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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Danukem 

  • Duke Plus Developer

#2281

View PostJames, on 14 May 2011 - 01:51 PM, said:

Adding breaks and default cases didn't work - my states were working fine for a very long time and now the game doesn't want to take the rotatesprites being in a switch statement.


Well that sucks, and it should be fixed. But in the mean time, if that's the only problem then you can easily move the rotatesprite command so that it occurs after the switch statement.
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User is offline   Micky C 

  • Honored Donor

#2282

View PostWheatleyNukem, on 14 May 2011 - 09:45 AM, said:

Reinstalled Eduke32, DukePlus and HRP. Still crashing, here is the new log:

http://pastebin.com/2zHECa1c

I don't know what is wrong. ;)


Dude.

View PostMicky C, on 09 May 2011 - 04:41 AM, said:

But I agree with DT that this one crash has been taking up a fair amount of the eduke32 and polymer thread. I made a thread that could potentially be used to discuss everyone's crashes, rather than have a new thread for each new crash, kind of like how the mapster32 problems and bugs thread works. I hope it can come as some use, here it is: http://forums.duke4....e-crash-thread/



Bottom line, use this thread for your crash: http://forums.duke4....e-crash-thread/ The eduke32 thread, besides going off-topic every now and then, is really only used to discuss eduke32 features, or important suggestions or bugs such as what James and Deeperthought are talking about. It's not intended to be host to a post-a-thon of one person's crash. I empathize with your situation, it must be frustrating having the game crash like that, but please do follow the correct channels.
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User is offline   Jblade 

#2283

I was just looking through the source code when I saw this:
#define ROTATESPRITE_MAX 2048

Does this mean there's a limit of 2048 rotatesprite commands allowed? or something else?

EDIT: ok I've just checked and I've already got over 2060 rotatesprite commands so it can't be that.

This post has been edited by James: 17 May 2011 - 01:32 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2284

It might be simultaneous rotatesprites.
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User is offline   Danukem 

  • Duke Plus Developer

#2285

It's probably the maximum value that the coordinate parameters can have. About 2 years ago, I managed to crash the game with excessive numbers (from garbage data leftover in the vars I was using) so TX put in a check for max values. If you go over that it gives a warning, uses acceptable parameters, and does not crash.
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User is offline   Jblade 

#2286

Both of those things would make sense, it's not as bad as I thought it meant in anycase!

Anyways I'm still getting the CON compiling error with the latest snapshot:
http://pastebin.com/Au7p43Bw
The multiple case warnings are wrong since I haven't done that - also I moved one of the rotatesprites out of the switch but it's still appearing in the list there. It's NOT in a state either, it's directly in the event command.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2287

Where are the three Stooges for this bug James is getting, this is holding up progress of the AMC TC. :)
I want to play it already.
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User is offline   TerminX 

  • el fundador

  #2288

Send me the CONs.
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User is offline   Master Fibbles 

  • I have the power!

#2289

This may come off as a dumb question but...

Is there a definitive polymer light tutorial around somewhere? I have done a search here and on the wiki for both se50 and spotlights but I have come up with nothing that is helpful. Either I'm searching for the wrong thing or something but I can't find out what I'm doing wrong.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2290

There's instructions on the first post in this thread.
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User is offline   Master Fibbles 

  • I have the power!

#2291

So this:

Quote

PLACING POLYMER LIGHTS IN MAPSTER

SE 49 = point light
A SECTOREFFECTOR with lotag 49 is a point light.
HITAG = light distance
The HITAG of the SE is the maximum distance, in build units, that the light will travel. Note that it is impossible to enter a number higher than 65535.
XVEL/YVEL/ZVEL = RGB values
To edit these, press F8 on the SE in 2D mode, then select them and type in numbers. Numbers should be in the range 0-255
TRANSPARENCY = priority
a solid sprite is a high priority light, press T once (33% transparency) for lower priority, again (66%) for lowest priority

SE 50 = spot light
light distance, color and priority are as above
ANGLE = LIGHT ANGLE (duh)
SHADE = width
shade values are between -127 and 127, each gives a different width....experiment
EXTRA = horiz (up/down angle)
set EXTRA by pressing 'M on the sprite. 100 is straight ahead, higher positive values angle up, and values lower than 100 (including negative values) angle the light down.

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User is offline   Micky C 

  • Honored Donor

#2292

Yeah that's about as comprehensive as it gets. Play around with them for a bit and one day you might be as good at placing lights as me :) :D
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User is offline   Master Fibbles 

  • I have the power!

#2293

I should vote your arrogance down. :)

I wasn't able to find this on the wiki which is rather odd. It should be in a place where anyone can find it. I just copied and pasted it into its own txt file and placed it in the folder I have for map FAQs.

Unrelated, but I searched for SE 50 and it errored because the search terms were less than 3 characters and a search for SE50 comes up with nothing. This actually makes searching this forum for this information almost impossible. Which, of course, brings me back to my first point: this should be in the wiki. Maybe in the mapping section that is really the Map FAQ from the early days.

This post has been edited by Mr.Flibble: 19 May 2011 - 10:03 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2294

View PostMr.Flibble, on 19 May 2011 - 10:01 PM, said:

Which, of course, brings me back to my first point: this should be in the wiki. Maybe in the mapping section that is really the Map FAQ from the early days.


