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"Paper cuts" -- minor bugs and annoyances  "Post problems here that could be fixed with a few minutes of effort"

User is offline   Player Lin 

#271

View PostSangman, on 26 October 2012 - 01:58 PM, said:

No, that's fine. It seems to me though the Player Lin just didn't comprehend at all what DiaZ was talking about :D


So you didn't comprehend what I were talking about and my though about this too. :D

If I can't read then I won't post this one.

TBH, I still think that hiding option is pointless, even for a non-duke3d/eduke32 or standalone mod(I said it's good idea doesn't mean it's not pointless)...whatever you guys said it's ugly or something. :D


Yes, I'm blind or just I don't find Diaz was meaning he want this on his TC, **** my poor English. :D


This post has been edited by Player Lin: 26 October 2012 - 09:12 PM

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User is offline   Sangman 

#272

View PostPlayer Lin, on 26 October 2012 - 09:08 PM, said:

(I said it's good idea doesn't mean it's not pointless)


Aren't those two things mutually exclusive?
0

User is offline   Player Lin 

#273

View PostSangman, on 27 October 2012 - 06:20 PM, said:

Aren't those two things mutually exclusive?


For me, they're not.

Good idea is still good, even it's pointless, but, it may not that good... :D

This post has been edited by Player Lin: 28 October 2012 - 05:10 AM

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User is offline   Diaz 

#274

Alright, EVENT_CHANGEMENU did the trick. It allowed me to fully disable the user map menu, though it'd have been better to allow certain levels not to be displayed instead, but it does the trick for now :D
0

User is offline   Diaz 

#275

Hmmmm. I'm not sure EVENT_CHANGEMENU is working as intended. The following code takes me back to the episode select menu when selecting the "user map" option:

onevent EVENT_CHANGEMENU ifvare RETURN 102 setvar RETURN 100 endevent


but the user map menu DOES flash for a fraction of a second. And this code:

onevent EVENT_CHANGEMENU ifvare RETURN 102 setvar RETURN -1 endevent


causes the user map menu to fully display, but I can't move within the menu; I can only press ESC to go back.

This post has been edited by Diaz: 30 October 2012 - 02:49 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#276

The savegame version needs to be incremented since r3104 can't load r3101 any more.
(Also check Helix' comment in savegame.c r3052)

Btw., you might want to add
source/jaudiolib/obj_win/
source/jaudiolib/obj_win/keep_me
to the EDuke32 repo.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #277

View PostLeoD, on 30 October 2012 - 01:08 PM, said:

Btw., you might want to add
source/jaudiolib/obj_win/
source/jaudiolib/obj_win/keep_me
to the EDuke32 repo.

IIRC I tried this about a year and a half ago, but it broke synthesis because the folder was already in existence and SVN had a fit, requiring manual intervention. All users who kept the SVN on their own would have been inconvenienced. Fortunately, committing an ignore for this folder averted the problem.
0

User is offline   Diaz 

#278

A minor annoyance I have - the sounds that you play in the LOGO.ANM keep playing in the 3D Realms screen and in the title screen. Would it be possible to make them stop in those screens? Basically, I've made a longer video with sound, and if you skip it the sound keeps playing in the subsequent screens, which is not good :D
0

User is offline   Hendricks266 

  • Weaponized Autism

  #279

That would be a simple thing to add, but I would need to know how it affects some older TCs, such as SST TC.

