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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5090

How feasible is it to set (preferably in-game) the number of bits in gamevar/gamearrays? I feel like 32 bits is a waste for boolean values. The downside is that it would require to use temporary variables for calculations.

This post has been edited by Fox: 10 January 2015 - 04:48 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5091

View PostTerminX, on 02 January 2015 - 04:48 PM, said:

I have a theory that some of the crashes are somehow related to the keyboard layout switching. I feel like I've seen a couple of logs where there were duplicate messages about switching the layout (e.g one message for switching from a foreign layout to the US layout but more than one message about switching back), which shouldn't be possible. Maybe try manually setting your system keyboard layout to US before launching the game and see if that does anything...

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

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User is offline   Helixhorned 

  • EDuke32 Developer

#5092

View PostFox, on 06 January 2015 - 09:13 PM, said:

Is it possible to make CON read subdirectories? That way I can organize the files in folders without disgracefully adding paths to CON.

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?

View PostJblade, on 08 January 2015 - 03:10 PM, said:

Utilizing mapster script, is there a way to make custom monsters appear with rotatings and/or animations similar to how the default Duke monsters are?

View PostFox, on 08 January 2015 - 07:11 PM, said:

Yes. But is it worth the effort to load a script each time?

It's possible using EVENT_ANIMATESPRITES. Loading is a non-issue thanks to m32_autoexec.cfg.

View PostFox, on 10 January 2015 - 04:41 AM, said:

How feasible is it to set (preferably in-game) the number of bits in gamevar/gamearrays? I feel like 32 bits is a waste for boolean values. The downside is that it would require to use temporary variables for calculations.

We had that discussion already. Simply use a single gamevar/gamearray to group up to 32 boolean variables together.

View PostFox, on 10 January 2015 - 08:31 AM, 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


The first message does not imply a "crash" in the proper sense.

Gotta follow the keyboard layout trail, I guess.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5093

View PostHelixhorned, on 10 January 2015 - 08:57 AM, 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.

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.

View PostHelixhorned, on 10 January 2015 - 08:57 AM, said:

[1]Quiz: which of the following commands can be removed without decreasing functionality: sound, soundonce, globalsound?

I assume ifsound does the exact same check as soundonce.

View PostHelixhorned, on 10 January 2015 - 08:57 AM, said:

We had that discussion already. Simply use a single gamevar/gamearray to group up to 32 boolean variables together.

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

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User is offline   Micky C 

  • Honored Donor

#5094

Lately my mouse hasn't been interacting with the menu, ever since the updates came in to do with mouse navigation I suppose. The mouse appears to be behind the window so I can't see it, and doesn't influence what's currently selected. It selects the current option when I click though. Using eduke32 r4882 32-bit C++ build, windows 7 (64-bit), in windowed mode.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5095

Are you using a mod without a tile in the CROSSHAIR spot? If not, you'll need to add one or use dynamicremap to set it to a tile that works. (You'll likely need to return -1 in EVENT_DISPLAYCROSSHAIR too.)
2

User is offline   Micky C 

  • Honored Donor

#5096

Ah yes, it works for vanilla, probably should have tried that out. It's a sign I need to play more classic Duke Posted Image

The issue was with the AMC TC so we'll try and get that fixed.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5097

It seems SFLAG_BADGUY or SFLAG_HARDCODED_BADGUY always return false. It would be usefull if these could be used.
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User is offline   Micky C 

  • Honored Donor

#5098

Bit of an urgent el problemo; r4904 closes immediately when you press the start button.

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5099

Same here.

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #5100

View PostMicky C, on 11 January 2015 - 04:00 PM, said:

Bit of an urgent el problemo; r4904 closes immediately when you press the start button.

We've identified the issue and will be committing a fix shortly.
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User is offline   Micky C 

  • Honored Donor

#5101

Thanks, problem solved.

New problem Posted Image
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!
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User is offline   TerminX 

  • el fundador

  #5102

What do you do to cause that?
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User is offline   Jblade 

#5103

I remember you added a console variable to set the crosshair color, any way to access that ingame via con?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5104

Parallaxed skies are screwed in resolutions lower than 640 x 480 (does anyone even use that?).

View PostFox, on 06 December 2014 - 03:43 PM, said:

It's also because the weapon disappear if you switch while it is being raised:

Posted Image

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

1

User is offline   LeoD 

  • Duke4.net topic/3513

#5105

After correctly reproducing sergey808a's and darkprince227's environments I have to confirm a number of bugs:
- 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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5106

BOUNCEMINE translucency is flickering Polymost. Dunno the heck is that.

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

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User is offline   LeoD 

  • Duke4.net topic/3513

#5107

View PostLeoD, on 13 January 2015 - 03:33 PM, said:

All these bugs [...], and I have a feeling that they're initiated by the autoload scan issue I've reported yesterday.
r4922 proves me wrong. Those issues have actually been introduced between r4633 (last OK version I could build), and r4639. And kplib.c is yet again among the suspects.

This post has been edited by LeoD: 15 January 2015 - 09:50 AM

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User is offline   TerminX 

  • el fundador

  #5108

What issues are left remaining?
1

User is offline   LeoD 

  • Duke4.net topic/3513

#5109

View PostTerminX, on 15 January 2015 - 12:59 PM, said:

What issues are left remaining?
Those linked in post #5105. It's extremely likely that they all have the same cause.

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)



This post has been edited by LeoD: 15 January 2015 - 02:12 PM

1

User is offline   sergey808a 

#5110

View Postsergey808a, on 15 December 2014 - 12:03 AM, said:

When this bug will be fixed? :lol:
eduke32_win64_20141213-4814

Posted Image



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

2

User is offline   LeoD 

  • Duke4.net topic/3513

#5111

View Postsergey808a, on 15 January 2015 - 11:28 PM, said:

I have been waiting this for a long time.
One month...
Posted Image
1

#5112

I've just tested the newest eduke build, and I'm glad to say that where I am, everything seems to be working like a charm!
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. :lol:

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! ;)
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User is offline   sergey808a 

#5113

View PostLeoD, on 16 January 2015 - 07:23 AM, said:

One month...
Posted Image


Almost 5 month!!!

This post has been edited by sergey808a: 16 January 2015 - 10:03 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5114

Is it possible to set THISACTOR for "globalsounds" in EVENT_SOUND?
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User is offline   LeoD 

  • Duke4.net topic/3513

#5115

View Postsergey808a, on 16 January 2015 - 08:55 AM, said:

Almost 5 month!!!
Don't start counting before someone actually finds and reports a bug :lol: (this one on 2014-12-15, IIRC).
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User is offline   Micky C 

  • Honored Donor

#5116

Still experiencing some random crashing with the AMC TC with r4925, first reported here with an earlier build. However this time when I tried out the debug build, the game wouldn't even let me load a map!

Error message (no crashlog produced):
Posted Image

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.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5117

View PostMicky C, on 16 January 2015 - 03:20 PM, said:

Posted Image

Fixed.

I think you would have gotten a crashlog if you clicked Retry.
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User is offline   Micky C 

  • Honored Donor

#5118

View PostHendricks266, on 16 January 2015 - 04:37 PM, said:

I think you would have gotten a crashlog if you clicked Retry.


Me again. r4928. Pressing retry did not produce the crashlog.

Posted Image
1

User is offline   Jblade 

#5119

Is there a way to disable Megaton detection for a standalone mod? I swear I remember reading something added to the log in this effect. Every person who's having crash issues with the TC has Megaton installed.
0

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