"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#91 Posted 02 December 2010 - 11:50 PM
If I launch my mod with the "-server" command it goes straight into game so I can not set video modes etc. (I would like to use Polymer)
So I have to end up turning it on in the console.
#92 Posted 03 December 2010 - 12:33 AM
TX, on Dec 3 2010, 01:50 AM, said:
Confirmed [so far]. Just got r1732 and see the fix. Thanks very much for the fix.
EDIT: Oh poo, I just remembered another bug [I think]: Toggling Caps Lock doesn't change the captialization/case of letters in the console like it used to [I know it worked back in r1599, but I don't know from which version it stopped working off hand]. I have to hold down shift to change captialization/case. This is annoying since I do a lot of debugging with the console version of "setvar" and "setactorvar" and because vars are case-sensitive.
Also, once again asking this on the subject. Is there a way it can be set that if you use sprite-style for the console display that you can do something [like color difference or shade difference, or something] to allow the person typing to tell uppercase letters from lowercase letters in that mode? It's still impossible to tell in sprite-style mode what letters are what case in the console. Until then I'm stuck using the basic style since it's the only one that uses lowercase or at least allows me to tell the difference. :\
This post has been edited by Lord Misfit: 03 December 2010 - 02:06 PM
#93 Posted 04 December 2010 - 11:57 AM
Lord Misfit, on Dec 3 2010, 02:33 AM, said:
The bluefont is actually capable of displaying capitalization if you modify the art. Take a look at TX's Project X mod to see how it's done.
#94 Posted 04 December 2010 - 12:39 PM
This post has been edited by Lord Misfit: 04 December 2010 - 03:58 PM
#95 Posted 14 December 2010 - 08:39 AM
I have not traced which version introduced this bug yet.
#96 Posted 15 December 2010 - 02:56 PM
#97 Posted 15 December 2010 - 07:09 PM
EDuke32 2.0.0devel 20100727 Application parameters: -game_dir DukePlus Using D:/EDUKE32/HOST-DUKEPLUS/ for game data Using DukePlus/ for game data Windows 7 (build 6.1.7600) w/ nedmalloc.dll Initializing DirectDraw... Searching for game data... Using D:/EDUKE32/HOST-DUKEPLUS/DukePlus/ for game data Using 'duke3d.grp' as main game data file. Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (410671 bytes) Using DEF file: dukeplus.def. Wrote eduke32.cfg Wrote settings.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (54312 bytes) Including: DukePlus/dpcons/USERPLUS.CON (58072 bytes) Including: DukePlus/dpcons/LIGHTS.CON (26026 bytes) DukePlus/dpcons/LIGHTS.CON: In state `paltoRGB': DukePlus/dpcons/LIGHTS.CON:839: warning: duplicate case ignored. Including: DukePlus/dukebike/DUKEBIKE.CON (87216 bytes) Including: DukePlus/dpcons/HUDPLUS.CON (67030 bytes) Including: DukePlus/dpcons/PLAYERPLUS.CON (125401 bytes) Including: DukePlus/dpcons/MONSTERPLUS.CON (230388 bytes) Found 1 warning(s), 0 error(s). Resizing code buffer to 125624*4 bytes Script compiled in 57ms, 125616*4b, version 1.4+ 3011/11264 labels, 749/2048 variables 307 quotes, 46 strings, 40 events, 428 actors Initialized 24.0M 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... Switching kb layout from 0000080A to 00020409 Initializing DirectInput... - Enumerating attached game controllers - No game controllers found Uninitializing DirectInput... Executing "DukePlus/dp_settings.cfg" Executing "autoexec.cfg" Disabling desktop composition... Setting video mode 1152x864 (32-bit windowed) Enabling ATI FBO color attachment workaround. OpenGL Information: Version: 2.0.6747 Release Vendor: ATI Technologies Inc. Renderer: ASUS X1550 Series Cache contains 995096253 bytes of garbage data Initializing music... Initializing sound... Wrote DukePlus/dp.cfg Wrote DukePlus/dp_settings.cfg Uninitializing DirectDraw...
There's no crash log.
