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IW v2 release  "after 10 years of work!"

User is offline   Micky C 

  • Honored Donor

#31

From what little I played it's really good, but it keeps crashing on me in the second level :(

I hope this log helps:
EDuke32 2.0.0devel 20100727
Using C:/Users/Alan/Desktop/IW version 2 release/ for game data
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Compiling: GAME.CON (255893 bytes)
Including: DEFS.CON (54361 bytes)
Including: IWVARE.CON (22198 bytes)
Including: USER.CON (71629 bytes)
Including: dukebike.con (79390 bytes)
Including: IWOBJECT.CON (17214 bytes)
Including: IWEXTR.CON (70382 bytes)
Including: IWWEP.CON (73005 bytes)
Including: IWSCENE.CON (14109 bytes)
Including: IWCOMP.CON (7494 bytes)
GAME.CON: In event `EVENT_LOOKRIGHT':
GAME.CON:1817: warning: found `ifsound' outside of a local event.
GAME.CON:1818: warning: found `ifsound' outside of a local event.
GAME.CON: In state `troopshootstate':
GAME.CON:8664: warning: found `else' with no `if'.
GAME.CON: In state `lizseekstate':
GAME.CON:9037: warning: found `else' with no `if'.
GAME.CON: In state `CITYGfleeenemystate':
GAME.CON:9698: warning: found `else' with no `if'.
GAME.CON: In state `checkcommhitstate':
GAME.CON:10751: warning: found `else' with no `if'.
Found 6 warning(s), 0 error(s).
Resizing code buffer to 74133*4 bytes
Script compiled in 179ms, 74125*4b, version 1.4+
2823/11264 labels, 714/2048 variables
228 quotes, 118 strings, 49 events, 389 actors
Initialized 24.0M cache
Loading 'duke3d.def'
Triangle index out of bounds!
Warning: Failed loading MD2/MD3 model "Weapons/TommyG/TommyG.md3"
Invalid ending frame name on line Weapons.def:417
warning: defined hightile replacement for empty tile 363. Maybe some tiles???.art are not loaded?
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1024x768 (32-bit windowed)
OpenGL Information:
 Version:  3.3.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 9800 GT/PCI/SSE2
Initializing music...
Initializing sound...
EOF: EDuke32
Cache time: 3479ms
Cache time: 3690ms
S_PlayMusic(): error: read -1 bytes from '/Music/Ftmus1.ogg', expected 1432635
E1L2: CITY DISTRICT
Healing potion: +10
GAME SAVED
Ammo for MP5/M4A1
MP5
Failed loading skin file "Weapons/MP5/MP5_snip.jpg"
Failed loading skin file "Weapons/JTROPIC_HAND.png"
Fatal Signal caught: SIGSEGV. Bailing out.

47386:    16 definelevelname  2011821380
47388:  2679 ifactioncount  32 2011821380
47391:  2680 ifphealthl  100 2011821380
47394:  2680 ifhitspace  2011821380
47396:  2680 ifcansee  2011821380
47398: 31337 { 
47399:  2682 addphealth  1
47401:  2683 globalsound  36
47403:  2684 resetactioncount 
47404: 31337 } 
47405: 31337 } 
47406:  2687 enda  130 0 180 0 230 0 542 2 1 1 7 8 2011821412 0 0
47422:  2694 cstat  257
47424:  2695 fall 
47425:  2696 ifmove 
current actor: 218 (921)
g_errorLineNum: 71, g_tw: 124

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User is offline   Jblade 

#32

A few of those errors I've never encountered before, mostly this one:
warning: defined hightile replacement for empty tile 363. Maybe some tiles???.art are not loaded?

and this one:
S_PlayMusic(): error: read -1 bytes from '/Music/Ftmus1.ogg', expected 1432635

I'm not sure what to suggest, maybe try disabling music for that level and see if that helps. Otherwise, the next map in the sequence (if you're in Episode 1) is called coke.map. Sorry you're having so much trouble with it, my beta testers didn't encounter this errors so I couldn't really prepare for them :(
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User is offline   Danukem 

  • Duke Plus Developer

#33

I did encounter those log errors but they were not associated with crashing, and I don't think they are related to the crashing in his case.

The only time I had crashing was when I used Polymer, and after I switched to Polymost it was smooth sailing.
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User is offline   Micky C 

  • Honored Donor

#34

I solved the crashing for the most part. I'd switched off the cache textures on disk thing but it wasn't until I deleted it just now did it actually help. However eduke32 still seems to make a textures and textures.cache even when it's not set to do so (although they're 1kb or less). I have had one crash since then but it didn't bother me too much.

Apart from that the only bad thing is that some of the weapon skins aren't being rendered, but honestly, I'm having too much fun to care :( Those guys who shout "yeaahhhh" remind me a lot of quake 2, which I also loved, and the music and art fits in great.