LeoD, do you know of any mods that have long FLY_BY sounds as a workaround to have wav/voc music play on the main menu instead of MIDI?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#280

View PostHendricks266, on 03 November 2012 - 12:32 PM, said:

LeoD, do you know of any mods that have long FLY_BY sounds as a workaround to have wav/voc music play on the main menu instead of MIDI?
My brain hurts. Don't know if I understand correctly. Other than my Universal Help Pack there's only nw_plus (39s FLYBY.OGG) and Destination Ghetto (30s FLYBY.VOC, not essential I think) that I could name as having long FLYBY currently.
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User is offline   Marcos 

#281

I don't know where to say this but i realized that the vpx videos where not been executed with the original fps, I mean I calculated the time from the videos and they're faster than the original, I don't know if I made the videos wrong or if it's a problem with the source code, but I fixed it changing nextframetime from anim.c to 40.

while (running)
        {
            nextframetime += 40;

            i = animvpx_nextpic(&codec, &pic);
            if (i)
            {
                OSD_Printf("Failed getting next pic: %s\n",
                           animvpx_nextpic_errmsg[i]);
                if (codec.errmsg)
                {
                    OSD_Printf("  %s\n", codec.errmsg);
                    if (codec.errmsg_detail)
                        OSD_Printf("  detail: %s\n", codec.errmsg_detail);
                }
                break;
            }

            if (!pic)
                break;  // no more pics!

            animvpx_render_frame(&codec);

            // after rendering the frame but before displaying: maybe play sound...
            framenum++;
            while (soundidx < numtotalsounds && anim_hi_sounds[animidx][2*soundidx] == framenum)
            {
                S_PlaySound(anim_hi_sounds[animidx][2*soundidx+1]);
                soundidx++;
            }

            // this and showframe() instead of nextpage() are so that
            // nobody tramples on our carefully set up GL state!
            palfadedelta = 0;
            showframe(0);

//            I_ClearAllInput();

            do
            {
                G_HandleAsync();

                if (I_CheckAllInput())
                {
                    running = 0;
                    break;
                }
            }
            while (getticks() < nextframetime);
        }


Is there any problem with that change??

This post has been edited by Marcos: 08 November 2012 - 09:29 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#282

View PostMarcos, on 08 November 2012 - 09:27 AM, said:

I don't know where to say this but i realized that the vpx videos where not been executed with the original fps, I mean I calculated the time from the videos and they're faster than the original, I don't know if I made the videos wrong or if it's a problem with the source code, but I fixed it changing nextframetime from anim.c to 40.

Is there any problem with that change??
I'm sure that setting nextframetime to a fixed value is a bad idea. Again, eduke32.log should be everyone's friend. It seems that EDuke32 tries to get the frame rate from the header. If that fails some default value is chosen. My local logo.ivf has 29.970 fps according to MPlayer. However, EDuke32 says:
animvpx: set rate to 30 fps (header says 90000 frames / 1 seconds = 90000.000 fps).
VP8 timing stats (mean, max) [ms] for 210 frames:
 read and decode frame: 3.75, 8
 3 planes -> packed conversion: 1.93, 8
 upload and display: 2.25, 5


So, yes, there could be a problem with the headers, or with EDuke32's frame rate retrieval, or both.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#283

EDuke32 falls back to 30 fps if the frame rate numerator in the IVF header is greater or equal to 1000. That code comes directly from libvpx's sample decoder. However, there's now also a way to set the rate manually:

r3131 commit message said:

New utility ivfrate(.exe) and a couple of small VP8 changes.

The command-line utility can query and set the frame rate of IVF files, since
apparently encoders don't care too much about setting proper values in the IVF
header.

2

User is offline   Marcos 

#284

eduke32 says the videos fps ( all of then ) is 33, but I made then with 29.97 and in game they're much faster than 33, that's why I set the value to 40. Example: my game_intro video is 1:19, but in game is 1:07
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User is offline   blizzart 

#285

View PostMarcos, on 08 November 2012 - 12:41 PM, said:

eduke32 says the videos fps ( all of then ) is 33, but I made then with 29.97 and in game they're much faster than 33, that's why I set the value to 40. Example: my game_intro video is 1:19, but in game is 1:07


I think the tool helixhorned added to the new snapshot should help you with this problem.

Quote

------------------------------------------------------------------------
r3131 | helixhorned | 2012-11-08 12:17:23 -0800 (Thu, 08 Nov 2012) | 9 lines

New utility ivfrate(.exe) and a couple of small VP8 changes.

