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Map runs twice before heading to next level!

User is offline   FireFlame 

#1

Just as the title says! My map suddenly started to run twice before going to the next level! And i don't know why... Can anyone help here? I'm trying to figure out myself as well but nothing so far... As soon as i finish the level, it plays the exact same level, with the items i currently had and, when i finish it again, it finally advances to the next level. This is SO WEIRD and never happened to me... So, anyone had experienced the same?
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User is offline   Hendricks266 

  • Weaponized Autism

  #2

Attach your eduke32.log and the steps that can be taken to reproduce the issue. If you aren't comfortable releasing the map publicly, you can PM it to me, but otherwise let's keep this discussion public.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3

Are you playing a Usermap which Nukebutton is set to the same map (like _zoo)?
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User is offline   FireFlame 

#4

Ok as far as i've tried things, this happens whenever i add the E5L1.map name to any episode. Even if it has ONLY the sector with the Nukebutton.
Then, even if my E5L1 isnt linked to the episode, in other words, just selecting as a USER MAP, after pressing the Nukebutton it jumps to E1L1 Hollywood Holocaust instead of just going back to the MENU... Why???

Fox, what ya mean which nukebutton am i using? If it's the secret level or the normal, im using the normal.

Eduke32 LOG here:

EDuke32 2.0.0devel r4593 (32-bit)
Compiled Sep 7 2014 11:17:13
Using C:/Steam/steamapps/common/Duke Nukem 3D/gameroot/ for game data
Using C:/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/ for game data
Using D:/Documents and Settings/FireFlame FireFox/Ambiente de trabalho/eduke32_latest/DUKE NUKEM OPORTO/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
Windows XP Service Pack 3 (build 5.1.2600)
Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3)
Using "windows" video driver
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Compiling: GAME.CON (151166 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45755 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 16184*4 bytes
Script compiled in 129ms, 16176*4b, language version 1.4+
2016/11264 labels, 322/2048 variables, 2/512 arrays
125 quotes, 207 actors
Initialized 24.0M cache
RTS file "DUKE.RTS" was not found
Initializing OSD...
Switching keyboard layout from 00000816 to 00000409
0 joystick(s) found
Setting video mode 1024x768 (32-bpp windowed)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
Version: 3.3.11672 Compatibility Profile Context
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 4770
Opened "textures" as cache file
Warning: the GL driver lacks necessary functions to use caching
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Cache time: 137ms
E5L1: MOVING INTO OPORTO
ACCESS CARD
Cache time: 64ms
E5L1: MOVING INTO OPORTO
ACCESS CARD
Map "/E5L2.map" not found or invalid map version!

Wrote eduke32.cfg
Wrote settings.cfg
Switching keyboard layout from 00000409 to 00000816

This post has been edited by FireFlame: 01 October 2014 - 10:48 PM

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#5

The NUKEBUTTON doesn't have a palette does it? Because I've seen that make strange things happen.
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User is offline   FireFlame 

#6

OKAY High Treason thank you for pointing that out. Since it was in a PAL 2 surroundings i set the button with a PAL 2 as well. I've set it to 0, the color INGAME maintained the PAL 2 (because of the floor PAL ofc) and the issue dropped. Thank you really!!!!
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