Problems with latest EDuke 32 versions
#1 Posted 31 March 2013 - 03:32 AM
1.The game won't save global gamevars, at least with some big mods and TCs (IW v. 2, AMC TC, STH3D). It practically makes "readgamevar" and "savegamevar" useless. I tested it in clean Duke 3D and it works fine, but it doesn't work with some big TCs. Also, sometimes in even refuses to read the existing gamevars from cfg file.
2.Tip command won't make the weapons dissapear from the screen in some old TCs. This command was traditionally used for blocking player's weapons, when climing the ladder for example. Now it doesn't make them dissapear.
3.The new version screws up some sound and weapon changes. For example, here's my old mod called "Super weapons 3": http://www.mediafire...7k16h9wi7tnytwr
It works okay in the old versions (2752 for example), but it works weird in the last version. Some of the sounds change, and some of the weapons doesn't work the way they should. I don't know how to examplain, just try to play the mod with various EDuke 32 versions and you'll see.
This post has been edited by zykov eddy: 31 March 2013 - 04:00 AM
#2 Posted 31 March 2013 - 03:42 AM
Of course, this is why people supply working EDuke32 exes with their mods, which is what we're gonna do as well. It's just that some players think they're being smart by replacing those exes with newer versions.
#3 Posted 31 March 2013 - 07:58 AM
It's also not very useful to not give any examples. It's super unhelpful to say it "screws something up" without even pointing out what that something actually is, giving an example of the current behavior along with an example of the correct behavior, etc. If you can't even explain what the problem is, what makes you think someone else with no prior knowledge of the broken mod in question is going to see what's wrong with it?
#6 Posted 31 March 2013 - 10:18 AM
TerminX, on 31 March 2013 - 10:07 AM, said:
You never "used" a stripper?
edit: forget it, I misread it as "what the heck is the tip command". D'oh.
#7 Posted 31 March 2013 - 10:21 AM
#8 Posted 31 March 2013 - 12:22 PM
the section in the screenshot where the shrinker ammo is sitting is supposed to open and close on a repeated loop like a mouth chewing
works fine in classic atomic, doesn't work with the latest eduke port.
i have no idea what snapshot broke this effect since this is the first time i've played the map using eduke32
edit nevermind. i'm not wasting upload capacity space on an old map from 2003 that works correctly in the original dos version, but is broke with eduke.
This post has been edited by Forge: 01 April 2013 - 07:31 AM
#9 Posted 31 March 2013 - 12:48 PM
Here's a video of the problem:
Edit:
Even though I think it's not too useful here's my eduke32 debug log:
EDuke32 2.0.0devel r3631 Compiled Mar 31 2013 12:00:16 Using C:/r3631/ for game data Checking for updates... Connecting to http://eduke32.sourceforge.net Current version is 0... no updates available Windows 7 Service Pack 1 (build 6.1.7601) Initializing DirectDraw... Searching for game data... Checksumming DUKE3D.grp... Done Using "DUKE3D.GRP" as main game data file. Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3967: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5890: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16189*4 bytes Script compiled in 33ms, 16181*4b, version 1.4+ 2006/11264 labels, 322/2048 variables, 2/512 arrays 125 quotes, 207 actors Initialized 24.0M cache RTS file "DUKE.RTS" was not found Initializing OSD... Initializing DirectInput... - Enumerating attached game controllers - No game controllers found Uninitializing DirectInput... Disabling desktop composition... Setting video mode 1024x768 (32-bit windowed) polymost_glreset() OpenGL Information: Version: 3.3.0 Vendor: NVIDIA Corporation Renderer: GeForce 9600 GT/PCIe/SSE2 gltexinvalidateall() gltexinvalidate8() polymost_glreset() Opened "textures" as cache file Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz gltexinvalidateall() gltexinvalidate8() Cache time: 45ms E1L1: HOLLYWOOD HOLOCAUST GOD MODE: ON GIVING EVERYTHING! Monsters: Off JETPACK ON JETPACK OFF WARNING: SE23 i<0! Wrote eduke32.cfg Wrote settings.cfg polymost_glreset() polymost_glreset() Uninitializing DirectDraw...
This post has been edited by Spirrwell: 31 March 2013 - 02:34 PM
#10 Posted 31 March 2013 - 02:48 PM
#11 Posted 31 March 2013 - 03:00 PM
Helixhorned, on 31 March 2013 - 02:48 PM, said:
Yeah it was a lucky coincidence. I was having problems with the plain eduke32.exe crashing trying to enable the autoload folder randomly, so I checked if the next version fixed it. Nope, but hey at least I helped with something.
