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Polymer - Issue with spotlight and shadows - Randomly blue  "Issue where spotlights turn blue when they begin to cast shadows."

User is offline   Evil Ash 

#1

As much as I hate to be the guy to come to a board just for help, I do need some. Been trying to fix this for a while. Working on a TC and my spotlights have begun acting up. They were working fine INITIALLY, but something changed as I continued to work on the map and I cannot determine what. I do NOT have this issue in all maps - but it has show up in maps I have not made. So it must be a related environmental, or something.

The issue is - when the player (or a bot) enters the spotlight and a shadow is drawn - the spotlight turns blue. Also, it isnt shown, but the ENTIRE light is not blue - the corona or the exterior halo remains normal.

Screenshots:
Posted Image
Posted Image

Mind the custom gun. Assigned the wrong texture, haven't fixed yet. Also it should be noted that the spotlights began acting this way only after MAPPING continued - I did not do any editing of CONs between the time when the lights worked and when they started turning blue.

Here is the spotlight in Mapster so you can see my params:
Posted Image

I am running the latest build of eDuke32 (tried updating to fix issue - no luck) and eDuke32 is running with DukePlus, HRP, and Polymer.
TC includes custom textures, player model, weapon model - nothing else added. No coding or scripting except for updating names of files in the DEFs files. All visuals are just replaced MD3s and PNGs. Nothing NEW as been added, code wise.

If you require any more information from me to explain what may be happening or to find a solution - please let me know.

Thank you, and I hope to be an active part of the forum from now on.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2

Interesting; can you post the contents of eduke32.log from after the problem has occured? Also, please run the "glinfo" command in the console before doing so.
0

User is offline   Evil Ash 

#3

Thanks for the quick response. I'm not at my PC so I had to login remotely and get the log. Kinda tricky, haha.

Here it is:

