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

User is offline   Jblade 

#2930

Just realised that Mirrors in classic mode are screwed up if the map has TROR in it - you can see this in the AMC TC by checking out the mirrors in the AMC base, since the map has TROR in it they're not working properly.
0

User is offline   Player Lin 

#2931

View PostJames, on 24 May 2012 - 08:35 AM, said:

Just realised that Mirrors in classic mode are screwed up if the map has TROR in it - you can see this in the AMC TC by checking out the mirrors in the AMC base, since the map has TROR in it they're not working properly.


I remember when I first time play, I just noticed those mirrors in AMC Base never works for some reasons since AMC TC 1.05 released.
I don't know if it ever works and then broken but...I guess it's f***ed up when everytime I see them... :)

This post has been edited by Player Lin: 24 May 2012 - 09:19 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2932

View PostJames, on 18 May 2012 - 02:18 AM, said:

Heh, I've already asked this but since sound related stuff is being worked on, I'll try again - would it be possible to directly save the music track that's been played into the savegame automatically? There is a work-around I know but it restarts the track everytime you load the save game, and it also would be handy so if you change the track with shift+F5 your choice will also be saved as well.

I added EVENT_LOADGAME (and EVENT_SAVEGAME) to be used to save music, but then I remembered that EDuke32 has gained the ability to keep continuous playing of the music track so it should really be kept in the savegame and handled automatically.
0

User is offline   Jblade 

#2933

View PostHendricks266, on 24 May 2012 - 09:21 PM, said:

I added EVENT_LOADGAME (and EVENT_SAVEGAME) to be used to save music, but then I remembered that EDuke32 has gained the ability to keep continuous playing of the music track so it should really be kept in the savegame and handled automatically.

Yeah, that's why I wanted it :) Having to restart the music everytime is a big pain especially if you're fighting a boss.
0

User is offline   Diaz 

#2934

Is there a way to remove specular highlights from a model? I've got a tree model that would look much better without it. I've tried using a black spec map but that still gives some highlights, and I've also tried specpower 0 specfactor 0 on the diffuse definition but then the highlights just behave strangely...
0

User is offline   Plagman 

  • Former VP of Media Operations

#2935

Leave specpower alone, put specfactor at 0. If that doesn't do it, there's a bug somewhere and you'll need to send me shots, etc.
0

User is offline   Diaz 

#2936

That did the trick, thanks!
0

User is offline   Jblade 

#2937

Is there anyway to disable these new case mismatch messages? They're filling up the console and I swear it's having an effect on performance.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2938

Hm, so you're getting them from within the game like when loading sounds? It shouldn't have a huge effect on performance but that there is one is certainly thinkable since there's disk access involved (well, the first time at least). But the messages expose a real problem, namely that the case of some file names is mismatched between the DEFs, CONs etc. and the actual names on disk. Fixing those means that people on OSes with exact file name lookup will be able to enjoy the TC without having to edit stuff first.

Can you post a log just to get an idea of how often they appear?
0

User is offline   Diaz 

#2939

I have the same problem, too. They do appear very, very often.
However, I'm not sure the messages should be removed. My TC's are a mess when it comes to case matching, and I'm the only one to blame. It will take days to fix everything since there are literally HUNDREDS of case mismatches, but at least this helps identifying them.
Now, a very useful option would be some kind of console command that matches case in filenames to that in definitions, or viceversa. We developers could run that command once, then have everything fixed really quickly! Of course, if it's a big thing to implement, then forget it and we will do the hard work instead :)

This post has been edited by Diaz: 27 May 2012 - 08:04 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2940

I'd bet a lot of warnings in the logs are duplicates, which is why I was asking for a sample log. There's checkdefs.sh in EDuke32 SVN which compares case on disk vs. in DEFs and CONs, but it's kind of a hack and I have never tested it on Windows (you'd need something like MinGW for the tools).
0

User is offline   Diaz 

#2941

View PostHelixhorned, on 27 May 2012 - 08:12 AM, said:

I'd bet a lot of warnings in the logs are duplicates, which is why I was asking for a sample log. There's checkdefs.sh in EDuke32 SVN which compares case on disk vs. in DEFs and CONs, but it's kind of a hack and I have never tested it on Windows (you'd need something like MinGW for the tools).


Yes, many are duplicates. Here's the log:

EDuke32 2.0.0devel r2696
Compiled May 25 2012 11:40:53
Application parameters: -jbase -gfusion.res -hfusion.def 
Using DEF file "fusion.def".
Using C:/Fusion2/ for game data
Failed adding base for game data: no such directory
Windows Vista (build 6.0.6002) Service Pack 2
Initialized nedmalloc
Initializing DirectDraw...
Searching for game data...
Found no recognized game data!
Using C:/Fusion2/basef2/ for game data
Warning: could not find main data file "duke3d.grp"!
Using file "fusion.res" as game data.
Compiling: GAME.CON (1570 bytes)
Including: scripts/game/DEFS.CON (19119 bytes)
Including: scripts/game/RULES.CON (7509 bytes)
Including: scripts/game/TEXT.CON (6442 bytes)
Including: scripts/game/LEVELS.CON (2795 bytes)
Including: scripts/game/SOUND.CON (52349 bytes)
Including: scripts/game/COMMON.CON (7631 bytes)
Including: scripts/game/pawn/CULTIST2.CON (2433 bytes)
Including: scripts/game/EGAME.CON (6135 bytes)
Including: scripts/game/EVENTS.CON (9709 bytes)
Including: scripts/game/WEAPONS.CON (41270 bytes)
Including: scripts/game/GORE.CON (3444 bytes)
Including: scripts/game/ENVIRON.CON (19377 bytes)
Including: scripts/game/PROJECTILES.CON (5323 bytes)
Including: scripts/game/PICKUPS.CON (14657 bytes)
Including: scripts/game/FX.CON (17323 bytes)
Including: scripts/game/LIGHTFX.CON (3956 bytes)
Including: scripts/game/PROPS.CON (6848 bytes)
Including: scripts/game/pawn/TANK.CON (3375 bytes)
Including: scripts/game/pawn/PAUL.CON (1120 bytes)
Including: scripts/game/pawn/BILLY.CON (3480 bytes)
Including: scripts/game/pawn/SLAVE.CON (2602 bytes)
Including: scripts/game/pawn/HLGRUNT.CON (3217 bytes)
Including: scripts/game/pawn/HEADCRAB.CON (1595 bytes)
Including: scripts/game/pawn/TURRET.CON (1018 bytes)
Including: scripts/game/pawn/FANATIC.CON (495 bytes)
Including: scripts/game/pawn/BOSS.CON (2528 bytes)
Including: scripts/game/pawn/COMMANDER.CON (3818 bytes)
Including: scripts/game/pawn/HOUNDEYE.CON (2161 bytes)
Including: scripts/game/pawn/OSPREY.CON (437 bytes)
Including: scripts/game/pawn/HELPERS.CON (958 bytes)
Including: scripts/game/pawn/TDEVICE.CON (669 bytes)
Including: scripts/game/pawn/COOT.CON (4052 bytes)
Including: scripts/game/pawn/PLYRMISC.CON (4967 bytes)
Including: scripts/game/pawn/APLAYER.CON (16628 bytes)
Including: scripts/game/pawn/ORGANTIC.CON (406 bytes)
Including: scripts/game/pawn/QGRUNT.CON (10838 bytes)
Including: scripts/game/pawn/INFANTRY.CON (4520 bytes)
Including: scripts/game/pawn/GARGOYLE.CON (7929 bytes)
Including: scripts/game/pawn/SKAARJ.CON (6543 bytes)
Including: scripts/game/pawn/Q2SOLDIER.CON (5895 bytes)
Including: scripts/game/pawn/FIEND.CON (5548 bytes)
Including: scripts/game/pawn/GUNNER.CON (3577 bytes)
Including: scripts/game/pawn/CULTIST.CON (18550 bytes)
Including: scripts/game/pawn/BLUESLDR.CON (3137 bytes)
Resizing code buffer to 26193*4 bytes
Script compiled in 44ms, 26185*4b, version 1.4+
2015/11264 labels, 480/2048 variables
147 quotes, 42 strings, 15 events, 145 actors
Fusion II Internal Development Version. DO NOT DISTRIBUTE.
Initialized 24.0M cache
Loading "fusion.def"
warning: case mismatch: passed "battery.md3", real "battery.MD3"
warning: case mismatch: passed "cultist.md3", real "cultist.MD3"
warning: case mismatch: passed "tris.md2", real "tris.MD2"
warning: case mismatch: passed "tris.md2", real "tris.MD2"
warning: case mismatch: passed "death.md2", real "death.MD2"
warning: case mismatch: passed "osprey.md3", real "osprey.MD3"
warning: case mismatch: passed "barrelM.md3", real "BarrelM.md3"
warning: case mismatch: passed "sconceM.md3", real "sconceM.MD3"
warning: case mismatch: passed "tejado.md3", real "tejado.MD3"
warning: case mismatch: passed "tree1.md3", real "tree1.MD3"
warning: case mismatch: passed "tree2.md3", real "tree2.MD3"
warning: case mismatch: passed "lantern1.md3", real "Lantern1.MD3"
warning: case mismatch: passed "floorsconce.md3", real "floorsconce.MD3"
warning: case mismatch: passed "bigsconce.md3", real "bigsconce.MD3"
warning: case mismatch: passed "col1a.md3", real "col1a.MD3"
warning: case mismatch: passed "border1.md3", real "border1.MD3"
warning: case mismatch: passed "bookM.md3", real "bookM.MD3"
warning: case mismatch: passed "cross.md3", real "cross.MD3"
warning: case mismatch: passed "arch.md3", real "arch.MD3"
warning: case mismatch: passed "molino.md3", real "molino.MD3"
warning: case mismatch: passed "stryker.md3", real "stryker.MD3"
warning: case mismatch: passed "palm_tree.md3", real "palm_tree.MD3"
warning: case mismatch: passed "palm_tree2.md3", real "palm_tree2.MD3"
warning: case mismatch: passed "plant6.md3", real "plant6.MD3"
warning: case mismatch: passed "plant3_vert.md3", real "plant3_vert.MD3"
warning: case mismatch: passed "plant3_vert2.md3", real "plant3_vert2.MD3"
warning: case mismatch: passed "plant3_horz.md3", real "plant3_horz.MD3"
warning: case mismatch: passed "apickup.md3", real "apickup.MD3"
warning: case mismatch: passed "ClipM.md3", real "ClipM.MD3"
warning: case mismatch: passed "shotgun_p.md3", real "shotgun_p.MD3"
warning: case mismatch: passed "ak47.md3", real "ak47.MD3"
Definitions file "fusion.def" loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 0000040A to 00000409
Initializing DirectInput...
  - Enumerating attached game controllers
    * GAMEPAD: XBOX 360 For Windows (Controller)
Controller has 5 axes, 10 buttons, and 1 hat(s).
Executing "settings.cfg"
Loading clip map: _clipshape0.map
clip map "_clipshape0.map": warning: sprite 7 pointing neither northward nor southward. X-flipping will be wrong.
Loaded clip map.
Disabling desktop composition...
Setting video mode 1280x720 (32-bit fullscreen)