#98 Posted 15 December 2010 - 09:15 PM
Norvak, on Dec 15 2010, 07:09 PM, said:
I can't replicate that here. It will start with or without the HRP, with or without autoload checked.
#99 Posted 17 December 2010 - 12:14 PM
In my code, my actor constantly checks for htextra and as soon as it becomes a positive value, the actor then checks the htowner tag but more oftern then I would like, the value comes back -1.
For example, last night, I (the player) was shooting one of my actors with the Pistol. It took 4 shots before that actor obtained a htowner value that matched the player's ID.
This post has been edited by Chip: 17 December 2010 - 12:15 PM
#100 Posted 17 December 2010 - 01:29 PM
Chip, on Dec 17 2010, 12:14 PM, said:
In my code, my actor constantly checks for htextra and as soon as it becomes a positive value, the actor then checks the htowner tag but more oftern then I would like, the value comes back -1.
For example, last night, I (the player) was shooting one of my actors with the Pistol. It took 4 shots before that actor obtained a htowner value that matched the player's ID.
If htpicnum is APLAYER, then you know it was the player and you can get the ID from player[THISACTOR].i
The only time that would be wrong is in multiplayer if the player doing the damage was not the closest one.
#101 Posted 18 December 2010 - 02:44 AM
(gdb) run Starting program: c:\Programme\_No_Installer\Duke Nukem/eduke32.debug.exe -noautoload [New Thread 3068.0x650] nedmalloc: nedpfree() called with a block not created by nedmalloc! Program exited with code 03. (gdb) bt (gdb) No stack.
This post has been edited by LeoD: 18 December 2010 - 02:46 AM
#102 Posted 18 December 2010 - 02:25 PM
#103 Posted 18 December 2010 - 04:13 PM
Plagman, on Dec 18 2010, 11:25 PM, said:
Btw, the working executables run with or without nedmalloc.dll hanging around in the EDuke directory (?).
Plagman, on Dec 18 2010, 11:25 PM, said:
Yes.
I'll try to nail it down to a single source file.
#104 Posted 18 December 2010 - 05:57 PM
#105 Posted 18 December 2010 - 06:05 PM
#106 Posted 18 December 2010 - 06:30 PM
(Build flow is broken since svn1736, see Hendricks266' posting in the other thread)
This post has been edited by LeoD: 18 December 2010 - 06:36 PM
#107 Posted 19 December 2010 - 03:53 PM
Norvak, on Dec 16 2010, 04:09 AM, said:
(...) Cache contains 995096253 bytes of garbage data (...)
There's no crash log.
With a gig of garbage data I could imagine that you can keep your PC working quite a while, especially since I found some N^2 code in its handling http://forums2.duke4...tyle_emoticons/default/tongue.gif.
So my suggestion would be to temporarily rename textures and textures.cache and see whether the problem disappears. Just out of curiosity, how big is your textures file and how many lines does textures.cache have?
#108 Posted 20 December 2010 - 09:14 AM
#109 Posted 20 December 2010 - 06:04 PM
Helixhorned, on Dec 19 2010, 05:53 PM, said:
So my suggestion would be to temporarily rename textures and textures.cache and see whether the problem disappears. Just out of curiosity, how big is your textures file and how many lines does textures.cache have?
WTF!!!!!! Look at the attached file
Anyways i made a new Eduke folder and install all from zero, it works. But why the texture files got that size?
#110 Posted 07 January 2011 - 07:33 AM
"const char *s_buildDate" in global.c still says "20100727". Wouldn't it be a good idea to update that automatically during the compilation process so that it says something like "svn1752-20110104"? That might help a lot to identify the executable actually used when someone posts his eduke32.log.
In addition I think that adding the current configuration (files/variables) to the log should be helpful as well. I was about to report a weird bug yesterday when i finally noticed that the config file got messed up somehow.
This post has been edited by LeoD: 09 July 2012 - 02:26 PM
#111 Posted 04 March 2011 - 04:31 PM
DeeperThought, on Oct 27 2010, 12:02 AM, said:
What I did was I put most of the action, move, and ai definitions in a separate file instead of having them right before each actor.
