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:
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:
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.
Page 1 of 1
Polymer - Issue with spotlight and shadows - Randomly blue "Issue where spotlights turn blue when they begin to cast shadows."
#1 Posted 26 April 2010 - 10:44 AM
#2 Posted 26 April 2010 - 11:02 AM
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.
#3 Posted 26 April 2010 - 12:15 PM
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:
I never noticed those DEF errors. I'll try and fix them and see if it helps.
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.
#4 Posted 26 April 2010 - 12:49 PM
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.
#5 Posted 26 April 2010 - 01:06 PM
I'll edit the map down and package it for you as soon as I get home (in about 3 hours).
Thanks.
Thanks.
#6 Posted 26 April 2010 - 02:57 PM
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.
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.
#7 Posted 26 April 2010 - 05:55 PM
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:
Thanks again for all your help.
Do you still want the map or has this moved on to realm of something else, now?
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
#8 Posted 26 April 2010 - 06:18 PM
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.
#9 Posted 26 April 2010 - 10:09 PM
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.
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 :/
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
#10 Posted 26 April 2010 - 11:34 PM
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
#11 Posted 27 April 2010 - 12:03 AM
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.
I'll try reverting my models to the HRP defaults and see what happens.
#12 Posted 27 April 2010 - 12:55 PM
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.
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
#13 Posted 27 April 2010 - 05:50 PM
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!
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
#14 Posted 01 May 2010 - 02:39 PM
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:
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 :/
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
#15 Posted 01 May 2010 - 02:51 PM
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.
#16 Posted 03 May 2010 - 09:31 AM
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?
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?
#17 Posted 08 May 2010 - 03:26 PM
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:
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
Thanks for all your help, everybody.
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
Thanks for all your help, everybody.
This post has been edited by Evil Ash: 08 May 2010 - 03:27 PM
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