#12 Posted 31 March 2013 - 04:44 PM
#13 Posted 31 March 2013 - 04:57 PM
TerminX, on 31 March 2013 - 04:44 PM, said:
I know, I figured that. Do I still irritate you? Anyway, thanks for the offer, if I do think of something, I'll PM you. The tile 2200 either originated with my first post about Duke Nukem Forever based mod idea or when Jhect pointed out that I was still "FECES"
Looking back it made sense. I was a novice and an idiot... Of course I still am.
This post has been edited by Spirrwell: 31 March 2013 - 05:09 PM
#14 Posted 31 March 2013 - 08:39 PM
r3588:
r3634:
Later I'll record a video to demonstrate the saving gamevar issue. One thing I can say for sure, gamevar saving/reading works bad both in r3588 and r3634.
#15 Posted 01 April 2013 - 04:18 AM
- The chaingun replacement tile may get drawn so that a gap to the right border is left in widescreen aspects. This is remedied by passing -rotatesprite-no-widescreen to EDuke32 at the command line. I guess right-aligning would work too (orientation bit 512).
- The freezer replacement shooting ice particles. This one is strange, I can't reproduce it on my end with either C-CON, LunaCON, debug or release build.
Is there anything I have missed? Likewise, readgamevar and savegamevar appear to work fine here.
Also, USER.CON has incorrect syntax at the end: definesound takes 5 numeric arguments when there are only four given. C-CON is being too lax here.
#16 Posted 01 April 2013 - 04:28 AM
Helixhorned, on 01 April 2013 - 04:18 AM, said:
The sounds change for some reason.
#17 Posted 01 April 2013 - 04:33 AM
zykov eddy, on 01 April 2013 - 04:28 AM, said:
Did you test it with the syntax error fixed? Simply add a 0 at the end of the last definesound in your USER.CON.
Helixhorned, on 01 April 2013 - 04:18 AM, said:
#18 Posted 01 April 2013 - 05:52 AM
Helixhorned, on 01 April 2013 - 04:33 AM, said:
Fixed it and now everything works fine, and the freezer replacement now shoots bullets. But why such small issue screws up the whole sound/weapon system? What if there's other mods which also have small issues like that? Previous Eduke 32 versions simply ignored that and it worked fine.
This post has been edited by zykov eddy: 01 April 2013 - 06:00 AM
#19 Posted 01 April 2013 - 06:21 AM
Btw, why the last version gives me an access to Duke 3D levels through User man section, even though I don't have them in my mod directory?
r3497:
r3634:
#20 Posted 01 April 2013 - 12:48 PM
Forge, on 31 March 2013 - 12:22 PM, said:
the section in the screenshot where the shrinker ammo is sitting is supposed to open and close on a repeated loop like a mouth chewing
works fine in classic atomic, doesn't work with the latest eduke port.
i have no idea what snapshot broke this effect since this is the first time i've played the map using eduke32
Thanks for the bug report. It was a mistake on my part where I overlooked a difference when factoring out almost identical copies of code into one function. Fixed in r3625.
Rant, for anyone interested:
Copy-pasting code is almost never justified. Instead, one should strive to write clean and readable code by decomposing functionality into manageable pieces, as far as the programming language allows.
#22 Posted 03 April 2013 - 08:46 AM
We tried to add this line in the old version of Eduke 32 (from september of 2012). We compiled the .exe file, and after we tested it, we found the same problem which I found in the last Eduke 32 versions - the game refuses to save/load gamevars from cfg file no matter what we did. It happens after saving the game. When we removed the line, everything worked fine again.
I don't know if it happens only with my STH3D mod, but seems like this one line (CONFIG_WriteSetup(0) ) breaks the whole cfg saving system after saving the game once.
This post has been edited by zykov eddy: 03 April 2013 - 09:31 AM
#23 Posted 03 April 2013 - 09:24 AM
Edit: fixed in r3636.
#27 Posted 20 April 2013 - 05:45 AM
Collapsable Sprites
"Face-aligned sprites cannot be defined as collapsable."
PROBLEM:
Not sure if this is a bug or intended. Sprite 1037 (the table sprite) doesn't blow up when given a high tag when hit with a rocket or explosion. Is this expected behavior?
shouldn't all objects that are sprites with a high tag be destructable? Why are only some destructable and not others? Would this be something worth changing or am I way out in left field?
Thanks
Sorry about that guys... I should of checked the info suite I was just lazy and over tired. I have left my post incase it might help someone else when mapping.
This post has been edited by Paul B: 20 April 2013 - 06:09 AM