OpenGL Information:
 Version:  3.3.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8800 GT/PCIe/SSE2
Opened "basef2/textures" as cache file
Initializing Polymer subsystem...
PR : Initialization complete in 28 ms.
Initializing music...
Initializing sound... 64 voices, 2 channels, 16-bit 48000 Hz
warning: case mismatch: passed "flyby.voc", real "FLYBY.VOC"
warning: case mismatch: passed "_exploa.wav", real "_EXPLOA.wav"
Load tile 2492: p0-m4-e0 materials/ui/2492.jpg... 70 ms
Load tile 2493: p0-m4-e0 materials/ui/2493.jpg... 229 ms
warning: case mismatch: passed "goggle12.voc", real "GOGGLE12.VOC"
Load tile 3281: p0-m4-e0 materials/ui/3281.jpg... 193 ms
warning: case mismatch: passed "fleshhit.wav", real "FleshHit.WAV"
warning: case mismatch: passed "kick.wav", real "KICK.WAV"
warning: case mismatch: passed "bestugot.wav", real "BESTUGOT.WAV"
warning: case mismatch: passed "dirt_su2_l.bmp", real "Dirt_su2_l.bmp"
warning: case mismatch: passed "dirt_su2_l.bmp", real "Dirt_su2_l.bmp"
warning: case mismatch: passed "detail.jpg", real "Detail.jpg"
warning: case mismatch: passed "detail.jpg", real "Detail.jpg"
warning: case mismatch: passed "wood2a.bmp", real "Wood2A.bmp"
warning: case mismatch: passed "wood2a.bmp", real "Wood2A.bmp"
warning: case mismatch: passed "mettrim2.png", real "METTRIM2.png"
warning: case mismatch: passed "mettrim2.png", real "METTRIM2.png"
warning: case mismatch: passed "a_bsa.png", real "A_bsa.png"
warning: case mismatch: passed "a_bsa.png", real "A_bsa.png"
Load tile 4188: p0-m0-e0 materials/textures/Wrcka1a3.png... 911 ms
warning: case mismatch: passed "wrcka2.png", real "Wrcka2.png"
warning: case mismatch: passed "wrcka2.png", real "Wrcka2.png"
Load tile 5131: p0-m0-e0 materials/textures/wrcka2.png... 569 ms
warning: case mismatch: passed "msRock2.png", real "Msrock2.png"
warning: case mismatch: passed "msRock2.png", real "Msrock2.png"
warning: case mismatch: passed "cracks1.png", real "CRACKS1.png"
warning: case mismatch: passed "cracks1.png", real "CRACKS1.png"
warning: case mismatch: passed "a_bsa.png", real "A_bsa.png"
warning: case mismatch: passed "a_bsa.png", real "A_bsa.png"
warning: case mismatch: passed "dirt2a.png", real "Dirt2a.png"
warning: case mismatch: passed "dirt2a.png", real "Dirt2a.png"
warning: case mismatch: passed "pbox2.bmp", real "Pbox2.bmp"
warning: case mismatch: passed "pbox2.bmp", real "Pbox2.bmp"
Load tile 3792: p0-m0-e0 materials/textures/Wrcka1a3.png... 849 ms
warning: case mismatch: passed "RotWood2a.png", real "Rotwood2a.png"
warning: case mismatch: passed "RotWood2a.png", real "Rotwood2a.png"
warning: case mismatch: passed "wrcka2.png", real "Wrcka2.png"
warning: case mismatch: passed "wrcka2.png", real "Wrcka2.png"
Load tile 5129: p0-m0-e0 materials/textures/wrcka2.png... 581 ms
warning: case mismatch: passed "slatroof.bmp", real "Slatroof.bmp"
warning: case mismatch: passed "slatroof.bmp", real "Slatroof.bmp"
warning: case mismatch: passed "brixgbas.png", real "BRIXGBAS.png"
warning: case mismatch: passed "brixgbas.png", real "BRIXGBAS.png"
warning: case mismatch: passed "rustroof.bmp", real "Rustroof.bmp"
warning: case mismatch: passed "rustroof.bmp", real "Rustroof.bmp"
warning: case mismatch: passed "nmysdor1.png", real "nMysDor1.png"
warning: case mismatch: passed "nmysdor1.png", real "nMysDor1.png"
warning: case mismatch: passed "gougedk2.png", real "GOUGEDK2.png"
warning: case mismatch: passed "gougedk2.png", real "GOUGEDK2.png"
warning: case mismatch: passed "walldrip.bmp", real "WALLDRIP.bmp"
warning: case mismatch: passed "walldrip.bmp", real "WALLDRIP.bmp"
warning: case mismatch: passed "trimh.png", real "TRIMH.png"
warning: case mismatch: passed "trimh.png", real "TRIMH.png"
warning: case mismatch: passed "trim2b.png", real "TRIM2B.png"
warning: case mismatch: passed "trim2b.png", real "TRIM2B.png"
warning: case mismatch: passed "mettrim1.png", real "METTRIM1.png"
warning: case mismatch: passed "mettrim1.png", real "METTRIM1.png"
warning: case mismatch: passed "design1.png", real "DESIGN1.png"
warning: case mismatch: passed "design1.png", real "DESIGN1.png"
warning: case mismatch: passed "pbox.bmp", real "Pbox.bmp"
warning: case mismatch: passed "pbox.bmp", real "Pbox.bmp"
PR : Board loaded.
warning: case mismatch: passed "transa3.wav", real "TransA3.wav"
warning: case mismatch: passed "pickammo.voc", real "PICKAMMO.VOC"
warning: case mismatch: passed "stream3.wav", real "Stream3.wav"
warning: case mismatch: passed "pl_swim.wav", real "PL_SWIM.wav"
warning: case mismatch: passed "submerg.wav", real "SUBMERG.wav"
warning: case mismatch: passed "emerg.wav", real "EMERG.wav"
warning: case mismatch: passed "cultrom2.wav", real "CULTROM2.WAV"
warning: case mismatch: passed "cultroa3.wav", real "CULTROA3.wav"
warning: case mismatch: passed "drclos4.wav", real "DRCLOS4.wav"
warning: case mismatch: passed "cryptlp.wav", real "CRYPTLP.wav"
warning: case mismatch: passed "switch5.voc", real "SWITCH5.voc"
warning: case mismatch: passed "click.wav", real "Click.wav"
warning: case mismatch: passed "bongof3a.wav", real "BONGOF3A.WAV"
warning: case mismatch: passed "swmp10.wav", real "SWMP10.WAV"
warning: case mismatch: passed "HWOOD.wav", real "HWOOD.WAV"
warning: case mismatch: passed "wstep2.wav", real "WSTEP2.WAV"
warning: case mismatch: passed "wstep1.wav", real "WSTEP1.WAV"
warning: case mismatch: passed "HMETAL4.wav", real "HMETAL4.WAV"
warning: case mismatch: passed "HMETAL3.wav", real "HMETAL3.WAV"
warning: case mismatch: passed "HMETAL2.wav", real "HMETAL2.WAV"
warning: case mismatch: passed "HMETAL.wav", real "HMETAL.WAV"