Edit: ok it crashed again in the middle of a level for no reason :( I don't suppose there'd be the chance of an autosave feature in a future patch? :(

This post has been edited by Micky C: 16 October 2010 - 02:48 AM

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#35

I'm having loads of problems.
It crashes when starting a level and sometimes when it actually starts it randomly crashes during gameplay. A lot of weapon and other model skins aren't loading leaving me with a lot of white or invisible crap on the screen. I'm using the latest synthesis build, (without polymer of course) I tried all the cashing settings, and strangely it seems to crash more often with the cashing completely disabled.

It's a shame, because it looks quite good, and from what little I played it was quite fun :(

Hmmm... any of you using ATI cards? I've got a suspicion...
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User is offline   Jblade 

#36

I had the weapon skin not show up randomly issue as well, AFTER I deleted the cache files - typing 'restartvid' into the console should do it (if not, try it again - sometimes it takes a couple of tries)

SkullHacker, have you tried the snapshot I included? It's worth seeing if you get the crashes with that. It looks like pretty much all of the issues people are having are hardware related.

Quote

Edit: ok it crashed again in the middle of a level for no reason :( I don't suppose there'd be the chance of an autosave feature in a future patch? :(

I didn't include an autosave since I felt it wasn't that neccesary and a few people I know actually dislike them...if I do make a future patch I'll see about adding one in.
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#37

Included snapshot works perfectly fine, aside from the already mentioned save crashing bug.
Just played through the first episode. The levels started out pretty short, but got longer in the end. Nicely fast paced maps, didn't get boring. Enjoyed it so far :(.
The civilians just seem to be a bit out of place with all the carnage going on :(.

The boss is really easy though, as it easily gets stuck and then you just have to unload your weapons on him.

Will continue play through when I've got more time... I've got a Natura 2000 management plan to write for school.
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User is offline   Jblade 

#38

Anybody played any further? I'm looking forward to receiving more feedback about the mod :(
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User is offline   Forge 

  • Speaker of the Outhouse

#39

Over 550 views, but less than 50 posts. Lame :(
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User is offline   chicken 

  • Fashionable Modeler

#40

I played the entire mod and thought it was a lot of fun.
Some things that i didn't like so much was the mixture of sprites and models. Some graphics also look quite pixeled and dated.
But that doesn't really disturb the gameplay and probably comes from the history of the mod.
Another thing was that the voiceovers could have been louder (or it's just my f' up sense of hearing).

But overall a really cool mod!
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User is offline   Jblade 

#41

Cool, glad you liked it :( The huge mishmash of styles is due to all the technology changes I put the mod through...future mods of mine won't suffer from those problems but I think certain parts still work well (Like the Hovercraft level)
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User is offline   Micky C 

  • Honored Donor

#42

I got stuck in episode 2 near the start of the level after getting the machine gun where everything was red and there were all these crane heads crawling about. I assume there was a crack or something somewhere to blow up to allow me to reach the higher level but I just couldn't find anything and gave myself a jetpack to get past.
Also restartvid doesn't help me with the missing weapon skins no matter how many times I type it in to the console.
Otherwise this is one of the best mods/game I've played in years :(
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User is offline   Danukem 

  • Duke Plus Developer

#43

View PostMicky C, on Oct 17 2010, 01:49 PM, said:

I got stuck in episode 2 near the start of the level after getting the machine gun where everything was red and there were all these crane heads crawling about. I assume there was a crack or something somewhere to blow up to allow me to reach the higher level but I just couldn't find anything and gave myself a jetpack to get past.


If you look carefully, you'll see there is a series of jumps you can use to get up there.

This post has been edited by DeeperThought: 17 October 2010 - 01:03 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#44

View PostForge, on Oct 17 2010, 05:49 PM, said:

Over 550 views, but less than 50 posts. Lame :(

Come on, it takes some time to play through.

View PostMicky C, on Oct 17 2010, 10:49 PM, said:

I got stuck in episode 2 near the start of the level after getting the machine gun where everything was red and there were all these crane heads crawling about. I assume there was a crack or something somewhere to blow up to allow me to reach the higher level but I just couldn't find anything and gave myself a jetpack to get past.

A lot of hopping will to the trick. But it's hard to find out where to start without looking from above :(
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User is offline   Jblade 

#45

Too bad about the weaponskins, I don't know if it's a card problem or your download was corrupted or something :( But I really appreciate the comments. Despite the bugs the fact that every person so far has really enjoyed it makes the work on it worth it.
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User is offline   Helixhorned 

  • EDuke32 Developer

#46

Just checked it out. In fact, I've been trying to get it to work on Linux since yesterday, but today I had a revelation that solves all problems: all you need to do is to start it from a case insensitive file system, and off you go...

