EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5090 Posted 10 January 2015 - 04:41 AM
This post has been edited by Fox: 10 January 2015 - 04:48 AM
#5091 Posted 10 January 2015 - 08:31 AM
TerminX, on 02 January 2015 - 04:48 PM, said:
Recently it crashed several times for me, with the "cache space all locked up" message in the log. This time it also included a message about the keyboard:
ERROR: CACHE SPACE ALL LOCKED UP! Switching keyboard layout from 00000409 to 00000416
#5092 Posted 10 January 2015 - 08:57 AM
Fox, on 06 January 2015 - 09:13 PM, said:
Meaning to enumerate the names of the files in a given directory? Lunatic can do that. Adding a new command every time a request like this comes along doesn't scale well IMO; CON already has several redundancies[1]. Rather, what could be done is to provide a way to call Lua functions from CON, by giving them a state name. If you still wanted to have said functionality in CON then, you could make the function write to CON quotes, starting from a given one. Currently, Lunatic has no quote access, though.
[1]Quiz: which of the following commands can be removed without decreasing functionality: sound, soundonce, globalsound?
Jblade, on 08 January 2015 - 03:10 PM, said:
Fox, on 08 January 2015 - 07:11 PM, said:
It's possible using EVENT_ANIMATESPRITES. Loading is a non-issue thanks to m32_autoexec.cfg.
Fox, on 10 January 2015 - 04:41 AM, said:
We had that discussion already. Simply use a single gamevar/gamearray to group up to 32 boolean variables together.
Fox, on 10 January 2015 - 08:31 AM, said:
ERROR: CACHE SPACE ALL LOCKED UP! Switching keyboard layout from 00000409 to 00000416
The first message does not imply a "crash" in the proper sense.
Gotta follow the keyboard layout trail, I guess.
#5093 Posted 10 January 2015 - 09:22 AM
Helixhorned, on 10 January 2015 - 08:57 AM, said:
Actually I was thinking of a def command. It may sound weird at first to have a def command that will affect the CON, but the purpose is purely to organize the files (maps, music or sounds) in folders. Think of loadgrp but with directories.
Helixhorned, on 10 January 2015 - 08:57 AM, said:
I assume ifsound does the exact same check as soundonce.
Helixhorned, on 10 January 2015 - 08:57 AM, said:
While I have used some gamevars as bitfields, it would be too confusing to do so with unrelated effects. Plus it's not just boolean effects, sometime I am using a variable to store palette values, which use only 8 bits.
By the way, I always give priority to normal commands over switch. For example:
ifspritepal 0
{
switch sprite[THISACTOR].picnum
case BOSS1
case BOSS2
case BOSS3
case BOSS4
<code>
break
endswitch
}
Does this actually make difference in processing, or am I imagining stuff?
This post has been edited by Fox: 10 January 2015 - 09:28 AM
#5094 Posted 10 January 2015 - 07:31 PM
#5095 Posted 10 January 2015 - 08:14 PM
#5096 Posted 10 January 2015 - 08:58 PM
The issue was with the AMC TC so we'll try and get that fixed.
#5097 Posted 11 January 2015 - 08:41 AM
#5098 Posted 11 January 2015 - 04:00 PM
Edit: If it helps, I did some checking and r4882 is the last one that works for me, although I'd imagine the problem would be fairly obvious anyway.
EDuke32 2.0.0devel r4904 (32-bit) C++ build Compiled Jan 10 2015 21:07:57 Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/dc/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/nw/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/vacation/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/music/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/music/nwinter/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/music/vacation/ for game data Using C:/GOG Games/Duke Nukem 3D/ for game data Using C:/Users/Michael/Desktop/notepad plus/duke/ for game data Windows 7 Service Pack 1 (build 6.1.7601) Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3) Using "windows" video driver Searching for game data...
This post has been edited by Micky C: 11 January 2015 - 04:10 PM
#5099 Posted 11 January 2015 - 04:21 PM
This is probably the cause:
r4886 | hendricks266 | 2015-01-08 07:14:47 -0800 (Thu, 08 Jan 2015) | 3 lines Clean up autodetected game install search paths on all platforms that use them. This should prevent Lunar Apocalypse from becoming Nuclear Winter with Megaton on Linux and Mac.
This post has been edited by Fox: 11 January 2015 - 04:24 PM
#5100 Posted 11 January 2015 - 04:33 PM
Micky C, on 11 January 2015 - 04:00 PM, said:
We've identified the issue and will be committing a fix shortly.
#5101 Posted 11 January 2015 - 07:42 PM
New problem
r4908 mapster is giving a whole bunch of maps a level 5 corruption with a "sprite lists corrupted; error code 4; s=-1, i=16383", although previous versions of mapster32 are not giving this message.
Is this a false alarm, is it that these corruptions have always been there but undetected, or is it that the newer mapster is causing these corruptions? Scary stuff regarding the last two possibilities!
#5103 Posted 12 January 2015 - 07:19 AM
#5104 Posted 12 January 2015 - 07:23 AM
Fox, on 06 December 2014 - 03:43 PM, said:

While this has been fixed, now there is a problem with switching to another weapon while the current one is being lowered. This can be fixed by checking if weapon_pos ≥ 0 before switching. This will add a delay before switching weapon, but it will still alow to cycle through all weapons quickly as TX intended.
Edit: It seems wantweaponfire is not being used, is that intended?
This post has been edited by Fox: 12 January 2015 - 02:32 PM
#5105 Posted 13 January 2015 - 03:33 PM
- Polymer Cycloid Emperor's skin here and here.
- "boxy explosion" (animation frame messed up, here)
- missing arm when using the nuke button (here)
- missing vending machine texture (here)
Thanks, sergey808a and darkprince227, for reporting, and your patience.
plus:
0060_keycard.md3 fails to load on startup when using the Polymost Override Pack
All these bugs seem to be autoload related, and I have a feeling that they're initiated by the autoload scan issue I've reported yesterday.
#5106 Posted 13 January 2015 - 03:41 PM
Edit: Previous/next weapon keys are broken when using the Pipebomb trigger.
This post has been edited by Fox: 14 January 2015 - 07:02 AM
#5107 Posted 15 January 2015 - 09:49 AM
LeoD, on 13 January 2015 - 03:33 PM, said:
This post has been edited by LeoD: 15 January 2015 - 09:50 AM
#5109 Posted 15 January 2015 - 02:11 PM
TerminX, on 15 January 2015 - 12:59 PM, said:
To reproduce you need the current HRP 5.3 ZIP, optionally the SC-55 Music Pack 4.0 (both also contained in the SFX package) from the HRP download page, and the matching Polymost HRP Override Pack 5.3.565 from here.
Put HRP + override into autoload and run EDuke32. The 0060_keycard.md3 load failure message will show up during startup already; the other bugs and more error log messages can be found when actually playing a level, e.g. E3L8.
Replace override by the music pack (others might do as well) to encounter the missing cycloid skin and the according error log message in E3L9.
Attached File(s)
-
eduke32-4633-OK-hrp+override.log (1.97K)
Number of downloads: 390 -
eduke32-4639-ERR-hrp+override.log (2.05K)
Number of downloads: 401 -
eduke32-4633-OK-hrp+music.log (2.59K)
Number of downloads: 383 -
eduke32-4639-ERR-hrp+music.log (2.54K)
Number of downloads: 419
This post has been edited by LeoD: 15 January 2015 - 02:12 PM
#5110 Posted 15 January 2015 - 11:28 PM
sergey808a, on 15 December 2014 - 12:03 AM, said:
eduke32_win64_20141213-4814

At last, this bug has been fixed in eduke32_win64_20150115-4925.
I have been waiting this for a long time.
Thanks to the EDuke32 developers and thanks LeoD for detailed bugreport.
This post has been edited by sergey808a: 15 January 2015 - 11:34 PM
#5111 Posted 16 January 2015 - 07:23 AM
sergey808a, on 15 January 2015 - 11:28 PM, said:
#5112 Posted 16 January 2015 - 07:31 AM
No boxy exposions, Duke's auto-destruct punching hand is visible, the snack venders are Highres again, the Cycloid is full and the crosshair is yellow.
The only teeny-weeny problem I have is in the Duke Caribbean HRP which I've addressed in the VacaPlus HRP thread about the non-HRP weapons being invisible.
I'm glad I could help locate these bugs, and I'll be sure to keep you chaps updated on anything as I find them.
Thank you guys so much for everything, Hail to the HRP/eduke team, baby!
#5113 Posted 16 January 2015 - 08:55 AM
This post has been edited by sergey808a: 16 January 2015 - 10:03 AM
#5114 Posted 16 January 2015 - 10:36 AM
#5115 Posted 16 January 2015 - 12:16 PM
sergey808a, on 16 January 2015 - 08:55 AM, said:
#5116 Posted 16 January 2015 - 03:20 PM
Error message (no crashlog produced):

Log file: http://pastebin.com/raw.php?i=kzHjQcfP
Btw the level 5 corruption occurring when using the AMC TC's mapster script file is still happening unfortunately.
#5117 Posted 16 January 2015 - 04:37 PM
Micky C, on 16 January 2015 - 03:20 PM, said:
Fixed.
I think you would have gotten a crashlog if you clicked Retry.
#5118 Posted 16 January 2015 - 08:22 PM
Hendricks266, on 16 January 2015 - 04:37 PM, said:
Me again. r4928. Pressing retry did not produce the crashlog.

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