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DK Atomic - constant random pauses with eduke

User is offline   phatchantz 

#1

Hi.
have been running Duke Atomic with no probs, thought that I would try Eduke22 - the game looks, and runs great in 5 second spurts, and then it pauses, runs again, and pauses - and on and on......

has anyone else experienced this - re-installed the game, plays fine - add eduke - pausing - I would like to get around this if I can, any help appreciated - thanks !
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User is offline   Omni 

#2

Attached Image: d3ddass.jpg
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User is offline   Micky C 

  • Honored Donor

#3

What Omni said, unless you want us to fix your problem with the power of positive thought, in which case I am thinking of you.

But no one here has experienced that problem to my knowledge.
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User is offline   The Commander 

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

#4

I know everything, but this is way beyond me.
Shit
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User is online   Danukem 

  • Duke Plus Developer

#5

Do as they say and post the eduke32.log

The pausing or stuttering could be caused by a hardware issue. I had a similar problem once when I was using a fried video card. Check the temperature of the GPU and CPU(s) while running the game. Also check for hard disk access during the pauses in case it is a memory issue. Run the game in its most basic configuration without the HRP or any mods so you have a baseline.
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User is offline   LeoD 

  • Duke4.net topic/3513

#6

I have similar problems with newer executables.
Please try an older executable: http://dukeworld.duke4.net/eduke32/synthes...100425-1623.zip
and report if the problem is gone or at least significantly bettered.
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User is offline   phatchantz 

#7

thanks all - sorry "Omni" - my bad - ( it was late, I was re living my youth ) - appreciate all the feedback - will start with the sticky, and go forward -
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User is offline   Helixhorned 

  • EDuke32 Developer

#8

Are you playing with the HRP? A log could petentially help a lot.
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User is offline   phatchantz 

#9

thanks LeoD, your idea worked !

"I have similar problems with newer executables.
Please try an older executable: http://dukeworld.duk...100425-1623.zip
and report if the problem is gone or at least significantly bettered."

I was gathering up the info, and thought what the heck - and gave it a try - problem gone !
I'm using an older box, not my gaming rig...

O/S: XP sp3
Proc: Intel p4 2.8 single
Ram: 3g
Video: Geforce 7600 gsoc
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User is offline   LeoD 

  • Duke4.net topic/3513

#10

Note that this version will lose the map's polymer effects information when saved/reloaded. Plus, once the frame rate drops below 10fps the mouse look will freeze until the rate goes up again. (Both were fixed in later versions.)
I've always thought that this issue was limited to my machine (something similar happened a while ago) but now I think I should have a deeper look into it. Did the pauses you experienced end up with erratic movements/turns? Can you tell something about the frame rate when it happens?
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User is offline   phatchantz 

#11

Hi,
When I get some more time, I will delete what I have and re-install back to where I was - to get a log for you - the pauses were random - get that big message across the screen "game paused", don't recall any other oddities - the frame rate I didn't measure, however it seemed rather smooth for the most part ........... when I do a test, I will put "fraps" on it, and we shall see - - I should have some time over the weekend
( if I can stop playing it :P )

( I have run some pretty heavy stuff on this old box, and it has come through remarkably well, considering how dated it is )

thanks for your time !
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User is offline   LeoD 

  • Duke4.net topic/3513

#12

View Postphatchantz, on Jan 13 2011, 10:42 PM, said:

big message across the screen "game paused"

Well, then it's something completely different from what I thought/experienced and I guess it's beyond my scope. However, a log file might still be interesting. (My first thought would now be that there was something wrong with your config file[s].)
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#13

As far as I know, this code is not functional in EDuke32, but I know in LameDuke the game used to pause itself if it detected that you were running out of memory (RAM) though you could manually un-pause it whenever you wanted, you would run the risk of crashing the game.
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User is offline   phatchantz 

#14

View PostLeoD, on Jan 13 2011, 03:06 PM, said:

Well, then it's something completely different from what I thought/experienced and I guess it's beyond my scope. However, a log file might still be interesting. (My first thought would now be that there was something wrong with your config file[s].)


ok - installed a test version - same system - same thing - game pauses randomly, and won't un-pause until it's good and ready :P

have attached screen shots with "fraps" running, and the log.........

hope it turns up something

( thanks to the other poster for the thoughts ! )

ps: this is the purchased game from GOG

Attached thumbnail(s)

  • Attached Image: eduke32_2011_01_15_17_34_17_14.jpg
  • Attached Image: eduke32_2011_01_15_17_34_27_92.jpg
  • Attached Image: eduke32_2011_01_15_17_37_34_94.jpg

Attached File(s)


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User is offline   vexerr 

#15

Sorry for resurrecting a dead thread, but I am having the exact same problem, and this seems to be the only place I can find it mentioned.

I have Win7 trying to play the game through eduke, but every 10 seconds or so it randomly pauses. I've tried a few different versions of the game and still get the exact same problem.
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User is offline   Omni 

#16

Vexerr, look in this thread at the first reply.
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User is offline   Micky C 

  • Honored Donor

#17

View Postvexerr, on Feb 20 2011, 01:21 PM, said:

Sorry for resurrecting a dead thread, but I am having the exact same problem, and this seems to be the only place I can find it mentioned.

I have Win7 trying to play the game through eduke, but every 10 seconds or so it randomly pauses. I've tried a few different versions of the game and still get the exact same problem.


Hey at least you actually looked around to see if a thread already existed on the topic, you have no idea how often people just come in here and post about an issue that's been solved to death in at least a dozen other threads ;)

View PostDeeperThought, on Jan 6 2011, 02:43 AM, said:

Do as they say and post the eduke32.log

The pausing or stuttering could be caused by a hardware issue. I had a similar problem once when I was using a fried video card. Check the temperature of the GPU and CPU(s) while running the game. Also check for hard disk access during the pauses in case it is a memory issue. Run the game in its most basic configuration without the HRP or any mods so you have a baseline.