So the top of GAME.CON looks like:
include DEFS.CON
include USER.CON
include ACTIONS.CON
The game crashes when it tries to compile ACTIONS.CON
Compiling: GAME.CON (139170 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: ACTIONS.CON (12177 bytes)
Fatal Signal caught: SIGSEGV. Bailing out.
g_errorLineNum: 0, g_tw: 0
Uninitializing DirectDraw...
There is absolutely nothing in ACTION.CON that wasn't pasted from GAME.CON
Fixed in r1825.
LeoD, on Jan 7 2011, 09:33 AM, said:
"const char *s_buildDate" in global.c still says "20100727". Wouldn't it be a good idea to update that automatically during the compilation process so that it says something like "svn1752-20110104"? That might help a lot to identify the executable actually used when someone posts his eduke32.log.
In addition I think that adding the current configuration (files/variables) to the log should be helpful as well. I was about to report a weird bug yesterday when i finally noticed that the config file got fucked up somehow.
Also fixed.
#112 Posted 04 March 2011 - 06:58 PM
Octabrains mind-crusher projectiles get stuck in no actor sprites and do never dissapear neither stop their looping sound. This didn´t happen in the original game.
Decal sprites clip the walls in Polymer (hey doesnt seem to happen anymore!) it has to be fixed no more than a week ago.
Parallaxed fake "ror" seems to be improved in polymer (at least it works from one side) but it´s still broken.
The example map is included so it can serve as a test board.
Notice in the screenshots how the only renderer that shows that green thing as a plane-from bottom to top wall is Polymer.
Also, look how the octabrains are already dead and cold and their projectiles still fight to go across the sprites.
The fire screenshot is just to show how they float when the map starts.
I can make more example maps if it´s needed.
Attached File(s)
-
Buuuugs_.rar (810bytes)
Number of downloads: 254
This post has been edited by Gambini: 04 March 2011 - 06:58 PM
#113 Posted 04 March 2011 - 07:06 PM
Gambini, on Mar 4 2011, 06:58 PM, said:
Unfortunately, that appears to be due to this retarded CON code from the original game:
state firestate ifaction 0 ifrnd 16 { action FIRE_FRAMES cstator 128 }
But you can start them already half-submerged (cstat 128), and then they won't move down. The animation will still delay a random length of time, though.
This post has been edited by DeeperThought: 04 March 2011 - 07:06 PM
#114 Posted 04 March 2011 - 07:07 PM
#115 Posted 04 March 2011 - 07:08 PM
DeeperThought, on Mar 4 2011, 09:06 PM, said:
state firestate ifaction 0 ifrnd 16 { action FIRE_FRAMES cstator 128 }
Damnit Todd!
This post has been edited by Hendricks266: 04 March 2011 - 07:10 PM
#116 Posted 04 March 2011 - 07:12 PM
#117 Posted 04 March 2011 - 07:39 PM
#118 Posted 04 March 2011 - 07:58 PM
This post has been edited by Scott_AW: 04 March 2011 - 07:59 PM
#119 Posted 04 March 2011 - 08:00 PM
There´s one last thing and i will stick my head into the sand again and wont bother anymore.
In duke3d.exe, jfduke, proasm port and ancient eduke32 versions this is how sky tile 79 "cloudyskies" look: (three first attachments)
And the last screenshot is how it looks now in Eduke32, no need of more than one screenshot because the problem is that the sky isnt animated.
I remember when it was introduced, about 2008 march. Because i complained about sky tile 94 being buggy in polymost, it had black strips all around. I don´t know what went wrong, but there must be a way to make both things work as before. The problem regarding #79 tile affects all renderers while the old problem with #94 tile affected polymost only.
#120 Posted 04 March 2011 - 08:07 PM
Scott_AW, on Mar 5 2011, 12:58 AM, said:
Since your project is a mod, there must be lots of ways to fix those things (arent you the voxel mod guy?) but understand that making fire stand on sprites if it werent the original intention can screw up some old maps that make use of that. there´s always somebody taking advantage of these issues, so it´s not fair to resign the workability of their maps just to make modern mappers life easier.
I´m not the law, but i think we all have to be respectful with the original game and don´t mess with its stuff.