Bug Reports for unreleased EDuke32 builds
#31 Posted 31 July 2009 - 09:32 AM
delete also the eduke32.cfg and dp.cfg
Question/Suggestion: if you delete the texture cache files every time before running eduke32, does this fix your problem?
#32 Posted 31 July 2009 - 12:02 PM
supergoofy, on Jul 31 2009, 01:32 PM, said:
delete also the eduke32.cfg and dp.cfg
Question/Suggestion: if you delete the texture cache files every time before running eduke32, does this fix your problem?
Yes, I have tried that already. Interestingly, I found that if I disable Polymer the problem dosn't happen.
I'm new to Polymer. are there some other files I need for Polymer, or is it a bug. I'm using the latest HRP,
it's Udate Pack, XXX Pack and the Eduke32 Music Pack.
Thanks
#33 Posted 31 July 2009 - 12:26 PM
#34 Posted 31 July 2009 - 12:38 PM
Plagman, on Jul 31 2009, 04:26 PM, said:
Thanks Plagman, That did it. I tend to play with Hud as I remember it on my first computer in about 1997. It was a Mac Performa 6400.
Thanks again for great program.
#35 Posted 31 July 2009 - 12:58 PM
Update: According to Creatives web site:
Selectable analog sources such as Line In and Microphone In
Playback of 64 audio channels, each at an arbitrary sample rate
24-bit Analog-to-Digital conversion of analog inputs at 96 kHz sample rate
24-bit Digital-to-Analog conversion of digital sources at 96 kHz to analog 7.1 speaker output
16-bit to 24-bit recording sampling rates: 8, 11.025, 16, 22.05, 24, 32, 44.1, 48 and 96 kHz
Professional Digital Audio Processing
Supports Sony/Philips Digital InterFace (SPDIF) format of up to 24-bit/96 kHz quality
SPDIF input of up to 24-bit/96 kHz quality
SPDIF output at selectable sampling rate of 44.1, 48 or 96 kHz
I realize much of this is software instead of hardware based.
This post has been edited by mfender: 31 July 2009 - 01:12 PM
#36 Posted 31 July 2009 - 04:31 PM
#37 Posted 01 August 2009 - 04:21 PM
In E1 L4 The Shrinker activated by opening a hatch after one gets the red key doesn't shrink the player.
#38 Posted 02 August 2009 - 03:03 AM
#39 Posted 05 August 2009 - 04:01 AM
If I use spawn command, it works fine, but espawn command is not working i.e. projectile isn't kill after spawn actors and it continue spawning actors indefinitely.
#41 Posted 05 August 2009 - 09:55 AM
#42 Posted 07 August 2009 - 06:03 PM
[attachment=365:flash.jpg]
when i run over a thin sector that has a step in it like in the picture using the new SOS effect it results in a black flash and pauses the game for a split second. although the error does not seem to occur in 3rd person mode in some places.
also when reaching the top of a sloped sector next to a low ceiling the character in 3rd person mode can be seen hovering mid air crouching. pressing crouch in this mode will place the character in the correct position though with feet touching the ground.
i think this is some kind of height / speed issue as you can stop this occuring by moving slowly through the sector.
EDITED
This post has been edited by DanM: 07 August 2009 - 08:20 PM
#43 Posted 09 August 2009 - 09:55 AM
#44 Posted 10 August 2009 - 03:36 AM
when the level is bigger and there is more stuff that black stuff is longer more severe
another glitch i noticed was with a SoS room, the lower room had some solid sprites and when standing on them duke went through the ceiling a bit and it made my computer crawl, even the movie i was watching started to go really slow, i could hear my computer literally drawing a ton more power.
going through a simple air vent with a low ceiling and a bit of a drop in it, and my computers load just seems to go through the roof, once my puter just turned off all together.
recently in my console iam getting a tessalation error 100156 aswell, says NO ERROR or [NULL] afterwards.