The last line of that quote is a good place to start. Make sure there's no High Resolution Pack or mods, and when you first start the game, a startup window appears with various options like dropdown menus and check boxes. Make sure the 'polymer' checkbox is NOT ticked. (Polymer is the new, however currently unfinished and unoptimized renderer which runs slower than the other two renderers and has a few minor bugs and other problems). Then from this point run the game in 32-bit, and see if it still pauses every now and then, and if it does, try it again in 8-bit. If it lags in 8-bit you have a serious problem, because computers from 15 years ago would be able to run something that yours cannot :P

Edit: also do what Omni suggested.

This post has been edited by Micky C: 19 February 2011 - 07:55 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#18

My first recommendation is to perhaps try using a different keyboard, who knows, maybe your pause button is messed up. It's not unlikely that you haven't encountered an issue with it yet, hardly anything uses it any more.
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User is offline   Micky C 

  • Honored Donor

#19

Oh he meant pauses as in the same thing that happens when you hit the escape button and the menu comes up and everything? I think I've just misinterpreted the entire thread...
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User is offline   Jimmy 

  • Let's go Brandon!

#20

Nope. He meant the pause screen (when you press PAUSE/BREAK,) not the menu screen (when you press ESCAPE.)
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User is offline   Kritchek 

#21

Hi!

Sorry for reviving (again) this thread, but I have the very same problem... The game keeps pausing every few seconds (a true pause, with a big "paused" on screen. Not a lag or a freeze.)

Some infos:

1- the problem occurs even when I run the game in 320x200 - 8bit mode (without polymer and without any additional packs).
2- nothing abnormal appears on the log (you'll find it as an attachment to this post).
3- The game is DK Atomic Edition, purchased via GOG.com.
4- Computer Specs: Athlon 64 X2 Dual - 2Go Ram - NVidia GeForce GTX 260+ - Windows XP SP 2
5- The first build to exhibit this issue seems to be eduke32_win32_20100507-1632 (which also crashes a lot). eduke32_win32_20100425-1623 appears to be working, at least for the few minutes I tried it.
6- The pauses seems to be independant from the framerate or whathever, and there's no erratic movements or such weird things.
7- HOWEVER the pauses only appears when moving (standing still, moving the mouse, or even firing the pistol did not trigger the pause.)

If you need more informations or if I missed something, tell me...

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#22

View PostKritchek, on 09 November 2011 - 12:26 PM, said:

The game keeps pausing every few seconds (a true pause, with a big "paused" on screen. Not a lag or a freeze.)



View PostKritchek, on 09 November 2011 - 12:26 PM, said:

7- HOWEVER the pauses only appears when moving (standing still, moving the mouse, or even firing the pistol did not trigger the pause.)


Putting those facts together, it sounds like you are pressing a key to make it pause. Probably something is bound to both pause and some other function (most likely one of the movement keys).
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User is offline   Kritchek 

#23

View PostDeeperThought, on 09 November 2011 - 09:59 PM, said:

Putting those facts together, it sounds like you are pressing a key to make it pause. Probably something is bound to both pause and some other function (most likely one of the movement keys).


I thought about it, but I did not find anything strange in the config files.
Moreover, the problem occurs even with "vanilla" eDuke32, with the default configuration. If pause was bound to a movement key, I think that more people would have experienced this issue. And just pressing a movement key once does not trigger it, the game pauses itself after 5 to 10 seconds of movement.
It could be an issue with some obscure windows or hardware configuration thing (since very few people are impacted), but I have no idea about what it could be.
If I can find the time, I will try to dig into the code and maybe add some logging to find out what is happening there.
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User is offline   Helixhorned 

  • EDuke32 Developer

#24

r2109 has a -nopause switch that should disable any effects of the pause key entirely. Does starting EDuke32 with that switch fix it?
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User is offline   Kritchek 

#25

View PostHelixhorned, on 10 November 2011 - 02:46 PM, said:

r2109 has a -nopause switch that should disable any effects of the pause key entirely. Does starting EDuke32 with that switch fix it?


Thanks for the tip!
I have no access to the computer for the week-end, but I will try it next week and report the result.
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User is offline   Kritchek 

#26

View PostHelixhorned, on 10 November 2011 - 02:46 PM, said:

r2109 has a -nopause switch that should disable any effects of the pause key entirely. Does starting EDuke32 with that switch fix it?


I just tried r2109 and 2112 with the nopause switch, and the problem still occurs...
The pause key seems to be effectively disabled because I can't unpause the game by pressing it ;-)

A weird thing that I just noticed: if I press some keys for 5 to 10 seconds, the game unpauses itself.
The pausing/unpausing thing does not occurs only with movement keys: repeatedly pressing "Q" (mighty foot), "I" (crosshair), "J" (jetpack), or using the numpad yields to the same results (I did not try other keys, but I suppose it will be the same).

I will try to test with another keyboard just in case, but I doubt that it will change anything...
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User is offline   Helixhorned 

  • EDuke32 Developer

#27

Would you consider building your own EDuke32 binaries? It's preferable to committing totally untested guesswork "fixes". This way, I'd send you patches that do some printf debugging, you'd send the output my way, and maybe we'll get to the bottom of the issue.
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User is offline   TerminX 

  • el fundador

  #28

If he's capable of building his own binaries, maybe he would be capable of running under gdb with a watch set on modification of ud.pause_on as well. Just a thought!
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