warning: case mismatch: passed "flashl.wav", real "FLASHL.WAV"
warning: case mismatch: passed "wastep2.wav", real "WASTEP2.WAV"
warning: case mismatch: passed "wastep1.wav", real "WASTEP1.WAV"
warning: case mismatch: passed "vent2.wav", real "VENT2.WAV"
warning: case mismatch: passed "vent1.wav", real "VENT1.WAV"
warning: case mismatch: passed "mstep4.wav", real "MSTEP4.WAV"
warning: case mismatch: passed "mstep3.wav", real "MSTEP3.WAV"
warning: case mismatch: passed "mstep2.wav", real "MSTEP2.WAV"
warning: case mismatch: passed "mstep1.wav", real "MSTEP1.WAV"
warning: case mismatch: passed "gstp2.wav", real "GSTP2.WAV"
warning: case mismatch: passed "gstp1.wav", real "GSTP1.WAV"
warning: case mismatch: passed "grstep2.wav", real "GRSTEP2.WAV"
warning: case mismatch: passed "grstep1.wav", real "GRSTEP1.WAV"
warning: case mismatch: passed "g2.wav", real "G2.WAV"
warning: case mismatch: passed "g1.wav", real "G1.WAV"
warning: case mismatch: passed "dirt2.wav", real "DIRT2.WAV"
warning: case mismatch: passed "dirt1.wav", real "DIRT1.WAV"
warning: case mismatch: passed "jump.wav", real "JUMP.WAV"
warning: case mismatch: passed "step2.wav", real "STEP2.WAV"
warning: case mismatch: passed "ba_talk1.wav", real "BA_TALK1.WAV"
warning: case mismatch: passed "paulend.voc", real "PAULEND.VOC"
warning: case mismatch: passed "br_recog.voc", real "BR_RECOG.VOC"
warning: case mismatch: passed "ct_get.voc", real "CT_GET.VOC"
warning: case mismatch: passed "ct_land.voc", real "CT_LAND.VOC"
warning: case mismatch: passed "pistola.voc", real "PISTOLA.VOC"
warning: case mismatch: passed "jukebox.voc", real "JUKEBOX.VOC"
warning: case mismatch: passed "dr_roll.voc", real "DR_ROLL.VOC"
warning: case mismatch: passed "br_die.voc", real "BR_DIE.VOC"
warning: case mismatch: passed "br_pain.voc", real "BR_PAIN.VOC"
warning: case mismatch: passed "br_roam2.voc", real "BR_ROAM2.VOC"
warning: case mismatch: passed "br_roam1.voc", real "BR_ROAM1.VOC"
warning: case mismatch: passed "bdrips.voc", real "BDRIPS.VOC"
warning: case mismatch: passed "bwind.voc", real "BWIND.VOC"
warning: case mismatch: passed "rain1.voc", real "RAIN1.VOC"
warning: case mismatch: passed "cntamb.voc", real "CNTAMB.VOC"
warning: case mismatch: passed "gravamb.voc", real "GRAVAMB.VOC"
warning: case mismatch: passed "step1.wav", real "STEP1.WAV"
warning: case mismatch: passed "ct_laf.voc", real "CT_LAF.VOC"
warning: case mismatch: passed "ct_die.voc", real "CT_DIE.VOC"
warning: case mismatch: passed "ct_pain.voc", real "CT_PAIN.VOC"
warning: case mismatch: passed "thunder1.voc", real "THUNDER1.VOC"
warning: case mismatch: passed "bthunder.voc", real "BTHUNDER.VOC"
warning: case mismatch: passed "nomas.wav", real "NOMAS.WAV"
warning: case mismatch: passed "na0.wav", real "NA0.WAV"
warning: case mismatch: passed "medcharg.wav", real "MEDCHARG.WAV"
warning: case mismatch: passed "armcharg.wav", real "ARMCHARG.WAV"
warning: case mismatch: passed "fan4.wav", real "FAN4.WAV"
warning: case mismatch: passed "warn3.wav", real "WARN3.WAV"
warning: case mismatch: passed "bizwarn.wav", real "BIZWARN.WAV"
warning: case mismatch: passed "warn1.wav", real "WARN1.WAV"
warning: case mismatch: passed "ba_pain2.wav", real "BA_PAIN2.WAV"
warning: case mismatch: passed "wind54.voc", real "WIND54.VOC"
warning: case mismatch: passed "scream1.wav", real "SCREAM1.WAV"
warning: case mismatch: passed "pain16.wav", real "PAIN16.WAV"
warning: case mismatch: passed "pain6.wav", real "PAIN6.WAV"
warning: case mismatch: passed "pain5.wav", real "PAIN5.WAV"
warning: case mismatch: passed "freeze.voc", real "FREEZE.VOC"
warning: case mismatch: passed "cdead2.voc", real "CDEAD2.VOC"
warning: case mismatch: passed "gunsrch1.wav", real "GUNSRCH1.WAV"
warning: case mismatch: passed "adoor2.voc", real "ADOOR2.VOC"
warning: case mismatch: passed "adoor1.voc", real "ADOOR1.VOC"
warning: case mismatch: passed "null.voc", real "NULL.VOC"
warning: case mismatch: passed "gar_step.wav", real "GAR_STEP.WAV"
warning: case mismatch: passed "hydro50.voc", real "HYDRO50.VOC"
warning: case mismatch: passed "monolith.voc", real "MONOLITH.VOC"
warning: case mismatch: passed "hlidle03.voc", real "HLIDLE03.VOC"
warning: case mismatch: passed "scream1.wav", real "SCREAM1.WAV"
warning: case mismatch: passed "pain3.wav", real "PAIN3.WAV"
warning: case mismatch: passed "pain2.wav", real "PAIN2.WAV"
warning: case mismatch: passed "pain2.wav", real "PAIN2.WAV"
warning: case mismatch: passed "aswtch23.voc", real "ASWTCH23.VOC"
warning: case mismatch: passed "bdeath1.wav", real "BDEATH1.WAV"
warning: case mismatch: passed "bdeath1.wav", real "BDEATH1.WAV"
warning: case mismatch: passed "brngon.wav", real "BRNGON.WAV"
warning: case mismatch: passed "trynw1.wav", real "TRYNW1.WAV"
warning: case mismatch: passed "bestugot.wav", real "BESTUGOT.WAV"
warning: case mismatch: passed "mess.wav", real "MESS.WAV"
warning: case mismatch: passed "rstnpcs.wav", real "RSTNPCS.WAV"
warning: case mismatch: passed "pickwepn.voc", real "PICKWEPN.VOC"
warning: case mismatch: passed "gtthrt.wav", real "GTTHRT.WAV"
warning: case mismatch: passed "vault04.voc", real "VAULT04.VOC"
warning: case mismatch: passed "hydro43.voc", real "HYDRO43.VOC"
warning: case mismatch: passed "hydro40.voc", real "HYDRO40.VOC"
warning: case mismatch: passed "hydro34.voc", real "HYDRO34.VOC"
warning: case mismatch: passed "hydro27.voc", real "HYDRO27.VOC"
warning: case mismatch: passed "hydro24.voc", real "HYDRO24.VOC"
warning: case mismatch: passed "hydro22.voc", real "HYDRO22.VOC"
warning: case mismatch: passed "culttoss.wav", real "CultTOSS.WAV"
warning: case mismatch: passed "solsrch1.wav", real "SOLSRCH1.WAV"