I guess you would put it here: http://wiki.eduke32....Reference_Guide

And put a more condensed version of the details in the explanation field.
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User is offline   Micky C 

  • Honored Donor

#2295

Done: http://wiki.eduke32....r_Lotag_Listing
That wiki code was a nightmare to figure out Posted Image
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User is offline   Jblade 

#2296

The latest snapshot fixes my problem with the CON code, big thanks to TerminX for helping me with that - I appreciate it :)
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User is offline   Master Fibbles 

  • I have the power!

#2297

View PostDeeperThought, on 19 May 2011 - 11:18 PM, said:

I guess you would put it here: http://wiki.eduke32....Reference_Guide

And put a more condensed version of the details in the explanation field.

Yeah. That was the first place I looked too and it wasn't there. I expected it to be there. Thanks to whomever added it. :)
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User is offline   Muelsa 

  • Bad Mother Fucker

#2298

I have an annoying problem, i can't desactive the texture cache in mapster32.cfg, it does not work.I tried to increase the cache size with http://wiki.eduke32....guage#cachesize in .def it does not work... in mapster32.log, the cache is initialized before loading définitions :)
log:
Initialized 16.0M cache
Loading 'duke3d.def'

lots of things I working on use a lot of textures (ex: night-day effect on JP mod), I really need to desactive or increase the cache size, I'm stuck on this error message: ERROR: CACHE SPACE ALL LOCKED UP!
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User is offline   Helixhorned 

  • EDuke32 Developer

#2299

How about the -cachesize parameter to eduke32, e.g. "eduke32 -cachesize 32768" for 32 megs?
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User is offline   Muelsa 

  • Bad Mother Fucker

#2300

View PostHelixhorned, on 23 May 2011 - 03:51 AM, said:

How about the -cachesize parameter to eduke32, e.g. "eduke32 -cachesize 32768" for 32 megs?


This only work for eduke32, any way to make this for mapster ? And I think i need much more cache size than 32 megs, this limit is frustrating, I have a great project, but I can't continue :)

This post has been edited by Muelsa: 23 May 2011 - 08:10 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2301

Oh, Mapster! In r1894...
3

User is offline   Muelsa 

  • Bad Mother Fucker

#2302

View PostHelixhorned, on 23 May 2011 - 10:09 AM, said:

Oh, Mapster! In r1894...



Uninitializing DirectInput...
Initialized 512.0M cache !!!!!
Loading 'duke3d.def'

thank you for that, you makes me happy :)
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#2303

I am not entirely sure where to post this, here or on the Duke Plus thread but.... I've had a problem for well over an year now.

I have been using EDuke32, HRP, and DukePlus together for a long time now. Right up to the latest releases, including HRP 5.0 and DP 2.30 with the latest binaries, I must always keep EDuke32.cfg read-only. Why? Because on the first run the value of "Polymer = 1" gets toggled to 0. The one in DP.cfg remains 1. On the next startup of EDuke32, Polymer gets toggled to 0 on DP.cfg aswell and all Polymer effects stop. Keeping EDuke32.cfg read-only pretty much solves it but if I ever want to change resolution I have to remove the attribute and manually put it in EDuke32.cfg, then make it read-only again. Why is "Polymer = 0" spreading like a plague through the configs?

Even if i delete EDuke32.cfg, when I run it and it pops up the config window, I select my resolution, check fullscreen, CHECK POLYMER, exit the game as soon as I'm in and check the config file, "Polymer = 0".

This is the entire contents of my EDuke32.cfg. The rest of the settings are in DukePlus\DP.cfg
[Misc]
Executions = 0

[Setup]
ForceSetup = 0
NoAutoLoad = 0
SelectedGRP = "Duke3D.grp"
ModDir = "DukePlus"
ConfigVersion = 228

[Screen Setup]
ScreenBPP = 32
ScreenHeight = 1024
ScreenMode = 1
ScreenWidth = 1280
WindowPositioning = 0
WindowPosX = 0
WindowPosY = 0
Out = 0
Password = ""
Polymer = 1

[Updates]
CheckForUpdates = 0
LastUpdateCheck = 0


This post has been edited by Searinox Navras: 29 May 2011 - 01:27 AM

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User is offline   Micky C 

  • Honored Donor

#2304

Can you also post up your log? It contains information about your graphics card and other things and saves time having to ask you to explain all these different aspects. Don't post it directly into your post though, upload it as an attachment or paste it here: http://pastebin.com/ then give us the link.
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#2305

http://pastebin.com/yWwjx7Vf

Here it is.
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User is offline   Danukem 

  • Duke Plus Developer

#2306

I thought that was normal behavior. I've had to check the Polymer box every time I play (if I want to use Polymer) for as long as I can remember.
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User is offline   E.C.S 

#2307

Same here.
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User is offline   TerminX 

  • el fundador

  #2308

That doesn't happen here... sounds like a bug with cfg handling in mod dirs to me.
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#2309

Again the variable is first zero-toggled in the original cfg, then in the mod folder's cfg on the next run.
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User is offline   djdori11 

#2310

hi, i wanted to ask if you going to do something about ati problems with polymer, i getting crashes and low performance on Duke Nukem Eternity, and i really wanna play this mod normally, thank you.
0

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