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[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

User is offline   alexhob123 

#1921

View PostReaper_Man, on 07 November 2023 - 12:04 PM, said:

No clue, no idea what your problem is. Upload your log to pastebin or something if you can't add it as an attachment here.


my problem is that it goes slow on some maps such as moonbase accident and crashes on MSSP Episode when reactor get's destroyed slow on others but can't remember which

can't add to pastebin as too long

This post has been edited by alexhob123: 07 November 2023 - 02:00 PM

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User is offline   NightFright 

  • The Truth is in here

#1922

Textfiles compress really well with 7-Zip. Should be enough to post it here afterwards, regardless of its original size.
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User is offline   alexhob123 

#1923

Attached File  eduke32.rar (167.06K)
Number of downloads: 11

here is my log no idea why it crashes or slows down infestation in time is the other that slows down

can anyone help me

This post has been edited by alexhob123: 07 November 2023 - 02:26 PM

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User is offline   Reaper_Man 

  • Once and Future King

#1924

400,000+ lines of this:

21.3291s  ERR| scripts/moonbase.con:282: sound: invalid sound #3026


So yes, seems like a similar issue as before, there is a missing or invalid sound file somewhere. The question is if the sound is erroneously missing from the file, or if this was an oversight in the CON scripting and should be removed. At very least, you can create an empty file named as whatever sound is defined as #3026 and that will stop the log from spamming, which should make it playable.
1

User is offline   NightFright 

  • The Truth is in here

#1925

Apparently it's this line:
ifactioncount 1 { sound BLANK }


This particular sound is defined in defs.con, but not mapped elsewhere (and it was forgotten in the mod code as well). Apparently EDuke32 used to tolerate this, but not any more. Therefore, "Moonbase Accident" has been updated with a fix for this sound-specific crash.

To update:
- Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack and download moonbase.grp from the EAC repository

Regarding "Infestation in Time", I guess we would need logs for that as well. The ingame crash in MSSP seems to be of a different, rather map-related kind (even though I don't even know where it's supposed to occur).

This post has been edited by NightFright: 09 November 2023 - 01:50 AM

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User is offline   Reaper_Man 

  • Once and Future King

#1926

I'm going to submit a bug/feature request over on gitlab to see if some sort of console error message suppression can be added. I'm positive that this kind of behavior - filling the console / log up with nearly 500k lines in 30 seconds - is not desired or intended. EDuke can still tolerate playing a sound every gametic, it's writing the error to the log that often that is causing the slowdowns.

But this just goes back to the same discussion as to what the engine should or shouldn't be doing, and if it's really EDuke's fault that this mod tries to do something every gametic that throws an error. This "worked" before only because it didn't log the error, but the scripting error has always been present.
1

User is offline   NightFright 

  • The Truth is in here

#1927

I guess this excessive logging can cause a lot of issues in other mods as well, even those which are not part of this compilation. It's OK to get one log entry for each sound file not found, but it shouldn't happen each and every time that sound is referenced ingame.
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User is offline   alexhob123 

#1928

next time i play Infestation In Time I will get the log for that map and see what I get
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User is offline   alexhob123 

#1929

View PostReaper_Man, on 08 November 2023 - 06:08 AM, said:

400,000+ lines of this:

21.3291s  ERR| scripts/moonbase.con:282: sound: invalid sound #3026


So yes, seems like a similar issue as before, there is a missing or invalid sound file somewhere. The question is if the sound is erroneously missing from the file, or if this was an oversight in the CON scripting and should be removed. At very least, you can create an empty file named as whatever sound is defined as #3026 and that will stop the log from spamming, which should make it playable.


what about MSSP Episode it crashes when the reactor gets destroyed

This post has been edited by alexhob123: 09 November 2023 - 08:27 AM

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User is offline   Reaper_Man 

  • Once and Future King

#1930

If you have a problem but you don't post a log, nobody can help you.
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User is offline   alexhob123 

#1931

View PostReaper_Man, on 09 November 2023 - 10:41 AM, said:

If you have a problem but you don't post a log, nobody can help you.


okay will do
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User is offline   alexhob123 

#1932

MSSP Episode doesn't crash but Infestation In Time still slows down here is eduke32.log

Attached File  eduke32.rar (2.91MB)
Number of downloads: 11
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User is offline   Reaper_Man 

  • Once and Future King

#1933

129.3931s  ERR| scripts/infestation_code.con:1191: sound: invalid sound #3026
129.8705s  ERR| scripts/infestation_code.con:2812: sound: invalid sound #3026
129.8708s  ERR| scripts/infestation_code.con:136: sound: invalid sound #3026


Exact same issue. Same sound definition ID as well, were these made by the same person or something? I can't fathom why you would be trying to constantly play a blank audio file, much less doing it in 2 separate mods.

Anyway, looks like there's multiple instances of trying to play the blank sound, so you'll need to either remove all of those references, or just add the blank sound file that it wants.
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User is offline   NightFright 

  • The Truth is in here

#1934

Actually IIT happens to come from the same author, indeed: Zykov Eddy. Funny: Besides his "Moonbase Accident", it also occurs in "A.Dream Trilogy" which we fixed back in April. At least he screwed it up consequently everywhere, lol...

Anyway, "Infestation in Time" fixed. This should wrap up all of Eddy's oopsies with his infamous blank.voc abuse.

To update:
- Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack and download infestation.grp from the EAC repository

This post has been edited by NightFright: 09 November 2023 - 02:49 PM

1

User is offline   Reaper_Man 

  • Once and Future King

#1935

Well that's definitely interesting it's all from the same person. Obviously they reuse code blocks of their own, but it's a shame they happen to be causing errors at best. At this point I'd be curious to look at the original releases of these mods. It seems weird that 3 now are all missing sound files, even blank ones. Did they somehow get left out in their original release, or the compilation release? If the sounds are missing from their original releases, then frankly IMO it should stay "broken", if not just removed for being incomplete.

It's also doesn't make sense why they'd be trying to run the code snippet you found earlier, like that is literally a pointless block of code. Yes, it will be great when / if log message suppression is added, but that won't change that they are doing this pointless thing for some reason? This is the real pitfall with trying to patch these broken mods, you wind up fixing insane scripting errors.

This post has been edited by Reaper_Man: 09 November 2023 - 02:24 PM

1

User is offline   NightFright 

  • The Truth is in here

#1936

After a quick look at the original IIT release, I can say this issue had always been there. Hasn't been introduced by me in the wake of my compilation adjustments. EDuke32 just used to be a lot more tolerant regarding that. If a sound wasn't properly defined, it just didn't play and you wouldn't know about it even, I guess. However, simply using "nullop" instead would have achieved the same effect, if I'm not mistaken. I mean in the end, those lines don't really do anything.

Again, it's not a bad thing to log this kinda stuff, especially for troubleshooting. However, producing excessive logfiles with hundreds of MB can hardly be considered productive...

This post has been edited by NightFright: 09 November 2023 - 02:48 PM

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User is offline   alexhob123 

#1937

thanks for fixing guys can now play with no problems
0

User is offline   rambo919 

#1938

Weird bug with "The Day After" on the Mothership level.

The switch that should be here seems to kind of fly away or something, or gets destroyed.

I seem to randomly trigger the level end or dying if I manage to press it before it goes. Cannot progress past this point.

Level start save attached.

EDIT: OK I think I found the trigger for the bug. You can destroy the switch by accident, in my case I used a pipe bomb on the eggs, then I managed to press the destroyed switch.

Attached thumbnail(s)

  • Attached Image: Screenshot_20231113_191612.png

Attached File(s)



This post has been edited by rambo919: 13 November 2023 - 10:16 AM

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User is offline   NightFright 

  • The Truth is in here

#1939

It's just getting better and better.
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User is offline   NightFright 

  • The Truth is in here

#1940

Update for WGMega v6.0 (adds "Lady Killer" level).

To update:
- Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack and download wgmega.grp from the EAC repository
2

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