warning: case mismatch: passed "gunsrch1.wav", real "GUNSRCH1.WAV"
warning: case mismatch: passed "bonus.voc", real "BONUS.VOC"
warning: case mismatch: passed "bulithit.voc", real "BULITHIT.VOC"
warning: case mismatch: passed "tntfuse.wav", real "TNTFUSE.WAV"
warning: case mismatch: passed "item15.voc", real "ITEM15.VOC"
warning: case mismatch: passed "bafall.wav", real "BAFALL.WAV"
warning: case mismatch: passed "hcattack.wav", real "HCATTACK.WAV"
warning: case mismatch: passed "hcalert.wav", real "HCALERT.WAV"
warning: case mismatch: passed "slv_word.wav", real "SLV_WORD.WAV"
warning: case mismatch: passed "slv_pain.wav", real "SLV_PAIN.WAV"
warning: case mismatch: passed "slvalert.wav", real "SLVALERT.WAV"
warning: case mismatch: passed "all!.wav", real "ALL!.WAV"
warning: case mismatch: passed "CHARLIE!.wav", real "CHARLIE!.WAV"
warning: case mismatch: passed "fight!.wav", real "FIGHT!.WAV"
warning: case mismatch: passed "gravamb.voc", real "GRAVAMB.VOC"
warning: case mismatch: passed "null.voc", real "NULL.VOC"
warning: case mismatch: passed "fuckyou.wav", real "FUCKYOU.WAV"
warning: case mismatch: passed "WHTCHMP.wav", real "WHTCHMP.WAV"
warning: case mismatch: passed "harry.wav", real "HARRY.WAV"
warning: case mismatch: passed "bang.wav", real "BANG.WAV"
warning: case mismatch: passed "rcknrll2.wav", real "RCKNRLL2.WAV"
warning: case mismatch: passed "YLTTLPNK.wav", real "YLTTLPNK.WAV"
warning: case mismatch: passed "harry.wav", real "HARRY.WAV"
warning: case mismatch: passed "rcknrll2.wav", real "RCKNRLL2.WAV"
warning: case mismatch: passed "h2ogrgl2.voc", real "H2OGRGL2.VOC"
warning: case mismatch: passed "gunchang.VOC", real "GUNCHANG.VOC"
warning: case mismatch: passed "flush.voc", real "FLUSH.VOC"
warning: case mismatch: passed "knuckle.voc", real "KNUCKLE.VOC"
warning: case mismatch: passed "monitor.voc", real "MONITOR.VOC"
warning: case mismatch: passed "scream4.wav", real "SCREAM4.WAV"
warning: case mismatch: passed "ammoSnd.wav", real "AmmoSnd.wav"
warning: case mismatch: passed "fall1.wav", real "FALL1.WAV"
warning: case mismatch: passed "brngon.wav", real "BRNGON.WAV"
warning: case mismatch: passed "getbent.wav", real "GETBENT.WAV"
warning: case mismatch: passed "harry.wav", real "HARRY.WAV"
warning: case mismatch: passed "solsrch1.wav", real "SOLSRCH1.WAV"
warning: case mismatch: passed "hg_throw.wav", real "HG_THROW.WAV"
warning: case mismatch: passed "bdeath1.wav", real "BDEATH1.WAV"
warning: case mismatch: passed "rcknrll2.wav", real "RCKNRLL2.WAV"
warning: case mismatch: passed "schldy.wav", real "SCHLDY.WAV"
warning: case mismatch: passed "rcknrll.wav", real "RCKNRLL.WAV"
warning: case mismatch: passed "harry.wav", real "HARRY.WAV"
warning: case mismatch: passed "fire09.voc", real "FIRE09.VOC"
warning: case mismatch: passed "saw_fir3.voc", real "SAW_FIR3.VOC"
warning: case mismatch: passed "ctaunt2.voc", real "CTAUNT2.VOC"
warning: case mismatch: passed "ctaunt1.voc", real "CTAUNT1.VOC"
warning: case mismatch: passed "goc.voc", real "GOC.VOC"
warning: case mismatch: passed "blank.voc", real "BLANK.VOC"
warning: case mismatch: passed "projrun.voc", real "PROJRUN.VOC"
warning: case mismatch: passed "h2orush2.voc", real "H2ORUSH2.VOC"
warning: case mismatch: passed "amb81b.voc", real "AMB81B.VOC"
warning: case mismatch: passed "mmf.voc", real "MMF.VOC"
warning: case mismatch: passed "cf.voc", real "CF.VOC"
warning: case mismatch: passed "con03.voc", real "CON03.VOC"
warning: case mismatch: passed "hydro50.voc", real "HYDRO50.VOC"
warning: case mismatch: passed "monolith.voc", real "MONOLITH.VOC"
warning: case mismatch: passed "_tom.voc", real "_TOM.VOC"
warning: case mismatch: passed "cultroa2.voc", real "CULTROA2.VOC"
warning: case mismatch: passed "phonbusy.voc", real "PHONBUSY.VOC"
warning: case mismatch: passed "bubblamb.voc", real "BUBBLAMB.VOC"
warning: case mismatch: passed "gravamb.voc", real "GRAVAMB.VOC"
warning: case mismatch: passed "enghum.voc", real "ENGHUM.VOC"
warning: case mismatch: passed "grind.voc", real "GRIND.VOC"
warning: case mismatch: passed "null.voc", real "NULL.VOC"
warning: case mismatch: passed "na9.wav", real "NA9.WAV"
warning: case mismatch: passed "edoor11.voc", real "EDOOR11.VOC"
warning: case mismatch: passed "edoor10.voc", real "EDOOR10.VOC"
warning: case mismatch: passed "dr_crk8.voc", real "DR_CRK8.VOC"
warning: case mismatch: passed "djump.wav", real "DJUMP.WAV"
warning: case mismatch: passed "heattack.wav", real "HEATTACK.WAV"
warning: case mismatch: passed "gar_die.wav", real "GAR_DIE.WAV"
warning: case mismatch: passed "gar_pain.wav", real "GAR_PAIN.WAV"
warning: case mismatch: passed "fleshhit.wav", real "FleshHit.WAV"
warning: case mismatch: passed "gargclaw.voc", real "GARGCLAW.VOC"
warning: case mismatch: passed "thud.voc", real "THUD.VOC"
warning: case mismatch: passed "sroam1.wav", real "SROAM1.WAV"
warning: case mismatch: passed "thud.voc", real "THUD.VOC"
warning: case mismatch: passed "cultpain.voc", real "CULTPAIN.VOC"
warning: case mismatch: passed "saw_fir4.voc", real "SAW_FIR4.VOC"
warning: case mismatch: passed "cultreco.voc", real "CULTRECO.VOC"
warning: case mismatch: passed "cultroa1.voc", real "CULTROA1.VOC"
warning: case mismatch: passed "hedie.wav", real "HEDIE.WAV"
warning: case mismatch: passed "sight2.wav", real "SIGHT2.WAV"
warning: case mismatch: passed "gar_atck.wav", real "GAR_ATCK.WAV"
warning: case mismatch: passed "gar_alrt.wav", real "GAR_ALRT.WAV"
warning: case mismatch: passed "gar_idle.wav", real "GAR_IDLE.WAV"
warning: case mismatch: passed "sgardie2.wav", real "SGARDIE2.wav"
warning: case mismatch: passed "sgarpan1.wav", real "SGARPAN1.wav"
