THE dne patch
#1 Posted 22 February 2014 - 07:23 AM
so ill post work by work posts to let people gauge how it runs / spot little texture errors
anyway all you need is the latest HRP and Eduke and just dump it in there.
Very Tight kinda ready version 4 of the beta
DOWNLOAD
2.0 "polish patch" features
- LAUNCHER FOR 65-BIT / 32 - BIT WITH GFX SETTINGS
- SECRET LEVEL
- TONS OF TEXTURE TWEAKS AND FIXES / HUGE FPS INCREASES / MORE SECRETS
- TROR IMPLEMENTATION WHERE FEASIBLE
- GLOVES
- DIFFICULTY NOW WORKS ON DMG TAKEN VS DMG DONE
- BETTER SCRIPT WRITTEN BY HENDRICKS
- DP FIXES FOR LATEST EDUKE VERSION
- BETTER LOOKING FOG
- SPEC / HEIGHT MAPS FOR DNE TEXTURE ASSETS (NOT IMPLEMENTED YET)
This post has been edited by Stabs: 09 March 2014 - 09:58 AM
#2 Posted 23 February 2014 - 12:22 AM
so ran the script over ALL the maps
major changes are proper TROR water in DNE02, real water on the hotel roof, also inside the hotels water feature has real water now
lots of other tweaks and changes
should have a version of DNE04 up soon with real water in the sewer section
PATCH WORK02.zip (2.9MB)
Number of downloads: 224
BTW in DNE04 it periodically makes a large white flash which slows the game, think it could be a dukeplus related error
This post has been edited by DanM: 23 February 2014 - 12:24 AM
#3 Posted 23 February 2014 - 12:36 AM
#4 Posted 23 February 2014 - 12:59 AM
but as mentioned, it could be eduke or dukeplus but flashing lights can just flash really BIG now for some reason and really bomb the frame rate
it looks like lightning is striking in DNE04 when it happens
This post has been edited by DanM: 23 February 2014 - 12:59 AM
#5 Posted 23 February 2014 - 01:06 AM
#6 Posted 23 February 2014 - 01:58 AM
This post has been edited by DanM: 23 February 2014 - 01:59 AM
#7 Posted 23 February 2014 - 02:39 AM
From the moddb page,
* Duke Nukem Eternity 1.3d ZIP
* Duke Nukem 1.3D Performance Patch
* Duke Nukem 1.3D Performance Patch v2 (does this one supersede the first one, or is it an addition?)
From here,
* PATCH WORK.zip
* PATCH WORK02.zip
From Fissile Materials,
* DukePlus. I think the version is 2.35, date 20130105. The md5sum is
4aa2e4df4e645f7787a7c745d61bf96c DUKEPLUS_2.35.zip
Phew. That's a lot of manual effort just to set up a development version of a mod. Have you (DanM and DT) considered asking Plagman about an SVN repository?
#8 Posted 23 February 2014 - 03:11 AM
run DNE04 and look for the lightning like effect
were ok without an SVN, i just map and request code now and then. amazingly with DP the trophy system runs purely out of map code and a few quotes , there is no con, and same with how the level ends and shows you what trophys you have found and how many civs rescued
edit : ya defeintly the flashing lights, as you leave the alley at the start of DNE04 turn 90 degrees right the big white building has a broken light, keep it on your screen and keep walking and backwards and forwards toward it and it will make a huge flash randomly
This post has been edited by DanM: 23 February 2014 - 03:35 AM
#9 Posted 23 February 2014 - 05:45 AM
I've noticed you have ignored a couple of requests to test stuff the past few days and insist it's something else.
#10 Posted 23 February 2014 - 01:28 PM
The Commander, on 23 February 2014 - 05:45 AM, said:
I've noticed you have ignored a couple of requests to test stuff the past few days and insist it's something else.
its pretty obvious dukeplus needs tweaking to its flashing light system, i turn on dukeplus it happens, run DNE04 through stock game and it dosn't happen
run at a flashing light backwards and forwards in dukeplus and you can make the effect happen more and more
#11 Posted 23 February 2014 - 02:08 PM
DanM, on 23 February 2014 - 03:11 AM, said:
run DNE04 and look for the lightning like effect
This is not how it works. I need to reproduce the same environment as you to be effectively handling bugs. I tried running dne01.map in stock DukePlus but couldn't even see a "lightning effect" or anything similar to what you mention. Maintaining DukePlus and DNE in their own repositories (with the latter preferably only keeping links to DukePlus revisions instead of duplicating DukePlus in the repo) would be a huge step towards being able to set up the mods quickly and painlessly. (And most importantly, not having dozens of old versions lying around on the hard drive.)
Seriously, source code editing not backed by a version control system is just plain unthinkable, and for data, having it in one place and the history "hidden" is a blessing.
I'll have to analyze how the files belong together then, looking at diffs etc. etc. This may obviously take some time. With SVN, all I'd have to do would be a
svn checkout http://address-of-the-dne-repo svn checkout http://address-of-the-dukeplus-repo cd dne # create symlinks to DukePlus, ... # set up config files # enjoy a version that is consistent with what the developer sees
#12 Posted 23 February 2014 - 03:01 PM
just run back and forth at that light just run dukeplus with dne04 from patchwork02, i know for a fact you can see it then
and yes i will set up a SVN if you can PM the details ill upload it all today
This post has been edited by DanM: 23 February 2014 - 04:26 PM
#13 Posted 23 February 2014 - 03:22 PM
DanM, on 23 February 2014 - 01:28 PM, said:
run at a flashing light backwards and forwards in dukeplus and you can make the effect happen more and more
If you recall, I had added some code that was supposed to kill or dim lights depending on the framerate, light priority and distance from the player, in an attempt to get DNE running smoothly with polymer when it was released. It did help at the time, but I suspect that the code is not playing well with recent builds of eduke. I'm thinking I will disable it and see what happens. And I'll upload my latest CONs somewhere they can easily be accessed.