EDuke32 2.0.0devel 20100311
addsearchpath(): Added E:/GAMES/DukeHRP/
OS: Windows 7 (6.1.7600) 
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added E:/GAMES/DukeHRP/DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'autoload/duke3d.grp/polymer_hrp.zip'.
Using group file 'autoload/duke3d.grp/xxx_pack.zip'.
Using group file 'DukePlus/dpcons.zip'.
Using group file 'DukePlus/dpmaps.zip'.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (587933 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45397 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (42504 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (54662 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25697 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (59927 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (114048 bytes)
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:26886: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:26894: warning: found `ifsound' outside of a local event.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 105487*4 bytes
Relocating compiled code from to 0x7e540014 to 0x16a0460c
Script compiled in 48ms
Compiled code size: 105479*4 bytes, version 1.4+
Pointer bitmap size: 13186 bytes
2817/11264 labels, 662/2048 variables
289/16384 quotes, 46 quote redefinitions
36/88 event definitions, 393 defined actors
Initialized 32.0M cache
Loading 'dukeplus.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error on line highres/textures.def:31: expecting float, got "}"
Error on line highres/textures.def:55: expecting float, got "}"
Error on line highres/textures.def:64: expecting float, got "}"
Error on line highres/textures.def:68: expecting float, got "}"
Error on line highres/textures.def:72: expecting float, got "}"
Error on line highres/textures.def:76: expecting float, got "}"
Error on line highres/textures.def:80: expecting float, got "}"
Error on line highres/textures.def:93: expecting float, got "}"
Error: file 'highres/detail/conrete8.png' does not exist
Error on line highres/textures.def:97: expecting float, got "}"
Error: file 'highres/detail/conrete8.png' does not exist
Error on line highres/textures.def:101: expecting float, got "}"
Error: file 'highres/detail/conrete.png' does not exist
Error on line highres/textures.def:105: expecting float, got "}"
Error on line highres/textures.def:109: expecting float, got "}"
Error on line highres/textures.def:113: expecting float, got "}"
Error: file 'highres/custex/3620.png' does not exist
Error on line highres/textures.def:117: expecting float, got "}"
Error: file 'highres/custex/3621.png' does not exist
Error on line highres/textures.def:121: expecting float, got "}"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached input devices
	* MOUSE: Mouse
	* KEYBOARD: Keyboard
Executing "DukePlus/dp_binds.cfg"
Disabling desktop composition.
Setting video mode 640x480 (32-bit windowed)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  3.2.9555 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 5800 Series  
Cache contains 44012 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
Cache contains 44012 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
Loaded map hack file '/E1L1.mhk'
Cache time: 43ms
PR : Compiling GPU program with bits 66641...
E1L1: U.R.N DOCKS
PR : Compiling GPU program with bits 116057...
PR : Compiling GPU program with bits 116061...
PR : Compiling GPU program with bits 115825...
PR : Compiling GPU program with bits 115793...
PR : Compiling GPU program with bits 66673...
PR : Compiling GPU program with bits 66937...
PR : Compiling GPU program with bits 65537...
PR : Compiling GPU program with bits 115797...
PR : Compiling GPU program with bits 99413...
PR : Compiling GPU program with bits 99705...
PR : Compiling GPU program with bits 116089...
PR : Compiling GPU program with bits 66681...
PR : Compiling GPU program with bits 99441...
PR : Compiling GPU program with bits 99677...
PR : Compiling GPU program with bits 99673...
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 67065...
PR : Compiling GPU program with bits 99449...
PR : Compiling GPU program with bits 117843...
PR : Compiling GPU program with bits 117873...
PR : Compiling GPU program with bits 115799...
PR : Compiling GPU program with bits 115833...
PR : Compiling GPU program with bits 115805...
PR : Compiling GPU program with bits 115827...
PR : Compiling GPU program with bits 115795...
PR : Compiling GPU program with bits 65553...
PR : Compiling GPU program with bits 119921...
PR : Compiling GPU program with bits 119889...
PR : Compiling GPU program with bits 119893...
PR : Compiling GPU program with bits 119923...
PR : Compiling GPU program with bits 119891...
PR : Compiling GPU program with bits 119895...
PR : Compiling GPU program with bits 117841...
PR : Compiling GPU program with bits 121969...
PR : Compiling GPU program with bits 65555...
PR : Compiling GPU program with bits 120153...
PR : Compiling GPU program with bits 120157...
PR : Compiling GPU program with bits 99421...
PR : Compiling GPU program with bits 121939...
PR : Compiling GPU program with bits 121937...
PR : Compiling GPU program with bits 128085...