warning: case mismatch: passed "sgarspt1.wav", real "SGARSPT1.wav"
warning: case mismatch: passed "sgarrom1.wav", real "SGARROM1.wav"
warning: case mismatch: passed "sgarspt1.wav", real "SGARSPT1.wav"
warning: case mismatch: passed "blip1.wav", real "BLIP1.WAV"
warning: case mismatch: passed "jump.wav", real "JUMP.WAV"
warning: case mismatch: passed "hg_alert.wav", real "HG_ALERT.WAV"
warning: case mismatch: passed "death1sk.wav", real "DEATH1SK.WAV"
warning: case mismatch: passed "injur2sk.wav", real "INJUR2SK.WAV"
warning: case mismatch: passed "skrjshot.wav", real "SKRJSHOT.WAV"
warning: case mismatch: passed "chalnge1.wav", real "CHALNGE1.WAV"
warning: case mismatch: passed "roam11s.wav", real "ROAM11S.WAV"
warning: case mismatch: passed "ddeath.wav", real "DDEATH.WAV"
warning: case mismatch: passed "dpain1.wav", real "DPAIN1.WAV"
warning: case mismatch: passed "dhit2.wav", real "DHIT2.WAV"
warning: case mismatch: passed "idle1.wav", real "IDLE1.WAV"
warning: case mismatch: passed "soldeth2.wav", real "SOLDETH2.WAV"
warning: case mismatch: passed "solpain2.wav", real "SOLPAIN2.WAV"
warning: case mismatch: passed "guncock.wav", real "GUNCOCK.WAV"
warning: case mismatch: passed "solsght1.wav", real "SOLSGHT1.WAV"
warning: case mismatch: passed "solsrch1.wav", real "SOLSRCH1.WAV"
warning: case mismatch: passed "infdeth2.wav", real "INFDETH2.WAV"
warning: case mismatch: passed "infpain1.wav", real "INFPAIN1.WAV"
warning: case mismatch: passed "infsght1.wav", real "INFSGHT1.WAV"
warning: case mismatch: passed "infatck1.wav", real "INFATCK1.WAV"
warning: case mismatch: passed "infidle1.wav", real "INFIDLE1.WAV"
warning: case mismatch: passed "ba_pain3.wav", real "BA_PAIN3.WAV"
warning: case mismatch: passed "hg_cover.wav", real "HG_COVER.WAV"
warning: case mismatch: passed "guncock.wav", real "GUNCOCK.WAV"
warning: case mismatch: passed "hg_alert.wav", real "HG_ALERT.WAV"
warning: case mismatch: passed "hg_taunt.wav", real "HG_TAUNT.WAV"
warning: case mismatch: passed "shotfire.wav", real "SHOTFIRE.WAV"
warning: case mismatch: passed "cultdead.voc", real "CULTDEAD.VOC"
warning: case mismatch: passed "rcknrll2.wav", real "RCKNRLL2.WAV"
warning: case mismatch: passed "death1.wav", real "DEATH1.WAV"
warning: case mismatch: passed "gunpain1.wav", real "GUNPAIN1.WAV"
warning: case mismatch: passed "gunidle1.wav", real "GUNIDLE1.WAV"
warning: case mismatch: passed "sight1.wav", real "SIGHT1.WAV"
warning: case mismatch: passed "gunsrch1.wav", real "GUNSRCH1.WAV"
warning: case mismatch: passed "sight2.wav", real "SIGHT2.WAV"
warning: case mismatch: passed "drip3.voc", real "DRIP3.VOC"
warning: case mismatch: passed "wind54.voc", real "WIND54.VOC"
warning: case mismatch: passed "drip3.voc", real "DRIP3.VOC"
warning: case mismatch: passed "machamb.voc", real "MACHAMB.VOC"
warning: case mismatch: passed "bubblamb.voc", real "BUBBLAMB.VOC"
warning: case mismatch: passed "geargrnd.voc", real "GEARGRND.VOC"
warning: case mismatch: passed "compamb.voc", real "COMPAMB.VOC"
warning: case mismatch: passed "reactor.voc", real "REACTOR.VOC"
warning: case mismatch: passed "onboard.voc", real "ONBOARD.VOC"
warning: case mismatch: passed "monitor.voc", real "MONITOR.VOC"
warning: case mismatch: passed "alert.voc", real "ALERT.VOC"
warning: case mismatch: passed "null.voc", real "NULL.VOC"
warning: case mismatch: passed "flush.voc", real "FLUSH.VOC"
warning: case mismatch: passed "harry.wav", real "HARRY.WAV"
warning: case mismatch: passed "switch.voc", real "SWITCH.VOC"
warning: case mismatch: passed "subway.voc", real "SUBWAY.VOC"
warning: case mismatch: passed "gbelev02.voc", real "GBELEV02.VOC"
warning: case mismatch: passed "bdeath1.wav", real "BDEATH1.WAV"
warning: case mismatch: passed "gbelev01.voc", real "GBELEV01.VOC"
warning: case mismatch: passed "teleport.voc", real "TELEPORT.VOC"
warning: case mismatch: passed "gib1.wav", real "GIB1.WAV"
warning: case mismatch: passed "fire09.voc", real "FIRE09.VOC"
warning: case mismatch: passed "shake2a.voc", real "SHAKE2A.VOC"
warning: case mismatch: passed "hg_alert.wav", real "HG_ALERT.WAV"
warning: case mismatch: passed "swmp8.wav", real "SWMP8.WAV"
warning: case mismatch: passed "swmp10.wav", real "SWMP10.WAV"
warning: case mismatch: passed "sbridge2.wav", real "SBRIDGE2.WAV"
warning: case mismatch: passed "jetpakof.voc", real "JETPAKOF.VOC"
warning: case mismatch: passed "jetpaki.voc", real "JETPAKI.VOC"
warning: case mismatch: passed "jetpakon.voc", real "JETPAKON.VOC"
warning: case mismatch: passed "pl_uw_sw.wav", real "PL_UW_SW.wav"
warning: case mismatch: passed "ductwlk.voc", real "DUCTWLK.VOC"
warning: case mismatch: passed "lndstone.wav", real "LNDSTONE.WAV"
warning: case mismatch: passed "bdeath1.wav", real "BDEATH1.WAV"
warning: case mismatch: passed "pl_swim.wav", real "PL_SWIM.wav"
warning: case mismatch: passed "medkit01.voc", real "MEDKIT01.VOC"
warning: case mismatch: passed "pain3.wav", real "PAIN3.WAV"
warning: case mismatch: passed "bdeath1.wav", real "BDEATH1.WAV"
warning: case mismatch: passed "drink18.voc", real "DRINK18.VOC"
warning: case mismatch: passed "teleport.voc", real "TELEPORT.VOC"
warning: case mismatch: passed "hepain.wav", real "HEPAIN.WAV"
warning: case mismatch: passed "brngon.wav", real "BRNGON.WAV"
warning: case mismatch: passed "pissing.voc", real "PISSING.VOC"
warning: case mismatch: passed "heroam.wav", real "HEROAM.WAV"
warning: case mismatch: passed "gasp.voc", real "GASP.VOC"
warning: case mismatch: passed "splash.voc", real "SPLASH.VOC"
warning: case mismatch: passed "shorted.voc", real "SHORTED.VOC"
warning: case mismatch: passed "glashevy.voc", real "GLASHEVY.VOC"
