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

User is online   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 online   alexhob123 

#1923

Attached File  eduke32.rar (167.06K)
Number of downloads: 74

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.
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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.
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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 online   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 online   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 online   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 online   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: 81
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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

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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

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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 online   alexhob123 

#1937

thanks for fixing guys can now play with no problems
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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.

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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
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User is offline   Nacho 

#1941

Question: Does Starship Troopers have a widescreen fix at all? I had some issues with the Compilation (might need to just reinstall) where it was mixing Carribean stuff into the conversion, so I tried downloading the seperate eDuke version, but I feel like I've seen screens with better art assets... maybe I'm crazy
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User is offline   NightFright 

  • The Truth is in here

#1942

It should, for the statusbar and some weapons. I can't see any way Vacation content gets mixed into this. Unless you have that addon selected during startup for some weird reason, that is.
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User is offline   Nacho 

#1943

View PostNightFright, on 08 December 2023 - 07:48 AM, said:

It should, for the statusbar and some weapons. I can't see any way Vacation content gets mixed into this. Unless you have that addon selected during startup for some weird reason, that is.


I'm not sure how or when it happened either, it's odd, it has the Caribbean loading screen, starts with Duke reloading the water pistol before switching to whatever actual weapon is on this mod (this is for every mod I try) and has some, but not all of the effects. It's like a strange remix, and I have no clue how I did it.

I'll do a fresh install tonight, maybe I deleted my fixed version... I have like 20 different edukes right now from various streams so I really should just get it all organized.

This post has been edited by Nacho: 08 December 2023 - 11:14 AM

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#1944

Mark made that sorta of bonus single adventure map for WGR2 back in 2017, Quest Town. Should have been more maps but never completed, as far as I know. We may integrate this like has been did for Hectic Realms or a separated selectable addon like Knee Deep (expecially if not adaptable to 3.0)?
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User is offline   NightFright 

  • The Truth is in here

#1945

Depends on how much effort it would be to raise it to the EAC standards (widescreen gfx, unified zipdir structure etc). If it's not using any new assets, it could be easy enough. These days I don't have much time for anything bigger. Also to consider: As this WGR2 content is quite code heavy, it's highly likely to malfunction with newer EDuke32 snapshots. Then again, this apparently goes for quite a few mods out there these days, so...

This post has been edited by NightFright: 08 December 2023 - 02:48 PM

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User is offline   rambo919 

#1946

prayers grp, snow white missile factory level.

Invisible red keycard.

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User is offline   rambo919 

#1947

View PostNightFright, on 13 November 2023 - 01:34 PM, said:

It's just getting better and better.

Well think about it this way, whether everything works as intended or not this pack is a great way of getting all the best mods rather than individually downloading them all and they mostly all work fine out of the box which is more than can be said of installing them individually..... it might be wise to split it into multiple packs though based on creation date or something so that engine or renderer targets can be managed.

Obviously some mods work better on DOS than Eduke32, some work better on earlier versions of Eduke32, etc. I guess 3 or 4 separate packs? Should ease the maintenance workload. If nothing else it would probably help to split them by Classic, Polymost and Polymer.

Something like that.
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#1948

View Postrambo919, on 21 December 2023 - 04:06 AM, said:

prayers grp, snow white missile factory level.

Invisible red keycard.


I don't think it's invisible, it's submerged in the slime.
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User is offline   NightFright 

  • The Truth is in here

#1949

Prayers has some nice places like that. When in doubt, check the walkthrough. If you are lucky, this one's even mentioned there.
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#1950

Hey, I fixed discolorations on these Secrets of the Acropolis textures and sprites. I made them for Cosmetic Duke, but I figured you might have a use for them for this compilation.

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