#14 Posted 23 February 2014 - 03:52 PM
#15 Posted 25 February 2014 - 04:04 PM
Quote
Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
This post has been edited by DanM: 25 February 2014 - 04:05 PM
#16 Posted 25 February 2014 - 07:06 PM
DanM, on 25 February 2014 - 04:04 PM, said:
Good job doing the research and narrowing it down. The next task is to figure out which specific lighting effect(s) are causing the flashes. It might be possible to prevent the flashing by avoiding certain tag values on the sprites and/or changing the CON code.
Here are the instructions for creating various SE49 effects in DukePlus:
I have been assuming that it's the oscillating light one that is causing the trouble. Can you confirm that?
#17 Posted 25 February 2014 - 09:37 PM
also i noticed light switches act a bit funny now, sometimes they work sometimes they do, and they usually just stop working
#18 Posted 26 February 2014 - 01:25 AM
its not a pit of death too either, its a non essential side exploration area now
#19 Posted 26 February 2014 - 08:20 AM
#20 Posted 26 February 2014 - 11:18 AM
DanM, on 25 February 2014 - 04:04 PM, said:
Trooper Dan, on 25 February 2014 - 07:06 PM, said:
Indeed, that explain it all. r3159 changed the type of sprite[].hitag and .lotag to unsigned 16-bit integers. Whenever they are assigned negative values, the resulting number is the one that's obtained by re-interpreting the bit pattern as unsigned. E.g. -1 --> 65535.
A simple test case with an "cycling SE49" (extra >0) demonstrates this, since it cycles values around zero. However, a modification is necessary: in DUKEPLUS.CON,
setvarvar tempd timer
addvarvar tempd initshade
mulvarvar tempd monstflags // frequency * time
sin tempe tempd
mulvarvar tempe hitag
shiftvarr tempe 14
ifvare tempe 0 setvar tempe 1 // DEBUG; added to prevent disabling light
setactor[THISACTOR].hitag tempe
when tempe results in the value 0, the SE may subsequently have bit SFLAG_NOLIGHT (256) set by "state lightsout", disabling the cycling SE from this point onward.
#21 Posted 26 February 2014 - 11:30 AM
#22 Posted 26 February 2014 - 11:46 AM
Trooper Dan, on 26 February 2014 - 11:30 AM, said:
Ah, in that case my change isn't necessary.
I'm interested into looking a bit deeper into the consequences of the signedness change of {lo,hi}tag myself, but I didn't apply the patches on top of the latest DukePlus from Fissile Materials since I'm waiting for the SVN repo.
#23 Posted 26 February 2014 - 12:25 PM
#24 Posted 26 February 2014 - 03:15 PM
helix try this just with the latest DP, its a DNE map and .bat to start, i 100% guarantee you will see the problem, you dont need DNE resources either, its really all just art
PATCH WORK.zip (222.22K)
Number of downloads: 171
with those latest cons its a disco
#25 Posted 26 February 2014 - 08:18 PM
#26 Posted 26 February 2014 - 09:17 PM
i still have work to be done in the mean time.
#27 Posted 26 February 2014 - 09:46 PM
DanM, on 26 February 2014 - 09:17 PM, said:
It should be a team effort. If there's a bug in eduke it's in our interest to make it as easy as possible to identify and fix. Also keep in mind that all of the CON code for manipulating polymer lights is essentially a set of hacks to add features to a WIP lighting system.
#28 Posted 28 February 2014 - 02:11 AM
cool new TROR stuff in DNE04
- TROR Water
- TROR Office facilty
- TROR Broken Bridge
- Added a path and nuke button to get to the secret level ( hint : you need the bike to get there )
- Added secret level "Rapid Meat Roll" and DNE'ed it a bit
- Added egloves.zip and gloved weapons
- Tons of other texture tweaks and fixes in other levels
- ran error auto fix over all maps (each level had a level 1 wrap corruption, the fix seems to tweak slopes but no visible changes seem to be seen )
Hoping to change a lot of more hacky sprite based bridges into proper tror structures with the exception of the exterior of DNE05.
NOTE : Bike gets stuck under TROR sections that use 2 tic stairs in TROR
https://www.mediafir...dnfddqw2wyh0h9g
also use these dpcons from post #34 in my help me with a script thread, i dunno the proper link i have to use a web proxy duke4 is being a dick with my IP its static, might of flagged it as spam
This post has been edited by DanM: 28 February 2014 - 02:23 AM
#29 Posted 28 February 2014 - 01:11 PM
Trooper Dan, on 26 February 2014 - 08:18 PM, said:
Posting what I think is the most recent version of the relevant code for reference:
The problem is not about exceedng the max value -- sin/cos should be perfectly fine and return values in [-16384 .. 16384]. It's that "small" negative hitag values will be converted to "large" positive ones on the C side. Hence, the correct fix is to bound 'tempe' below by 0. (Or by 1, if 'state lightsout' was not disabled.)
LunaCON now includes an option -ferror-negative-tag-write that may be useful for debugging this kind of issues. When I ran dne04.map on a still-not-updated DukePlus, the setactor[].hitag line from above was the only offender.

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