PR : Compiling GPU program with bits 119929...
PR : Compiling GPU program with bits 120185...
OpenGL Information:
 Version:  3.2.9555 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 5800 Series  
 Maximum anisotropy:	  16.0
 BGRA textures:		   supported
 Non-power-of-2 textures: supported
 Texure compression:	  supported
 Clamp-to-edge:		   supported
 Multisampling:		   not supported
 Nvidia multisample hint: not supported
 ARBfp fragment programs: supported
 Depth textures:		  supported
 Shadow textures:		 supported
 Frame Buffer Objects:	supported
 Rectangle textures:	  supported
 Multitexturing:		  supported
 env_combine:			 supported
 Vertex Buffer Objects:   supported
 Shader Model 4:		  supported
 Occlusion queries:	   supported
 GLSL:					supported
 Extensions:
   GL_AMDX_name_gen_delete GL_AMDX_random_access_target
   GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend
   GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture
   GL_AMD_shader_stencil_export GL_AMD_texture_compression_dxt6
   GL_AMD_texture_compression_dxt7 GL_AMD_texture_cube_map_array
   GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator
   GL_ARB_blend_func_extended GL_ARB_color_buffer_float
   GL_ARB_copy_buffer GL_ARB_depth_buffer_float
   GL_ARB_depth_clamp GL_ARB_depth_texture
   GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
   GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced
   GL_ARB_fragment_coord_conventions GL_ARB_fragment_program
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
   GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
   GL_ARB_geometry_shader4 GL_ARB_half_float_pixel
   GL_ARB_half_float_vertex GL_ARB_instanced_arrays
   GL_ARB_map_buffer_range GL_ARB_multisample
   GL_ARB_multitexture GL_ARB_occlusion_query
   GL_ARB_pixel_buffer_object GL_ARB_point_parameters
   GL_ARB_point_sprite GL_ARB_provoking_vertex
   GL_ARB_sample_shading GL_ARB_seamless_cube_map
   GL_ARB_shader_objects GL_ARB_shader_texture_lod
   GL_ARB_shading_language_100 GL_ARB_shadow
   GL_ARB_shadow_ambient GL_ARB_sync
   GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
   GL_ARB_texture_compression GL_ARB_texture_compression_rgtc
   GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array
   GL_ARB_texture_env_add GL_ARB_texture_env_combine
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
   GL_ARB_texture_float GL_ARB_texture_gather
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
   GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod
   GL_ARB_texture_rectangle GL_ARB_texture_rg
   GL_ARB_texture_snorm GL_ARB_transpose_matrix
   GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
   GL_ARB_vertex_program GL_ARB_vertex_shader
   GL_ARB_window_pos GL_ATI_draw_buffers
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader
   GL_ATI_meminfo GL_ATI_separate_stencil
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3
   GL_ATI_texture_float GL_ATI_texture_mirror_once
   GL_EXT_abgr GL_EXT_bgra
   GL_EXT_bindable_uniform GL_EXT_blend_color
   GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
   GL_EXT_blend_minmax GL_EXT_blend_subtract
   GL_EXT_compiled_vertex_array GL_EXT_copy_buffer
   GL_EXT_copy_texture GL_EXT_draw_buffers2
   GL_EXT_draw_instanced GL_EXT_draw_range_elements
   GL_EXT_fog_coord GL_EXT_framebuffer_blit
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
   GL_EXT_histogram GL_EXT_multi_draw_arrays
   GL_EXT_packed_depth_stencil GL_EXT_packed_float
   GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
   GL_EXT_point_parameters GL_EXT_provoking_vertex
   GL_EXT_rescale_normal GL_EXT_secondary_color
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs
   GL_EXT_stencil_wrap GL_EXT_subtexture
   GL_EXT_texgen_reflection GL_EXT_texture3D
   GL_EXT_texture_array GL_EXT_texture_buffer_object
   GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_latc
   GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
   GL_EXT_texture_env_add GL_EXT_texture_env_combine
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
   GL_EXT_texture_integer GL_EXT_texture_lod
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
   GL_EXT_texture_object GL_EXT_texture_rectangle
   GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent
   GL_EXT_texture_snorm GL_EXT_texture_swizzle
   GL_EXT_timer_query GL_EXT_transform_feedback
   GL_EXT_vertex_array GL_EXT_vertex_array_bgra
   GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region
   GL_NV_blend_square GL_NV_conditional_render
   GL_NV_copy_depth_to_color GL_NV_explicit_multisample
   GL_NV_primitive_restart GL_NV_texgen_reflection
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
   GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
   GL_WIN_swap_hint WGL_EXT_swap_control
PR : Compiling GPU program with bits 66a905...
PR : Compiling GPU program with bits 68689...
PR : Compiling GPU program with bits 121971...
PR : Compiling GPU program with bits 99415...
PR : Compiling GPU program with bits 119901...
PR : Compiling GPU program with bits 117875...
PR : Compiling GPU program with bits 128087...
PR : Compiling GPU program with bits 99411...
 
DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...


I never noticed those DEF errors. I'll try and fix them and see if it helps.
0

User is offline   Plagman 

  • Former VP of Media Operations

#4

At first glance that looks like a driver problem, but there's no way to be sure unless I try it. Can you put together the smallest self-contained package that reproduces the problem on your end and make it available to me? You can send it to me via PM if you prefer to keep your unreleased stuff off these forums.
0

User is offline   Evil Ash 

#5

I'll edit the map down and package it for you as soon as I get home (in about 3 hours).

Thanks.
0

User is offline   Evil Ash 

#6

Just a thought I forgot to mention. I'll still send you the map.

But I recently upgraded my system (new CPU, mobo, RAM, and GPU) and I had this issue both before and after the upgade.

CPU/GPU was AMD/ATI before and after - but I definetialy had this issue on multiple updates of the ATI drivers.

Not sure if that helps at all.

I'll have the map uploaded soon.
0

User is offline   Evil Ash 

#7

Sorry to triple post.

I did several things when I got home.

Reinstalled eDuke32.
Reinstalled DukePlus.
Reinstalled latest ATI drivers.

And well... now the blue issue is gone :/ - which is bizarre since I had the latest eDuke, DukePlus, and driver... perhaps a file got changed?

Well that fixed itself, but now it's crashing (more frequently than usual).

Here's the log:

Fatal Signal caught: SIGSEGV. Bailing out.

57688:  9640 fall 
57689:  9641 ifhitweapon  388221884
57691: 31337 { 
57692:  9643 ifdead  388221864
57694: 31337 { 
57695:  9645 debris  2400 4
57698:  9646 debris  2404 3
57701:  9647 killit 
57702: 31337 } 
57703:  9649 else  388221880
57705:  9650 action  388221476
57707: 31337 } 
57708:  9652 enda 
57709:  9655 ifpdistl  6144 388221908
57712:  9656 soundonce  93
57714:  9658 ifcount  20 388221992
57717: 31337 { 
57718:  9660 resetcount 
57719:  9661 ifp 
57720:	 4 definelevelname  388221988
57722:  9662 ifpdistl  1024 388221988
57725: 31337 { 
57726:  9664 addphealth  -1current actor: 67 (904)
g_errorLineNum: 306, g_tw: 124
 
DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg


Thanks again for all your help.

Do you still want the map or has this moved on to realm of something else, now?

This post has been edited by Evil Ash: 26 April 2010 - 05:56 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#8

When do the crashes usually occur? Is it just during random gameplay? You're right that your map/mod probably isn't going to help me reproduce them.
0

User is offline   Evil Ash 

#9

It seems fairly random, I'm still tweaking with it ATM. I do have bots on using a custom model, I'll see if I can reproduce the common crashes.

It seems to happen when I'm interacting with them (shooting/collisions), AND we're in a light.

I feel like I'm stuck in some cyclical curse, haha.

I have no clue why my blue problem suddenly went away.... oh well time to drop the past and focus on this.

Do you know what the code in the crashdump relate to? Why is it spewing out CON code?

Edit:

I disabled DukePlus entirely and noticed an FPS increase (expected), but it still crashed. This time while I was Mighty Boot'n some chairs. There were absolutely no lights at all in this room, or that could be splashing into this room. Just some sprites.

Fatal Signal caught: SIGSEGV. Bailing out.

 2375:  1255 fall 
 2376:  1256 ifhitweapon 
 2377: 95252 changespritestat 
 2378: 31337 { 
 2379:  1258 ifdead 
 2380: 95252 checkavailinven 
 2381: 31337 { 
 2382:  1260 debris  2400 4
 2385:  1261 debris  2404 3
 2388:  1262 killit 
 2389: 31337 } 
 2390:  1264 else 
 2391: 95252 setsprite 
 2392:  1265 action 
 2393: 95252 ifvarvarg 
 2394: 31337 } 
 2395:  1267 enda 
 2396:  1270 ifpdistl  6144
 2398: 95252 ezshootvar 
 2399:  1271 soundonce  93
 2401:  1273 ifcount  20 390152572
 2404: 31337 { 
 2405:  1275 resetcount 
 2406:  1276 ifp 
 2407:	 4 definelevelname  390152568
 2409:  1277 ifpdistl  1024 390152568
 2412: 31337 { 
 2413:  1279 addphealth  -1current actor: 153 (904)
g_errorLineNum: 1267, g_tw: 4
 
DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg


Hmmn.... this is exceedingly frequent. Like, within a minute or two of loading eDuke32.

Edit2:

Disabling Polymer seems to prevent any crashing, even with DukePlus enabled. Played for quite some time spamming explosions and bots and no issues at all :/

This post has been edited by Evil Ash: 26 April 2010 - 10:29 PM

0

User is offline   Stabs 

#10

Iam going to blame one of your models, i had a similar sort of problem due to a model, it loaded and looked fine in mapster but in game it would just give me a CTD
0

User is offline   Evil Ash 

#11

It's possible, but that'd mean (unless my finding were inaccurate) that it's mainly caused by the MODEL under POLYMER.

I'll try reverting my models to the HRP defaults and see what happens.
0

User is offline   Mblackwell 

  • Evil Overlord

#12

Polymer is somewhat unforgiving toward model corruption because it is trying to calculate normal maps (as I discovered the other night).