#45 Posted 12 August 2009 - 01:23 PM
the black flash remains (if it hasnt been fixed yet) , could also be related to the fact i have doors near those black flash sectors sometimes on differnt floors but still in the same area.
#47 Posted 12 August 2009 - 11:37 PM
if its different PM me ill send ASAP, i also sent off a video of the bug to tx on the eduke32 site email and too you aswell
ill just re-list everything about my error i know so far
* Related to SoS
* Running over Thin Sectors (ie between a door frame)
* First time i run over a problem sector i get a good 2 second pause, if hold down W i will end up in a completley differnt place when it comes good again.
* the next 4 - 5 times are good
* the error occurs again but only very short stutters
* does not happen in 3rd person view
* more than likley to happen and more severe based on players speed
* can crouch and move slowly through the sector without error
* seems happen if doors are in the area (floors below aswell) swing and slide, the only doors i use (in city maps as iam yet to see a doom door in real life in a city)
Theory : eduke renders based on the sector your in? and it dose not have enuff time between one sector and the next, so if a sector is a certain thickness it should be set to be pre-rendered before the level loads?
take that with a grain of salt, i dont know much about programming so i could just be talking shit
#48 Posted 13 August 2009 - 01:15 PM
EDIT: It happened again, and restarting the sound system did not help.
This post has been edited by DeeperThought: 13 August 2009 - 08:36 PM
#49 Posted 14 August 2009 - 06:10 PM
#50 Posted 14 August 2009 - 09:16 PM
This post has been edited by Hendricks266: 14 August 2009 - 09:17 PM
#51 Posted 15 August 2009 - 11:59 PM
If i retexture i usually have to press / to reset wall data for . to work properly again, regardless if the walls "o" or anything is set.
#52 Posted 20 August 2009 - 04:25 AM
So, I'm asking this. What has changed in the builds since 1464 that could cause it ? (In case it is from my code, but I don't think it can be, because these work flawlessly with 1464. Anything above refuses to work, and causes that problem.)
This post has been edited by XThX2: 20 August 2009 - 04:27 AM
#53 Posted 20 August 2009 - 08:40 AM
XThX2, on Aug 20 2009, 05:25 AM, said:
So, I'm asking this. What has changed in the builds since 1464 that could cause it ? (In case it is from my code, but I don't think it can be, because these work flawlessly with 1464. Anything above refuses to work, and causes that problem.)
Do you have any code in EVENT_SELECTWEAPON?
#54 Posted 20 August 2009 - 09:31 AM
onevent EVENT_SELECTWEAPON getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 setvar RETURN 1 else setvar RETURN 0 endevent
I have this code atm. I'll try removing it when I can gain access again.
This post has been edited by XThX2: 20 August 2009 - 09:32 AM
#55 Posted 20 August 2009 - 09:57 AM
XThX2, on Aug 20 2009, 10:31 AM, said:
onevent EVENT_SELECTWEAPON getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 setvar RETURN 1 else setvar RETURN 0 endevent
I have this code atm. I'll try removing it when I can gain access again.
That event was changed recently so that RETURN is the weapon that is selected. Your code is making it select the boot.
#56 Posted 20 August 2009 - 11:04 AM
#57 Posted 30 August 2009 - 12:04 PM
#58 Posted 02 September 2009 - 08:30 AM
If you try to load nstest.map and pick-up, for example, a toolbox then eduke32 will crash
This crash appears at use EVENT_INVENTORYRIGHT and EVENT_INVENTORYLEFT
onevent EVENT_INVENTORYRIGHT setvar DISPLAYINVENTORY 1 ifvare DISPLAYINVENTORY 1 { setplayer[THISACTOR].inven_icon 0 ifvare ICPOSITION 1 { setvar ICPOSITION 2 } else ifvare ICPOSITION 2 { setvar ICPOSITION 3 } else ifvare ICPOSITION 3 { setvar ICPOSITION 4 } else ifvare ICPOSITION 4 { setvar ICPOSITION 5 } else setvar ICPOSITION 1 } endevent