Duke4.net Forums: the latest eduke32 revisions - Duke4.net Forums

Jump to content

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

the latest eduke32 revisions

User is offline   Mark 

#1

I noticed the 3 latest revisions are debug versions only and no changelogs. Is this an oversight or the new direction?
0

User is offline   oasiz 

  • Dr. Effector

#2

It means that compilation failed.
Debug builds disable any compiler optimizations, which is why they pass.
1

#3

The source of the issue has been identified, in particular it occurs when compiling for 32 bit with MinGW.

In the meantime, compiling 64 bit non-debug builds locally should still work.
0

User is offline   Mark 

#4

OK. I'm still wondering why latest revisions online are still debug versions only and no changelogs.

Just to be clear, I'm not compiling my own. This is from the usual Dukeworld site for synthesis download. So the compiling issue for the whoever does it for that webpage has not been fixed yet?

This post has been edited by Mark: 27 October 2020 - 06:05 AM

0

User is offline   oasiz 

  • Dr. Effector

#5

View Postoasiz, on 29 September 2020 - 10:22 AM, said:

It means that compilation failed.
Debug builds disable any compiler optimizations, which is why they pass.


32bit builds fail compilation so the chain never gets to complete proper.
64bit builds should compile just fine if you want to compile on your own.
0

User is offline   Mark 

#6

View PostMark, on 27 October 2020 - 06:04 AM, said:

So the issue for whoever compiles for that webpage has not been fixed yet?

I'll take oasiz's answer as a "yes" ;)

It doesn't really matter to me. I can still test them in my projects. I was just curious that after a month the synthesis compiles haven't returned to normal.

This post has been edited by Mark: 27 October 2020 - 06:48 AM

0

User is offline   oasiz 

  • Dr. Effector

#7

Sorry, missed that detail..
TX is running the buildbot for syntheiss, the chain is fine and hasn't been changed. Changes to fix some issues in code (I believe it was the fix which prevented the samples/a.m32 from compiling) caused more problems.

Since there are savegame crash fixes, this might be of value to some: https://lerppu.net/mapster.zip 64bit

EDuke32 r9271-83a6addae
Built Oct 27 2020 18:04:49, GCC 10.2.0, 64-bit 

1

User is offline   NNC 

#8

The snapshot I'm using has that shrinker bug which somewhat ruined Fernando's shrinker puzzle in E3L3 (smaller rooms block the ray's passage), also notice that if a goodie drops from a trashcan, and if it's initially blocked (while dropping, ie. another close trashcan), it stops dropping when the other can is destroyed.
0

User is offline   oasiz 

  • Dr. Effector

#9

You should test latest snapshots and report issues in https://voidpoint.io/https://voidpoint.io/
0

#10

View Postoasiz, on 27 October 2020 - 07:07 AM, said:

Changes to fix some issues in code (I believe it was the fix which prevented the samples/a.m32 from compiling) caused more problems.

This isn't the case. The error started with a compiler upgrade, as the offending code stems from a much older revision (https://voidpoint.io...920729651521f2d) and has worked fine for months before the error started occurring.
In fact, if you were to compile older revisions, the same issue would occur now.

In more technical terms, the error occurs when one tries to set "std::string" as the template argument for the type of both the key and the value in std::unordered_map, and then adds entries to it.
It's possible that we are dealing with a compiler bug, as the code in question doesn't seem to do anything wrong by itself. In fact, even the simple example code from cppreference.com will cause this error to occur.

View PostThe Watchtower, on 27 October 2020 - 10:54 AM, said:

The snapshot I'm using has that shrinker bug which somewhat ruined Fernando's shrinker puzzle in E3L3 (smaller rooms block the ray's passage),


I've reported the issue on the gitlab tracker here: https://voidpoint.io...32/-/issues/133
It's not been fixed yet.

Quote

also notice that if a goodie drops from a trashcan, and if it's initially blocked (while dropping, ie. another close trashcan), it stops dropping when the other can is destroyed.

So you mean it keeps hanging in the air?
1

User is offline   oasiz 

  • Dr. Effector

#11

Ah my bad then, thanks for the clarification.
Timing was unfortunate.
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