The command-line utility can query and set the frame rate of IVF files, since
apparently encoders don't care too much about setting proper values in the IVF
header. Also, add the utility to the synthesis build.

On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the
FPS numerator is <1000 (presumably used in older encoders) and properly print
the frame rate's fractional part.


EDIT: Forget about what I´ve posted above. I didn´t read the posts before yours, Marcos.

EDIT: I just looked into the .zip file I´ve downloaded and there isn´t any ifvrate.exe or something similar. Maybe helixhorned forgot to put it into the archive or I misunderstood the changelog.

This post has been edited by blizzart: 08 November 2012 - 01:22 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#286

View Postblizzart, on 08 November 2012 - 01:00 PM, said:

EDIT: I just looked into the .zip file I´ve downloaded and there isn´t any ifvrate.exe or something similar. Maybe helixhorned forgot to put it into the archive or I misunderstood the changelog.
Besides EDuke and Mapster you always have to build the other tools' executables on your own.

MinGW:
{eduke32_svn}> make ivfrate.exe
In file included from source/ivfrate.c:13:0:
source/animvpx.h:9:29: fatal error: vpx/vpx_decoder.h: No such file or directory
compilation terminated.
Failed building ivfrate.exe from source/ivfrate.c!
make: *** [ivfrate.exe] Error 1


This post has been edited by LeoD: 08 November 2012 - 01:25 PM

1

User is offline   blizzart 

#287

View PostLeoD, on 08 November 2012 - 01:19 PM, said:

Besides EDuke and Mapster you always have to build the other tools' executables on your own.

MinGW:
{eduke32_svn}> make ivfrate.exe
In file included from source/ivfrate.c:13:0:
source/animvpx.h:9:29: fatal error: vpx/vpx_decoder.h: No such file or directory
compilation terminated.
Failed building ivfrate.exe from source/ivfrate.c!
make: *** [ivfrate.exe] Error 1



Oh, I didnĀ“t know that. Sorry.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#288

View PostLeoD, on 08 November 2012 - 01:19 PM, said:

MinGW:
{eduke32_svn}> make ivfrate.exe
In file included from source/ivfrate.c:13:0:
source/animvpx.h:9:29: fatal error: vpx/vpx_decoder.h: No such file or directory
compilation terminated.
Failed building ivfrate.exe from source/ivfrate.c!
make: *** [ivfrate.exe] Error 1


Oops, it should definitely build on its own, fixed in r3132. Also, I did add it to the synthesis package, but I guess it didn't build there?
0

User is offline   Marcos 

#289

MinGW:
Makefile:354: *** missing separator (did you mean TAB instead of 8 spaces?).  St
op.

0

User is offline   LeoD 

  • Duke4.net topic/3513

#290

View PostMarcos, on 08 November 2012 - 02:04 PM, said:

MinGW:
Makefile:354: *** missing separator (did you mean TAB instead of 8 spaces?).  St
op.


Built by patching r3131 on my own: Attached File  ivfrate.zip (8.2K)
Number of downloads: 282

EDIT: Your warning does not show up over here.

This post has been edited by LeoD: 08 November 2012 - 02:09 PM

1

User is offline   Marcos 

#291

View PostLeoD, on 08 November 2012 - 02:07 PM, said:

Built by patching r3131 on my own: Attachment ivfrate.zip

EDIT: Your warning does not show up over here.


