EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5281 Posted 16 May 2015 - 06:32 AM
#5282 Posted 16 May 2015 - 01:08 PM
#5283 Posted 16 May 2015 - 02:07 PM
#5285 Posted 16 May 2015 - 02:54 PM
#5286 Posted 16 May 2015 - 03:52 PM
#5287 Posted 16 May 2015 - 04:16 PM
This post has been edited by Fox: 16 May 2015 - 10:18 PM
#5288 Posted 19 May 2015 - 11:33 AM
This post has been edited by NightFright: 19 May 2015 - 11:34 AM
#5289 Posted 20 May 2015 - 04:53 AM
Attached File(s)
-
polymerwall.zip (287bytes)
Number of downloads: 295
This post has been edited by Fox: 20 May 2015 - 04:54 AM
#5290 Posted 20 May 2015 - 08:02 AM
build/obj/startgtk.editor.o: In function `load_banner()': /var/packages/build/eduke32_debian64vm/build/src/startgtk.editor.c:139: undefined reference to `startbanner_pixdata' collect2: error: ld returned 1 exit status Failed linking executable mapster32! Makefile:501: recipe for target 'mapster32' failed make: *** [mapster32] Error 1 make: *** Waiting for unfinished jobs.... source/obj/startgtk.game.o: In function `load_banner()': /var/packages/build/eduke32_debian64vm/source/startgtk.game.c:261: undefined reference to `startbanner_pixdata' collect2: error: ld returned 1 exit status Failed linking executable eduke32! Makefile:484: recipe for target 'eduke32' failed make: *** [eduke32] Error 1
And I don't appreciate at all that eduke32.exe and mapster32.exe can't have different icons any more.
#5291 Posted 20 May 2015 - 12:25 PM
The project has a long road before it is up to par with Duke because many of our advancements to both game and editor are specific to the Duke 3D code and will require factoring out to the engine or replication per-game. My goals for "BUILD Manifest Destiny" will focus on KenBuild and SW for now until they both meet the project's standards, though the sub-project itself will remain low-priority. Eventually I would like to bring TekWar and the Witchavens under our umbrella and merge all games and editors into a single executable.
LeoD, on 20 May 2015 - 08:02 AM, said:
build/obj/startgtk.editor.o: In function `load_banner()': /var/packages/build/eduke32_debian64vm/build/src/startgtk.editor.c:139: undefined reference to `startbanner_pixdata' collect2: error: ld returned 1 exit status Failed linking executable mapster32! Makefile:501: recipe for target 'mapster32' failed make: *** [mapster32] Error 1 make: *** Waiting for unfinished jobs.... source/obj/startgtk.game.o: In function `load_banner()': /var/packages/build/eduke32_debian64vm/source/startgtk.game.c:261: undefined reference to `startbanner_pixdata' collect2: error: ld returned 1 exit status Failed linking executable eduke32! Makefile:484: recipe for target 'eduke32' failed make: *** [eduke32] Error 1
And I don't appreciate at all that eduke32.exe and mapster32.exe can't have different icons any more.
Sorry man, my bad. I'll look at reverting the icon changes.
#5292 Posted 21 May 2015 - 06:22 AM
This post has been edited by Chip: 21 May 2015 - 06:24 AM
#5293 Posted 22 May 2015 - 04:49 AM
Fox, on 20 May 2015 - 04:53 AM, said:
Should be fixed in r5230, thanks for reporting.
#5294 Posted 22 May 2015 - 05:35 AM
Hendricks266, on 16 May 2015 - 02:07 PM, said:
What's the best option?
- Doom source ports have the effects hard-coded, the only possible way to disable them is to download external scripts, and there aren't tools to correctly apply these effects in mods;
- Source ports make the game as close as possible to original Doom, and users can download fancy_effect.wad if they want;
This post has been edited by Fox: 22 May 2015 - 01:11 PM
#5295 Posted 23 May 2015 - 01:43 PM
#5296 Posted 23 May 2015 - 02:14 PM
Jblade, on 23 May 2015 - 01:43 PM, said:
Hmm. The code is a no-op if the file cannot be opened.