warning: case mismatch: passed "glass.voc", real "GLASS.VOC"
warning: case mismatch: passed "ventbust.voc", real "VENTBUST.VOC"
warning: case mismatch: passed "_exploa.wav", real "_EXPLOA.wav"
warning: case mismatch: passed "lsrbmbwn.voc", real "LSRBMBWN.VOC"
warning: case mismatch: passed "lsrbmbpt.voc", real "LSRBMBPT.VOC"
warning: case mismatch: passed "shrink.voc", real "SHRINK.VOC"
warning: case mismatch: passed "rocket.wav", real "ROCKET.WAV"
warning: case mismatch: passed "dk5.wav", real "DK5.WAV"
warning: case mismatch: passed "_exploa.wav", real "_EXPLOA.wav"
warning: case mismatch: passed "ak3.voc", real "AK3.VOC"
warning: case mismatch: passed "reloada.wav", real "Reloada.wav"
warning: case mismatch: passed "AMShot2.wav", real "AMSHOT2.wav"
warning: case mismatch: passed "ricochet.voc", real "RICOCHET.VOC"
Cache time: 281ms
S_PlayMusic(): error: can't open "dethtoll.mid" for playback!
Load tile 4540: p0-m0-e0 materials/skybox/unreal2/unreal2_40000.tga... 482 ms
Load tile 4540: p0-m4-e0 materials/skybox/unreal2/unreal2_40000.tga... 494 ms
Load tile 4540: p0-m4-e0 materials/skybox/unreal2/unreal2_10000.tga... 500 ms
Load tile 4540: p0-m4-e0 materials/skybox/unreal2/unreal2_20000.tga... 467 ms
Load tile 4540: p0-m4-e0 materials/skybox/unreal2/unreal2_30000.tga... 481 ms
Load tile 4540: p0-m4-e0 materials/skybox/unreal2/unreal2_50000.tga... 540 ms
Load tile 4540: p0-m4-e0 materials/skybox/unreal2/unreal2_60000.tga... 144 ms
Line 136, getplayer: tried to get ammo_amount on invalid target player (-1) from spr -1 gv THISACTOR
Line 139, ifvare: Gv_GetVarX(): invalid player ID -1
Line 142, setvarvar: Gv_GetVarX(): invalid player ID -1
Line 142, setvarvar: Gv_SetVar(): invalid index (-1) for gamevar AMAGSHOTSLEFT
E1L8: USER MAP
warning: case mismatch: passed "fire09.voc", real "FIRE09.VOC"
warning: case mismatch: passed "stream3.wav", real "Stream3.wav"
warning: case mismatch: passed "detail.jpg", real "Detail.jpg"
warning: case mismatch: passed "detail.jpg", real "Detail.jpg"
Load skin: p0-e0 "models/weapons/shotgun/shotgun.bmp"... 48 ms
warning: case mismatch: passed "shotgun_spec.bmp", real "Shotgun_Spec.bmp"
warning: case mismatch: passed "shotgun_spec.bmp", real "Shotgun_Spec.bmp"
Load skin: p253-e0 "models/weapons/shotgun/shotgun_spec.bmp"... 137 ms
warning: case mismatch: passed "shotgun_ddn.bmp", real "Shotgun_DDN.bmp"
warning: case mismatch: passed "shotgun_ddn.bmp", real "Shotgun_DDN.bmp"
Load skin: p252-e0 "models/weapons/shotgun/shotgun_ddn.bmp"... 147 ms
warning: case mismatch: passed "automag.bmp", real "Automag.bmp"
warning: case mismatch: passed "automag.bmp", real "Automag.bmp"
warning: case mismatch: passed "AMShot2.wav", real "AMSHOT2.wav"
warning: case mismatch: passed "splash.voc", real "SPLASH.VOC"
warning: case mismatch: passed "reloada.wav", real "Reloada.wav"
Line 137, rotatesprite: invalid coordinates: 3932160, 28442624
Line 137, rotatesprite: invalid coordinates: 3932160, 28442624
Line 137, rotatesprite: invalid coordinates: 3932160, 28442624
Line 137, rotatesprite: invalid coordinates: 3932160, 28442624
Line 137, rotatesprite: invalid coordinates: 3932160, 28442624
Line 137, rotatesprite: invalid coordinates: 3407872, 29491200
Line 137, rotatesprite: invalid coordinates: 3407872, 29491200
Line 137, rotatesprite: invalid coordinates: 3407872, 29491200
Line 137, rotatesprite: invalid coordinates: 3407872, 29491200
Line 137, rotatesprite: invalid coordinates: 2883584, 30539776
Line 137, rotatesprite: invalid coordinates: 2883584, 30539776
Line 137, rotatesprite: invalid coordinates: 2883584, 30539776
Line 137, rotatesprite: invalid coordinates: 2883584, 30539776
Line 137, rotatesprite: invalid coordinates: 2359296, 31588352
Line 137, rotatesprite: invalid coordinates: 2359296, 31588352
Line 137, rotatesprite: invalid coordinates: 2359296, 31588352
Line 137, rotatesprite: invalid coordinates: 2359296, 31588352
Line 137, rotatesprite: invalid coordinates: 1835008, 32636928
Line 137, rotatesprite: invalid coordinates: 1835008, 32636928
Line 137, rotatesprite: invalid coordinates: 1835008, 32636928
Line 137, rotatesprite: invalid coordinates: 1835008, 32636928
Line 137, rotatesprite: invalid coordinates: 1835008, 32636928
Load tile 4366: p0-m4-e0 materials/textures/ss_grass_plants.png... 32 ms
Load tile 4366: p253-m0-e0 materials/textures/nospec_512.png... 11 ms
Load tile 4369: p0-m4-e0 materials/textures/tree02_shd.png... 127 ms
Load tile 4370: p0-m4-e0 materials/textures/tree09c_shd.png... 10 ms
Load skin: p0-e0 "models/mapobjects/0909_treetrunk.jpg"... 17 ms
Load skin: p0-e0 "models/mapobjects/trees/Tree_BranchTrunk1_JJ_Tex.tga"... 343 ms
Load skin: p252-e0 "models/mapobjects/trees/Tree_BranchTrunk1_JJ_Normal.tga"... 112 ms
Load skin: p0-e0 "models/monsters/hgrunt/hgrunt.png"... 10 ms
warning: case mismatch: passed "jBook3.bmp", real "JBook3.bmp"
warning: case mismatch: passed "jBook3.bmp", real "JBook3.bmp"
warning: case mismatch: passed "automag.bmp", real "Automag.bmp"
warning: case mismatch: passed "automag.bmp", real "Automag.bmp"
warning: case mismatch: passed "step2.wav", real "STEP2.WAV"
warning: case mismatch: passed "step1.wav", real "STEP1.WAV"
PICKED UP SHOTGUN
Load skin: p0-e0 "models/weapons/shotgun/arms_nanosuit_us_str.bmp"... 294 ms
Load skin: p253-e0 "models/weapons/shotgun/arms_nanosuit_us_spec.bmp"... 65 ms
Load skin: p0-e0 "models/weapons/shotgun/shotgun.bmp"... 47 ms
Load skin: p254-e0 "models/weapons/shotgun/shotgun_glow.png"... 13 ms
warning: case mismatch: passed "shotfire.wav", real "SHOTFIRE.WAV"
warning: case mismatch: passed "_exploa.wav", real "_EXPLOA.wav"
 