Thanks LeoD!! But How do I use it?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#292

View PostMarcos, on 08 November 2012 - 02:10 PM, said:

Thanks LeoD!! But How do I use it?
{TEMP}> ./ivfrate.exe 
Usage: c:\TEMP\ivfrate.exe <file.ivf> [<fpsnumerator> <fpsdenominator> [-force]]
 Without -force, <fpsnumerator> must be < 1000.
 If <fpsnumerator> is >= 1000, the actual frame rate
 is set to 30 fps on playback.
{TEMP}> ./ivfrate.exe logo.ivf     
960 x 720, 0 frames @ 90000 frames / 1 seconds (90000.000 fps --> 30 fps)
{TEMP}> ./ivfrate.exe logo.ivf 30 1
Old: 960 x 720, 0 frames @ 90000 frames / 1 seconds (90000.000 fps --> 30 fps)
New: 960 x 720, 0 frames @ 30 frames / 1 seconds (30.000 fps)
{TEMP}>

1

User is offline   Marcos 

#293

View PostLeoD, on 08 November 2012 - 02:13 PM, said:

{TEMP}> ./ivfrate.exe 
Usage: c:\TEMP\ivfrate.exe <file.ivf> [<fpsnumerator> <fpsdenominator> [-force]]
 Without -force, <fpsnumerator> must be < 1000.
 If <fpsnumerator> is >= 1000, the actual frame rate
 is set to 30 fps on playback.
{TEMP}> ./ivfrate.exe logo.ivf     
960 x 720, 0 frames @ 90000 frames / 1 seconds (90000.000 fps --> 30 fps)
{TEMP}> ./ivfrate.exe logo.ivf 30 1
Old: 960 x 720, 0 frames @ 90000 frames / 1 seconds (90000.000 fps --> 30 fps)
New: 960 x 720, 0 frames @ 30 frames / 1 seconds (30.000 fps)
{TEMP}>



Thank you!! Saved my life!! And my game.
And Thanks to HelixHorned for fixing the code and giving us this tool!!

This post has been edited by Marcos: 08 November 2012 - 02:23 PM

0

User is offline   Darkus 

#294

It look like the precache command is not working anymore. I used it in a modified CON file to avoid the "jumps" when the game is loading the HRP textures while playing, but this command does nothing anymore.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#295

View PostHelixhorned, on 08 November 2012 - 01:56 PM, said:

Oops, it should definitely build on its own, fixed in r3132. Also, I did add it to the synthesis package, but I guess it didn't build there?
Synthesis build is broken as of r3132. The first
# make sure all the targets were produced
check in synthesis.sh fails.
0

User is offline   Plagman 

  • Former VP of Media Operations

#296

Just fixed that; ivfrate wasn't a target of 'all'. It's now built in the samples sub-directory. btw.
0

User is offline   TerminX 

  • el fundador

  #297

View PostDarkus, on 09 November 2012 - 04:24 AM, said:

It look like the precache command is not working anymore. I used it in a modified CON file to avoid the "jumps" when the game is loading the HRP textures while playing, but this command does nothing anymore.

Ah, precache. It shouldn't do "nothing" now, but I may have forgot about a couple of aspects of its operation when I restructured stuff internally recently (which is sad, because I added the functionality in the first place). I'll revert the changes to precaching later.
0

User is offline   Marcos 

#298

I've been trying to make a fade in and fade out with 3 secs of duration for the loading screen, but looks like G_FadeLoad doesn't work and neither G_fadePalette. there's no fade betwen the transitions through the load screen to the game and neither logo anim to 3d realms screen!
0

User is offline   Darkus 

#299

I've played E4L3 map and suddently, the shotgun was no firing sound (the other weapons still have fire sound). It continued like this on other maps, until I quitted and restarted EDuke32, and the shotgun firing sound has returned. I have not been able to reproduce this bug, I hope it's not serious...
0

User is offline   Hendricks266 

  • Weaponized Autism

  #300

View PostDiaz, on 03 November 2012 - 09:49 AM, said:

A minor annoyance I have - the sounds that you play in the LOGO.ANM keep playing in the 3D Realms screen and in the title screen. Would it be possible to make them stop in those screens? Basically, I've made a longer video with sound, and if you skip it the sound keeps playing in the subsequent screens, which is not good :P

r3217 said:

Stop all sounds after completion of LOGO.ANM.

1

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