WGR HRP "My old HRP for WGRealms."
#1 Posted 15 July 2009 - 08:02 PM
Or finish it if they want too.
Download WGRealms http://wg.duke4.net/.../WGRealms-1.zip
Download WGRHRP 18mb http://wg.duke4.net/wgrHRP.zip
This post has been edited by William Gee: 15 July 2009 - 08:16 PM
#2 Posted 15 July 2009 - 09:23 PM
I got a SIGSEGV error with BEERZITY.map and eduke32 r1461:
Fatal Signal caught: SIGSEGV. Bailing out.
2451: 1298 enda 0 316155456 0 0
2456: 1301 state 316155280
2458: 1302 enda 0 0 8 0
2463: 1305 ifpdistl 3084 316155580
2466: 1306 ifrnd 24 316155580
2469: 1307 spawn 661
2471: 1308 enda 0 0 0 0 0 1 0 0 0 0 -10 -36 -10 -52 0 316155584 316155624 14
2490: 1317 ifaction current actor: 87 (662)
g_errorLineNum: 1308, g_tw: 4
I played BEERZITY.map
the crash happened at the start of the map when I entered with E the security screen:
When I hit E again it crashed
it doesn't matter if I will use wgrHRP or not:
eduke32 -noautoload -jWGRealms -gWGR.GRP -gwgrHRP.zip -xWGRGAME.CON -jbeerzity -map BEERZITY.map
eduke32 -noautoload -jWGRealms -gWGR.GRP -xWGRGAME.CON -jbeerzity -map BEERZITY.map
I do not use Duke3D HRP for wgr
Maybe it's a bug of the map? or incompatibility with eduke32 r1461?
The con code is from WGR.GRP and not altered in any way.
Has anyone tested this map?
[edit]
at the start of the map, when the door opens, you can find the security screen on the left (where there is an alien)
This post has been edited by supergoofy: 15 July 2009 - 10:24 PM
#3 Posted 15 July 2009 - 09:58 PM
Just run the normal bat included with WGRealms and select BEERZITY as a usermap from the menu using a official Eduke32 release.
#4 Posted 15 July 2009 - 10:08 PM
I'm trying to test eduke32 svn builds, so that to eliminate any possible bugs, before official release.
[edit]
the map works fine with last official snapshot
This post has been edited by supergoofy: 15 July 2009 - 10:22 PM
#5 Posted 15 July 2009 - 10:34 PM
supergoofy, on Jul 15 2009, 11:08 PM, said:
I'm trying to test eduke32 svn builds, so that to eliminate any possible bugs, before official release.
[edit]
the map works fine with last official snapshot
It's good that you're doing that, but you should note whether the bug/crash occurs in the official snapshot when you first report it, so people know whether it is a bug in something actually released.
#6 Posted 15 July 2009 - 11:44 PM
I'm moving closer and closer to the idea of using MSVC exclusively to do new builds on Windows if GCC 4.4.1 doesn't fix some of this. You might want to try 4.3.3 again just for shits and giggles.
#7 Posted 16 July 2009 - 12:25 AM
gcc 4.4.0 broke many things
This post has been edited by supergoofy: 16 July 2009 - 01:27 AM
#8 Posted 16 July 2009 - 05:01 AM
With some more tree models it would look just perfect!
Can't wait for WG Realms 2 with the new weapons and enemies + your fantastic maps.
#9 Posted 16 July 2009 - 05:33 AM
Though when I used it, it gave an even awesome look.
#10 Posted 16 July 2009 - 05:53 AM
#11 Posted 16 July 2009 - 06:54 AM
Mia Max, on Jul 16 2009, 03:01 PM, said:
Holy shit, that looks amazing. I suddenly feel like replaying WGR.
#12 Posted 16 July 2009 - 01:54 PM
Usurper, on Jul 16 2009, 06:53 AM, said:
(From scratch) WGR2 has a totally different art pack from WGR1.
Though DT has plans to make WGR1 work with WGR2 stuff at some stage.
That polymer shot looks nice (y) Feel free to play around with it if you want. Though I'm curious how level2 looks with polymer since it is dark with lots of fires. Polymer doesn't work here btw.
#13 Posted 16 July 2009 - 02:07 PM
William Gee, on Jul 16 2009, 10:54 PM, said:
Though DT has plans to make WGR1 work with WGR2 stuff at some stage.
That polymer shot looks nice (y) Feel free to play around with it if you want. Though I'm curious how level2 looks with polymer since it is dark with lots of fires. Polymer doesn't work here btw.
Well, at least not with the current Polymer builds. Perhaps when it is finished it will work correctly. (I hope)
#14 Posted 17 July 2009 - 07:09 PM
#16 Posted 18 July 2009 - 02:19 AM
Tea Monster, on Jul 18 2009, 04:09 AM, said:
Obviously, it would be up to William Gee if he wants to make a High-Res pack for WGR2. Personally, I would be against having a High-Res pack for WGR2. It would seem that these days having 8-bit sprites would still make a great TC. I grew up with 8-bit graphics. (And probably so did all of you as well...)
This post has been edited by KillerBudgie: 18 July 2009 - 02:22 AM
#18 Posted 18 July 2009 - 05:19 AM
William Gee, on Jul 18 2009, 12:21 PM, said:
Good. Because trying to recreate the sprites into models will take a long time and will be so hard to do.
This post has been edited by KillerBudgie: 18 July 2009 - 05:21 AM