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectInput...
Uninitializing DirectDraw...


More would have appeared if I kept playing (including duplicates), that was just entering a map then quitting.

This post has been edited by Diaz: 27 May 2012 - 08:19 AM

0

User is offline   Mblackwell 

  • Evil Overlord

#2942

The warnings are:

1) The case sensitivity warnings might be from multiple objects using the same skin (for example). I don't really notice a lot of duplicates though.
2) Whatever rotatesprite call that is (that's giving you a warning) is being hit multiple times and one of the parameters (looks like X,Y) is out of bounds. The engine just doesn't draw it, generally, but it still gives you a warning every time its hit.
0

User is offline   Diaz 

#2943

Yeah, the duplicates start appearing after some time playing, when a different model using a previously loaded skin is used, for example.
The rotatesprite warning probably has to do with newly added weapon drift code (it's based off IW TC but my modifications might have messed it up). I'm not noticing any visual bugs anyways so I guess they're harmless... will try to eradicate them though :)

This post has been edited by Diaz: 27 May 2012 - 10:05 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2944

Hey, if you're going to change the names in the DEFs, you may leave out those that are ALL UPPER CASE or all lower case on disk. This is becasue those are tried after a failed lookup, but the warning code reports all mismatches regardless.

I realize that fixing those warnings is annoying, but people on Linux, OS X, BSD and every other Unix-derived system will really appreciate the possibility of running mods without needing to tinker with their contents first.
0

User is offline   TerminX 

  • el fundador

  #2945

The problem with those filename case warnings is that every file that is loaded has SHGetFileInfo() run on it, and SHGetFileInfo() is a very slow call. It's so slow that even MSDN recommends calling it from a background thread because it has enough of a performance impact to cause hitching (or UI non-responsiveness) when run from the main thread. It's very likely that this is indeed causing the performance hit that has been mentioned, and because of this the functionality needs to be revised to use another method.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2946

Aw crap, I suspected that much. The code is really inspired by an answer in this discussion, and my Win32 API knowledge is obviously very lacking. However, the only other solution that was proposed in that thread was via "GetShortPathName() and then GetLongPathName()", which seemed dodgy to me given that some file systems may not save 8.3-style file names at all.
0

User is offline   TerminX 

  • el fundador

  #2947

Why not just change the check for case sensitivity compliance to happen at definition time instead of access time? This simultaneously prevents the performance impact and reduces the duplicate warnings.
0

User is offline   Diaz 

#2948

Showing the warnings at definition time is a good idea. In any case, they should remain. This just forced me to check every single file for case mismatches, and it took much less time than I thought to fix them all. I encourage everyone to do the same :)
2

User is offline   Jblade 

#2949

There's a weird graphical glitch if you're using showview and rotscrnang at the same time in classic mode (at least this occurs when using showview to make a skybox) You can see this for yourself in the AMC TC - if you load up the map DMEPION, play as James, and then fire his default Shotgun (which tilts the screen to the side a little bit) you'll see the glitch. This doesn't happen in Polymost mode or Polymer.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2950

I can confirm the glitch, that's serious corruption going on. Will look into it later.

The latest revision has some of the case checking stuff revised, but there's still a problem remaining: SHGetFileInfo actually gets us the name that would be displayed in e.g. the Windows Explorer, and that may be stripped of the extension if the "hide extensions of known file types" option is enabled. So, if you see warnings like
warning: case mismatch: passed "AMCVARS.CON", real "AMCVARS"

the only solution is to disable that option. Given how I consider this "feature" a bug, and Windows' behaviour of still enabling it by default an unforgivable blunder, I'm not going to do anything about it.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2951

View PostJames, on 24 May 2012 - 08:35 AM, said:

Just realised that Mirrors in classic mode are screwed up if the map has TROR in it - you can see this in the AMC TC by checking out the mirrors in the AMC base, since the map has TROR in it they're not working properly.


Are there other mirrors in the Megabase than the one in the underground location with the boss fight? That one seems to function "OK", glitching from some angles but nothing that seems out of the oridinary or couldn't happen with normal mirrors. It would be helpful if you pointed me to a specific location where you think the mirror is especially bad due to TROR.
0

User is offline   Jblade 

#2952

View PostHelixhorned, on 28 May 2012 - 01:19 PM, said:

Are there other mirrors in the Megabase than the one in the underground location with the boss fight? That one seems to function "OK", glitching from some angles but nothing that seems out of the oridinary or couldn't happen with normal mirrors. It would be helpful if you pointed me to a specific location where you think the mirror is especially bad due to TROR.

If you check that version I gave you a link to via PM and play the map CITY_SI there's 2 mirrors inside the building which worked fine until I added TROR outside the building, and then got messed up.

This post has been edited by James: 28 May 2012 - 02:00 PM

0

User is offline   Diaz 

#2953

I've found a little bug with Polymer lights. When loading a map that needs a high number of light passes to look right, it looks like not all passes are done, even if r_pr_maxlighpasses is set to the needed value from the start (for example let's say 12). However, if you type r_pr_maxlightpasses and hit enter on the console, withouth changing its current value (12) then all light passes will be done right, even if a new map is loaded.

This post has been edited by Diaz: 29 May 2012 - 01:41 AM

0

User is offline   Jblade 

#2954

Thanks for fixing the glitch with showview Helix, at last this means I can use skyboxes now with relative impunity :)
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User is offline   Plagman 

  • Former VP of Media Operations

#2955

View PostDiaz, on 29 May 2012 - 01:40 AM, said:

I've found a little bug with Polymer lights. When loading a map that needs a high number of light passes to look right, it looks like not all passes are done, even if r_pr_maxlighpasses is set to the needed value from the start (for example let's say 12). However, if you type r_pr_maxlightpasses and hit enter on the console, withouth changing its current value (12) then all light passes will be done right, even if a new map is loaded.


Hmm, this might be a sequencing problem with the orders lights get added to the map. If you can make that happen for a smaller test room that'd be rad, otherwise I'd need to look at the full map.
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User is offline   Diaz 

#2956

View PostPlagman, on 29 May 2012 - 01:18 PM, said:

Hmm, this might be a sequencing problem with the orders lights get added to the map. If you can make that happen for a smaller test room that'd be rad, otherwise I'd need to look at the full map.


I made a test map with 13 lights. If I start the game with r_maxlightpasses set to 16 in the .cfg, not all lights will be drawn when I load the map, but as soon as I enter r_maxlightpasses on the console (withouth changing its value) the remaining lights will come into existence.

Attached File(s)



This post has been edited by Diaz: 29 May 2012 - 02:13 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2957

Is it possible to add in Eduke32 a variable that holds the value of "how many frames already passed in the current tic"? For example, let's say the current framerate is 400, when half of a tic has passed this value would equal 200. This would be usefull so that I could create an interpolation code of my own.
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User is offline   Mblackwell 

  • Evil Overlord

#2958

Is it important that it be per-frame and not per-tic? Either way you could fudge it by having a variable counted in EVENT_DISPLAYREST (which is updated per-frame) and one inside APLAYER (which is updated per-tic, also 30 tics = 1 second).
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2959

View PostJames, on 29 May 2012 - 12:38 PM, said:

Thanks for fixing the glitch with showview Helix, at last this means I can use skyboxes now with relative impunity :)

And thanks for writing stuff that manages to break EDuke32! By the way, it's ambigious how a showview should behave when the screen is tilted in the first place: both possibilities (sub-viewport has view tilted or not) can be useful in different circumstances, like when using it to draw a skybox to the full screen vs. a HUD element that shows the view from a camera.

View PostFox, on 03 June 2012 - 04:42 PM, said:

Is it possible to add in Eduke32 a variable that holds the value of "how many frames already passed in the current tic"? For example, let's say the current framerate is 400, when half of a tic has passed this value would equal 200. This would be usefull so that I could create an interpolation code of my own.

To be strict, there's no such thing as the "current frame rate" defined (unlike "current velocity" of a physical object), since the events are discrete in time. What is defined though, as you suggest, is the number of frames drawn since a certain reference time. However, it's not clear to me how you'd get interpolation code out of that. For example, say F frames were drawn during a time corresponding to game tics N-1 and N, and the current time is somewhere in between. Then you have no way of knowing (only guessing) how many frames will be drawn until the time curresponding to tic N.
What's done in the engine instead is to interpolate the positions based on the 4-ticks-per-game-tic (120 Hz unless changed by inittimer) timer "totalclock". I would advise you against replicating it though, because you might run into clashes with hard-coded behavior. What kind of interpolation do you find lacking in EDuke32? The "jerky movement" of some actors might not necessarily fall into that bag, because the root cause of the jerkiness appears to be how the actor itself is moved.
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