Try using the latest synthesis build. It should either not load corrupted models (and tell you), or give you a failure message.

Edit: Nice map btw.

This post has been edited by Mblackwell: 27 April 2010 - 12:56 PM

0

User is offline   Evil Ash 

#13

Latest synthesis build 20100425 loaded fine - crashed like usual within minutes of starting to play. In other words, no difference.

Log was identical to the first crash log I posted.

I'll play around with this more and post my results. Thanks for your help everybody.

Edit: Thanks!

This post has been edited by Evil Ash: 27 April 2010 - 05:51 PM

0

User is offline   Evil Ash 

#14

I started with a fresh install of Duke 3D: Atomic.
Installed the latest synthesis build of eDuke32.
Installed the latest DukePlus and dukepluscons from DeeperThought's site.
Polymer was enabled. Running at 1280x1024x32bpp fullscreen.

Did not have the HRP install at all, not even in the folder or anything.

It continually crashes still, but it seems to be almost... time based. Like after several minutes everything goes to shit.

Here's the latest log from my fresh install setup:

EDuke32 2.0.0devel 20100311
addsearchpath(): Added E:/GAMES/Duke Nukem 3D HRPe/
OS: Windows 7 (6.1.7600) 
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added E:/GAMES/Duke Nukem 3D HRPe/DukePlus/
Using group file 'duke3d.grp' as main group file.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (398966 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (53276 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (57580 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25697 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (66087 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (124786 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (226635 bytes)
DukePlus/dpcons/DUKEPLUS.CON: In actor `EXPLOSION2':
DukePlus/dpcons/DUKEPLUS.CON:7747: warning: found local gamevar `framerate' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_GAME':
DukePlus/dpcons/DUKEPLUS.CON:16321: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:15636: warning: duplicate case ignored.
DukePlus/dpcons/DUKEPLUS.CON:15636: warning: duplicate case ignored.
DukePlus/dpcons/DUKEPLUS.CON:15645: warning: duplicate case ignored.
DukePlus/dpcons/DUKEPLUS.CON:15645: warning: duplicate case ignored.
DukePlus/dpcons/DUKEPLUS.CON:16321: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_CHEATGETJETPACK':
DukePlus/dpcons/DUKEPLUS.CON:16798: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON:16799: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:17084: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:17092: warning: found `ifsound' outside of a local event.
Found 11 warning(s), 0 error(s).
Resizing code buffer to 112149*4 bytes
Relocating compiled code from to 0x7e740014 to 0x14ccdd8c
Script compiled in 49ms
Compiled code size: 112141*4 bytes, version 1.4+
Pointer bitmap size: 14019 bytes
2876/11264 labels, 686/2048 variables
298/16384 quotes, 46 quote redefinitions
37/88 event definitions, 417 defined actors
Initialized 32.0M cache
Loading 'dukeplus.def'
Warning: Failed including duke3d.def on line dukeplus.def:1
Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3"
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached input devices
    * MOUSE: Mouse
    * KEYBOARD: Keyboard
Executing "DukePlus/dp_binds.cfg"
Disabling desktop composition.
Setting video mode 1280x1024 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  3.2.9555 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 5800 Series  
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 512ms
PR : Compiling GPU program with bits 66641...
E1L8: USER MAP
Error: "include" is not a valid command or cvar
Error: "include" is not a valid command or cvar
Error: "includea" is not a valid command or cvar
PR : Compiling GPU program with bits 65537...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 82ms