Anyway, key points of my impressions:
+ I like the free-form style and look of the mod
+ Seems like there's a vast array of weapons (I'm still at the beginning of Ep.2). Combat is fast-paced, but I think the weapons have received more attention than the enemies.
+ Citizens!
+ Dialogs!
+ Various cool gadgets like the medi-bay, which reminds me of a favourite game of mine. All this contributes to an environment that seems credible and is in the best spirit of Duke.
Now, the negative points:
- While I think that the live environment like citizens etc. is a good idea, it could be more, well, lively. In particular, it's a bit weird not to be able to kill them. :(
- The sounds in various areas could use some polishing. Especially the voice which is too quiet against the other sounds, and some enemy grunts which are rather annoying.
- various nitpicks for which you're not entirely at fault: right now I can think of the bad model clipping which convinces me of the need for a better one, and a mishaded floor-aligned sprite in E1L2. I think we should reserve a sprite cstat bit for "use original shading under all circumstances".
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User is offline   Awesomebob 

#47

I like the look and feel of this mod, and I've followed you on it for sometime (back when I lurked on AMC, at least I think it was this mod :() and was pretty excited to play it.

For a review, Helixhorned touched on every subject, both positive and negative. Only thing I'd add is the ammo / health to mob ratio needs tweaked on higher difficulties.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#48

I managed to get the 3rd level with rev 1712, it crashed about 1 second into the 3rd map with no useful info in the log. :(
I will try again later,
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User is offline   Jblade 

#49

Thanks for the mini-review! The decision made not to allow you to kill civilians was simply because you're an EDF agent...if I allowed that than I'd have to code in some form of system that results in a gameover if you shoot too many, but that would get annoying if the player's aim is poor and kept hitting them by accident. Ideally if I had time and the resources I'd make them run away as soon as firefighting starts to special doors like in SiN.
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User is offline   Forge 

  • Speaker of the Outhouse

#50

I used r1711 and got random crashes.
I've been using r1709 since and have had almost no problems
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User is offline   tryhard 

#51

Downloaded it today and i must confess this mod or tc is creating such a unique ingame atmosphere which is due to a mixture of many influences that i have to warn everybody to download it because it's really addictive!
Despite all the crashes and freezing sometimes (even though trying to follow setvar skybox 0 > save game > setvar skybox 2 for saving games ) it's great fun to play.
I did not get so far by now - episode 2 - but all i can recommend is:
Download it!
Now!

btw what does this r-something mean?

View PostForge, on Oct 19 2010, 01:45 PM, said:

I used r1711 and got random crashes.
I've been using r1709 since and have had almost no problems


This post has been edited by tryhard: 20 October 2010 - 01:36 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#52

release (candidate)/revision ####.

Snapshot from the synthesis folder.

Eduke32 Synthesis

This post has been edited by Forge: 20 October 2010 - 01:48 PM

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User is offline   tryhard 

#53

Hm - I am stuck in the space fortress.
http://img89.imagesh...95/duke0008.jpg
I can't find any way to proceed except falling down and crashing myself.
There are some flaming lights down there but i can't get there while falling.
Thank you for your help in advance!
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User is offline   Geoffrey 

#54

There's a little pool of water you need to drop into! It's easiest when you turn on the map whilst falling.
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User is offline   Micky C 

  • Honored Donor

#55

I was reading the review on MSDN and I come along this line:

Quote

Then there are some effects that utilize some of the latest EDuke32 features, including a hugely impressive skybox feature.


which implies that the 3D skybox feature used in several of the maps is a hardcoded SE. Is this the case or did you code it through con? Because it would certainly be a nice feature to have in vanilla Duke maps. And if it is hardcoded, how does it work? I had a look and it appears to be an SE 80 with a hitag in the middle of a bunch of buildings which are projected onto the skybox, but I'm not sure if there's anything else to it or not.
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User is offline   Danukem 

  • Duke Plus Developer

#56

It's a CON coded feature that is made possible by EDuke32. It "utilizes" EDuke32 features but they still need CON code to work.
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User is offline   Jblade 

#57

Yeah - it uses the showview command plastered across the screen that only shows up in Hall of Mirror effects. I basically used a glitch to create it. Bloodclaw posted a working version here a while back, if you search for topics or posts by him you'll find his example map and code :(

Also if I remember right showview doesn't or didn't work right in polymer mode yet which might explain why polymer crashes in IW.

This post has been edited by James: 23 October 2010 - 01:11 AM

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User is offline   Jblade 

#58

Could any of you guys who took note or screenshots of glitches/bugs/errors in the levels PM that stuff to me? I'll most likely make a patch for the project. Mostly I need to fix an oversight I made in the mod's packaging - I didn't pack the art files into the grp which means that mod directories won't work properly. If I ever make a standalone level or somebody else does that'll make things more difficult for people.
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User is offline   CruX 

#59

View PostJames, on Oct 23 2010, 02:08 AM, said:

Yeah - it uses the showview command plastered across the screen that only shows up in Hall of Mirror effects. I basically used a glitch to create it. Bloodclaw posted a working version here a while back, if you search for topics or posts by him you'll find his example map and code :(

Also if I remember right showview doesn't or didn't work right in polymer mode yet which might explain why polymer crashes in IW.


You can actually use that method to make skyboxes that are compatible for software mode by making the "box" an actual part of the level geometry and creating an actor that works as a reference points for the showview's x, y and z positions :(
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User is offline   Jblade 

#60

That's exactly what I did, yes :( I've also used that effect in the AMC TC which is a software mode TC.
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