#5297 Posted 25 May 2015 - 05:23 AM
Jblade, on 23 May 2015 - 01:43 PM, said:
That's somewhat strange. Here's what readarrayfromfile does:
- Attempts to open the named file. If that fails, the entire operation is aborted with the array unchanged.
- Determines the number of elements in the file as its length in bytes divided by 4. If is is 0, aborts the operation. [LunaCON: and resizes the array to size 0.] Otherwise:
- Resizes the array to the determined number of values.
- In the 64-bit build, allocates a temporary array for 32->64 bit integer conversion, reads in the contents of the file into this array, and copies the values into the actual gamearray. In the 32-bit build, reads the values directly into the gamearray.
- Resizes the array to the determined number of values.
The allocation in the last point is done using malloc(), i.e. has uninitialized values in it, but since we determined the number of elements via the file size, the following kread() call should read that number of bytes and leave no "tail" of garbage values. (Except if the file was truncated somehow between the two events.)
Could you:
- Try your test case with the most recent LunaCON build (r5237) and see if it complains somewhere?
- Say what you mean by "loadout section" so I can try to reproduce it myself? Is that some kind of PDA menu, accessible in the missions computer, or something else?
#5298 Posted 25 May 2015 - 05:51 AM
It would be nice to have some error returns.
#5299 Posted 25 May 2015 - 09:50 AM
Helixhorned, on 25 May 2015 - 05:23 AM, said:
Basically - load up a fresh game of the AMC TC, making sure your data folder is completely empty. If you go into the armoury section of the underground base and use the terminal to the left of the desk with the guy sitting behind it, use the menu or left/right keys to move to the specialist weapon section. That section should be completely empty, but when I try doing that random weapons are accessible there that should not be (the code checks to see if the appropriate variable is greater than 0, and considers it unlocked if so) I've done a search for the con files to see if I'm made a mistake and read from the wrong array file, but I can't see anything like that at all.
Not sure if this is relevant at all but I'm on windows 8.1 now and I've tried both 32bit and 64bit of Eduke32. I'll check out the lunatic version when I get time.
This post has been edited by Jblade: 25 May 2015 - 09:51 AM
#5300 Posted 25 May 2015 - 11:01 AM
Jblade, on 25 May 2015 - 09:50 AM, said:
Thank you for the bug report, that was the hint that pointed me to the right place. It was about resizearray -- I broke it when I fixed another bug related to it. Should be fixed for real in r5238.
#5301 Posted 25 May 2015 - 11:52 AM
#5302 Posted 25 May 2015 - 03:42 PM
Helixhorned, on 25 May 2015 - 11:01 AM, said:
source/gameexec.c: In function 'void VM_Execute(int)': source/gameexec.c:4658:72: error: invalid conversion from 'void*' to 'intptr_t* {aka long long int*}' [-fpermissive] intptr_t *const tmpar = Xmalloc(GAR_ELTSZ * oldSize); ^ Failed building source/obj/gameexec.o from source/gameexec.c! makefile:693: recipe for target 'source/obj/gameexec.o' failed mingw32-make: *** [source/obj/gameexec.o] Error 1
#5303 Posted 27 May 2015 - 01:45 AM
LeoD, on 20 May 2015 - 08:02 AM, said:
Reverted in r5253.
#5304 Posted 05 June 2015 - 11:14 AM
NightFright, on 19 May 2015 - 11:33 AM, said:
Any developer's news available?
#5305 Posted 05 June 2015 - 03:12 PM
LeoD, on 05 June 2015 - 11:14 AM, said:
Any developer's news available?
The bug is high priority, but we've been really busy with Hail to the King Collection and another unannounced project. I'll definitely be looking at it soon though.
#5306 Posted 08 June 2015 - 06:02 AM
#5307 Posted 08 June 2015 - 06:06 AM
#5308 Posted 09 June 2015 - 03:34 AM
#5309 Posted 09 June 2015 - 03:43 AM
#5310 Posted 09 June 2015 - 07:45 AM
To summarize, upon loading a user map other than E1L8.MAP, if a MID or OGG file with the map's filename (minus the extension) is not found, DETHTOOL.MID is loaded. This is hardcoded in EDuke32, and is the file to be loaded even if the relevant entry is modified in USER.CON.