were right :(:) )...
And now i have new issues :P
The water in the pool is having graphical issues...

and the log
Spoiler

Attached thumbnail(s)

  • Attached Image: Screenshot from 2019-08-27 16-37-44.png

0

User is offline   spacekebab 

#13

I can't remember off the top of my head if this was all there was, but for me I think it was just a matter of renaming the tile files to lowercase. There's some audio files that aren't happy with the casing too.
0

User is offline   Rugaliz 

#14

Okay i got it to work!
as recommended i changed all the tiles files to lower case in the base folder.

It would be nice if a patched version came out that made this mod compatible with all the eduke32 supported OSs. As things are, linux users have to manually change files in order to get this to work.

Anyway, thanks to everyone for their help.
1

User is online   Danukem 

  • Duke Plus Developer

#15

 Rugaliz, on 27 August 2019 - 02:12 PM, said:

Okay i got it to work!
as recommended i changed all the tiles files to lower case in the base folder.

It would be nice if a patched version came out that made this mod compatible with all the eduke32 supported OSs. As things are, linux users have to manually change files in order to get this to work.

Anyway, thanks to everyone for their help.


I will edit the file names. Thanks for hanging in there and providing this information. Hope you enjoy the game!
0

User is offline   inf78 

#16

I had some filename issues with the 5.66 as well, the solution is rather simple, hunting down all the filenames is almost futile and not really necessary.
Just as with e.g. QDOS, which is needed to run some vanilla-breaking Quake limits and one wants a DOS version of the engine, it is sometimes necessary to
put some files inside a 'pak', because some can be longer then the 8.3 limit (without having the LFN support in DOS). DOS Quake doesn't have the limitation itself,
so if those files are in a 'pak' file, real filesystem doesn't have to be touched and all will work as expected.

Same here. So 'zip' the whole thing up (all the mod's loose files and directories, not a single directory containg all those files).
Then run the game like this:
./eduke32 -gamegrp AA.zip -x scripts/AAGAME.CON -nosetup "$@"

Last "$@" characters are not needed, only if one wants to the whole command line to accept some additional input.

All seems to be working just fine so far, no errors in log, apart from eduke32 saying it didn't recognize any game data, but I suppose it's about data it has in databse of known games.

This post has been edited by inf78: 02 May 2025 - 04:15 PM

0

User is offline   inf78 

#17

I only want to add, that it may be better idea to do all of the above in a separate directory for this mod, as it also changes some cvar stuff in 'settings.cfg', like 'INTERACT' replaces 'OPEN' etc.
That alters the default duke3d's settings.cfg and it is then needed to rebind some keys/mouse buttons for the vanilla game.

So I do it the same as above, only in a separate directory where I put "eduke32" binary and where I create the empty "user_profiles_disabled" file so it creates all engine files in this directory, not altering
the existing settings in any way.
0

User is online   Danukem 

  • Duke Plus Developer

#18

I do periodically fix case mismatches (that don't impact Windows but do impact linux), but they keep creeping back in as more files are added. It's frustrating -- I'm very careful not to mix cases when adding files myself and I'd like to think it is other contributors doing it, but I've probably added to the errors myself from time to time.

ANYWAY, if you have a list of errors and can post it, I'll fix them for the next release.
0

User is offline   inf78 

#19

I tried it the standard way again, but I guess I won't be trying all the maps. The one that will immediatelly bomb out is "VACA1.MAP" not found, as there is "VACA1.map". But there are more VACA maps having this problem.
Haven't you considered distributing AA in a pk3/zip file? It works beautifully, no problem at all it seems.
Regarding the Vaca mod though: After fixing the filenme and starting VACA1, I was quickly met with sprite corruption on some of the characters. I tried it with the old vanilla LiaB mod CD I still have and the problem is there as well.
After few trial/error attempts, I narrowed it down to 'hightiles' being set to "1". This is the EDuke32 default and as I understand, AA needs this to be 1 as well as some of the textures would probably not be displayed at all. But it gets more interesting.
This sprite corruption issue seems to be presnt only with all 'r_texfilter' values with a sole exception of "0", aka "NEAREST" in standard game menu. I really prefer unfiltered textures but with mipmaps, especially for mods with HQ textures, but if hightiles are enabled (I disabled them for now for vanilla gameplay), I force the texfilter to 0.
I tested it with the win64 binary provided by your mod and with my Mageia 9 build, same result.

I will test it more and if nothing else shows up regarding the issue, I will report it. Unless Hendricks isn't reading this as well. ;)
0

User is online   Danukem 

  • Duke Plus Developer

#20

Texture corruption in EDuke32 is a known EDuke32 bug that affects some graphics cards and I have a pinned message on the AA bug reports channel on our discord server explaining what settings to use in EDuke32 to avoid it. Setting textures to NEAREST is necessary.
0

User is offline   inf78 

#21

Interesting. Well, I quickly searched the bug list, but I don't see it there. Some other related I see, but not this particular one. If it's known, are there some plans to do something about it? ;)
I can live with it, it's just that it may surprise some people if they encounter it and don't have time or just willingness to investigate.
The more that it happens also with the trilinear filter which can be set from menu and the fact that it affects the base game as well, not just mods.

Nothing new I tried revealed anything more particular, only that some filtering methods are prone to it more than others, but all have the problem. With exception of the 'gl_nearest' filter, which
as mentioned seems to be immune to the problem. It also seems to ignore 'r_usetileshades' set to 0. But tile shades don't seem to have any effect regarding the sprite corruption from what I tried.
0

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