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Problems with latest EDuke 32 versions

User is offline   zykov eddy 

#1

I tested the last versions of EDuke 32 with some mods and found some problems.

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

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User is offline   Mikko 

  • Honored Donor

#2

Yes, stuff like this makes me very nervous. We've got a mod coming and I have noticed similar issues while scavenging code from the aforementioned mods.

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.
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User is offline   TerminX 

  • el fundador

  #3

Which version did these breakages start with? It isn't very helpful when someone reports that something is broken but worked 1000 versions ago in a 9 month old build...

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?
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User is offline   Helixhorned 

  • EDuke32 Developer

#4

Point 2 fixed in my local tree, more commentary upcoming.
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User is offline   TerminX 

  • el fundador

  #5

What the heck broke the tip command?
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User is offline   Helixhorned 

  • EDuke32 Developer

#6

View PostTerminX, on 31 March 2013 - 10:07 AM, said:

What the heck broke the tip command?

You never "used" a stripper? :)
edit: forget it, I misread it as "what the heck is the tip command". D'oh.
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User is offline   TerminX 

  • el fundador

  #7

Haha, if I didn't know what the tip command was I should probably be "fired." It was one of the only ways to prevent the player from firing their weapon back in the days of pre-EDuke modding.
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User is offline   Forge 

  • Speaker of the Outhouse

#8

Transport 2 by Devastator

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

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User is offline   Spirrwell 

  • tile 1018

#9

Huh, I'm actually having an issue with sound as well with EDuke32 r3631. If you go to the elevator in E1L1 and use it, it will repeat the elevator sound over and over until you do something like go to the menu and come back. I just noticed. This wasn't a problem with yesterday's build that I got from synthesis, well, two days ago's build.

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

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User is offline   Helixhorned 

  • EDuke32 Developer

#10

Oops... that sould be fixed in r3632. Thanks for the speedy report, it would be pretty embarassing else :).
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User is offline   Spirrwell 

  • tile 1018

#11

View PostHelixhorned, on 31 March 2013 - 02:48 PM, said:

Oops... that sould be fixed in r3632. Thanks for the speedy report, it would be pretty embarassing else :P.

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. :)
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User is offline   TerminX 

  • el fundador

  #12

Indeed, thanks for the bug report. Do you want a new user title here on the forums? I set it to tile 2200 pretty shortly after you joined because you irritated me. Tile 2200 is the sprite for those big piles of shit that Duke can step in. Sorry about that! :)
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User is offline   Spirrwell 

  • tile 1018

#13

View PostTerminX, on 31 March 2013 - 04:44 PM, said:

Indeed, thanks for the bug report. Do you want a new user title here on the forums? I set it to tile 2200 pretty shortly after you joined because you irritated me. Tile 2200 is the sprite for those big piles of shit that Duke can step in. Sorry about that! :)

I know, I figured that. Do I still irritate you? :P 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

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User is offline   zykov eddy 

#14

Here's some videos from my old weapon mod. I posted a link to the mod in the first post. You can see some strange things happening in the second video.

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.
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User is offline   Helixhorned 

  • EDuke32 Developer

#15

I see two strange things so far.

  • 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.
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User is offline   zykov eddy 

#16

View PostHelixhorned, on 01 April 2013 - 04:18 AM, said:

Is there anything I have missed?


The sounds change for some reason.
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User is offline   Helixhorned 

  • EDuke32 Developer

#17

View Postzykov eddy, on 01 April 2013 - 04:28 AM, said:

The sounds change for some reason.

Did you test it with the syntax error fixed? Simply add a 0 at the end of the last definesound in your USER.CON.

View PostHelixhorned, on 01 April 2013 - 04:18 AM, said:

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.

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User is offline   zykov eddy 

#18

View PostHelixhorned, on 01 April 2013 - 04:33 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.


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

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User is offline   zykov eddy 

#19

As promised, here's a videos from my STH3D standalone mod.

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:


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User is offline   Helixhorned 

  • EDuke32 Developer

#20

View PostForge, on 31 March 2013 - 12:22 PM, said:

Transport 2 by Devastator

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.
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User is offline   Forge 

  • Speaker of the Outhouse

#21

thanks for the quick response & fix
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User is offline   zykov eddy 

#22

Me and my friend are trying to find the possible reason of gamevar saving problem. We found a special line in r3579, which supposedly saves the cfg file each time the player saves the game.

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

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User is offline   TerminX 

  • el fundador

  #23

I see what the problem is, I'll fix it in a minute.

Edit: fixed in r3636.
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User is offline   zykov eddy 

#24

Thanks for the quick fix! :)
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User is offline   TerminX 

  • el fundador

  #25

It worked, right? I didn't bother to test it. Or compile it.
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User is offline   zykov eddy 

#26

Yep, works fine.
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User is offline   Paul B 

#27

SOLUTION: FOUND MY ANSWER HERE: http://infosuite.duk...e=ae_sprites_a2

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

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