PR : Compiling GPU program with bits 66641...
E1L8: USER MAP
PR : Compiling GPU program with bits 65537...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 88ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 68689...
E1L1: HOLLYWOOD HOLOCAUST
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 101457...
PR : Compiling GPU program with bits 99413...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 83ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
E1L4: TOXIC DUMP
PR : Compiling GPU program with bits 99409...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 84ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
E1L5: THE ABYSS
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 83ms
PR : Compiling GPU program with bits 66641...
E1L6: LAUNCH FACILITY
PR : Compiling GPU program with bits 65537...
PR : Compiling GPU program with bits 99409...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
No cached tex for tile 6800 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 6800 pal 251.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 82ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
E1L7: FACES OF DEATH
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 99413...
PR : Compiling GPU program with bits 101457...
PR : Compiling GPU program with bits 68689...
MOUSE AIMING OFF
GIVING EVERYTHING!
PROTECTIVE BOOTS ON
MOUSE AIMING ON
GOD MODE: ON
PROTECTIVE BOOTS ON
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =512
PR : Compiling GPU program with bits 99411...
PR : Compiling GPU program with bits 99415...
PR : Compiling GPU program with bits 66643...
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =512
CONLOGVAR: L=1550 xydist  (Global) =512
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =527
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =517
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =3745
CONLOGVAR: L=1550 xydist  (Global) =3745
CONLOGVAR: L=1550 xydist  (Global) =512
CONLOGVAR: L=1561 xydist  (Global) =512
CONLOGVAR: L=1550 xydist  (Global) =3746
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =925
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =514
PROTECTIVE BOOTS ON
CONLOGVAR: L=1550 xydist  (Global) =1683
CONLOGVAR: L=1550 xydist  (Global) =511
CONLOGVAR: L=1561 xydist  (Global) =513
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
CONLOGVAR: L=1550 xydist  (Global) =1
CONLOGVAR: L=1561 xydist  (Global) =1
PROTECTIVE BOOTS ON
PROTECTIVE BOOTS ON
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/arms256.png.
Caching 1eca66f69f944bea46fc4ca374ddc03c-2ade7-00, offset 0x218109
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/mp5stock.png.
Caching eff6be791bafcc64c8ee1ea2bcd47146-15d3a-00, offset 0x21f932
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/mp5body.png.
Caching 02b7ac7233076f8c987076ee1f500aec-1ce05-00, offset 0x224891
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/mp5grip.png.
Caching c1f9e9f58c9b1599e807ed5077d54cd8-1c2a2-00, offset 0x22b163
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/ImpGun/ammo_skin.png.
Caching 0e31195b61d5e8d84868fed9e402f50a-288e-00, offset 0x2312bd
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/ImpGun/ammo_skin_g.png.
Caching 2a7c02abd82e222cb31c455f98bbb7a7-5cb-fe000, offset 0x23234e
MUST START NEW GAME!
Fatal Signal caught: SIGSEGV. Bailing out.
 32
88917: 31337 } 
88918: 31337 } 
88919: 10197 else  349326068
88921: 10198 killit 
88922: 10200 ends  5 0 349325612 0
88927: 10202 state  349325620
88929: 10202 enda  5 0 349325612 0
88934: 10203 state  349325620
88936: 10203 enda  0 0 0 0
88941: 10206 ifcount  24 349326224
88944: 31337 { 
88945: 10208 ifpdistl  844 349326220
88948: 31337 { 
88949: 10210 ifrnd  100 349326196
88952: 10211 soundonce  273
88954: 10213 sound  280current actor: 265 (2311)
g_errorLineNum: 343, g_tw: 124
 
DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg


This one seems to have a lot more to it. Note that I had not enabled any DukePlus setting (besides the defaults that are on), but during this specific log above I was in the DukePlus menu adjusting the settings. The crash did not occur at a precise moment of changing anything, I was just reading the text.

Besides it crashed before and before as well, once when I was walking through the adult bookstore in Red Light District, and again when I shot an RPG at a LIZTROOP in Episode 4 somewhere... don't think the RPG actually made contact.

EDIT:

Ignore the 'unknown command: include' lines. That was me brainfarting while playing a map intended as Mapster32 example :/

This post has been edited by Evil Ash: 01 May 2010 - 02:42 PM

0

User is online   Danukem 

  • Duke Plus Developer

#15

Hmmm. The sprite being processed when it crashed was a FIRE2. The only code for that sprite in the CONs is firestate, which is one of those states left over from the original CONs that I did not alter in any significant way. I wonder if the crash is related to sound.
0

User is offline   Evil Ash 

#16

Turning off sound doesn't resolve the issue. I tried actually disabling my sound device, but eDuke wouldn't even launch. I'd get a DirectSound error.

So I just turn off the sound from the options.

Does that stop it from processing sound, or could it still be an issue? What's the best way to debug a sound related issue?
0

User is offline   Evil Ash 

#17

Sorry to keep coming back to this. I don't think its sound at all. eDuke32 without HRP, DukePlus, or Polymer runs 100% for as long as I want without crashing. I played through Episode 4 yesterday just to test.

eDuke32 with HRP and DukePlus, but not Polymer, also runs for as long as I want. I played my mod maps, and Episode 2.

The moment I turn Polymer on, the game can't go longer than 2-3 minutes without crashing. I played with JUST Polymer, no HRP or DukePlus. With JUST POLYMER it still crashed just as quickly with or without the HRP/DukePlus.

Here's the log:

EDuke32 2.0.0devel 20100311
addsearchpath(): Added E:/GAMES/Duke Nukem 3D HRPe/
Checking for updates...
Connecting to [url="http://eduke32.sourceforge.net"]http://eduke32.sourceforge.
net[/url]
Current version is 20100311... no updates available
OS: Windows 7 (6.1.7600) 
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Relocating compiled code from to 0x7e740014 to 0x146670b4
Script compiled in 31ms
Compiled code size: 16179*4 bytes, version 1.4+
Pointer bitmap size: 2024 bytes
1918/11264 labels, 321/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached input devices
    * MOUSE: Mouse
    * KEYBOARD: Keyboard
Executing "eduke32_binds.cfg"
Disabling desktop composition.
Setting video mode 1280x1024 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  3.2.9555 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 5800 Series  
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
Cache time: 332ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
E3L1: RAW MEAT
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 99413...
PR : Compiling GPU program with bits 68689...
PR : Compiling GPU program with bits 101457...
MOUSE AIMING OFF
GIVING EVERYTHING!
MOUSE AIMING ON
CHAINGUN CANNON!
ATOMIC HEALTH!
SCUBA GEAR ON
PIPEBOMB!
Enabling ATI FBO color attachment workaround.
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
PR : Compiling GPU program with bits 68689...
Enabling ATI FBO color attachment workaround.
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
PR : Compiling GPU program with bits 68689...
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 99413...
PR : Compiling GPU program with bits 101457...
MIGHTY FOOT ENGAGED
PRESS OPEN TO RESTART LEVEL
GOD MODE: ON
DEVASTATOR WEAPON
UNLOCKED
ATOMIC HEALTH!
MIGHTY FOOT ENGAGED
MIGHTY FOOT ENGAGED
SCUBA GEAR ON
SCUBA GEAR
SCUBA GEAR ON
UNLOCKED
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
Cache time: 49ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 65537...
PR : Compiling GPU program with bits 68689...
E3L2: BANK ROLL
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 99413...
PR : Compiling GPU program with bits 101457...
SHOTGUN
MIGHTY FOOT ENGAGED
MOUSE AIMING OFF
GIVING EVERYTHING!
MOUSE AIMING ON
UNLOCKED
UNLOCKED
UNLOCKED
AMMO FOR CHAINGUN CANNON!
PROTECTIVE BOOTS ON
ACCESS CARD
BOOTS
JETPACK
Fatal Signal caught: SIGSEGV. Bailing out.

 4887:  2480 sizeto  0 0
 4890:  2481 else  342277424
 4892:  2482 sizeto  32 32
 4895: 31337 } 
 4896: 31337 } 
 4897:  2485 else  342277444
 4899:  2486 killit 
 4900:  2488 ends  5 0 342277008 0
 4905:  2490 state  342277016
 4907:  2490 enda  5 0 342277008 0
 4912:  2491 state  342277016
 4914:  2491 enda  0 0 0 0
 4919:  2494 ifcount  24 342277600
 4922: 31337 { 
 4923:  2496 ifpdistl  844 342277596
 4926: 31337 { current actor: 80 (2271)
g_errorLineNum: 2490, g_tw: 4
 


I'll leave it at that. I'm out of ideas. I'll play without Polymer, or play around with older versions, for now. Perhaps a future update for the program, or my hardware, will fix the issue. I'm done :P

Thanks for all your help, everybody.

This post has been edited by Evil Ash: 08 May 2010 - 03:27 PM

0

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