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

User is offline   Jblade 

#5281

I don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)
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User is offline   Hendricks266 

  • Weaponized Autism

  #5282

View PostJblade, on 23 May 2015 - 01:43 PM, said:

I don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)

Hmm. The code is a no-op if the file cannot be opened.
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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#5283

View PostJblade, on 23 May 2015 - 01:43 PM, said:

I don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)

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.

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?

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User is offline   Mblackwell 

  • Evil Overlord

#5284

Hm, how do we know it was inaccessible though (on the CON end)? Is the only way to clamp all of the values to something we know is out-of-bounds at startup and then attempt the read (I believe that's what I'm doing at the moment)?

It would be nice to have some error returns.
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User is offline   Jblade 

#5285

View PostHelixhorned, on 25 May 2015 - 05:23 AM, said:

[*]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?

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

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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#5286

View PostJblade, on 25 May 2015 - 09:50 AM, said:

move to the specialist weapon section.

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.
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User is offline   Jblade 

#5287

Cool - I forgot about using that command but that would explain why only the weapon loadout stuff was giving me issues as I never used it anywhere else.
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User is offline   LeoD 

  • Duke4.net topic/3513

#5288

View PostHelixhorned, on 25 May 2015 - 11:01 AM, said:

Should be fixed for real in r5238.
Not really :) :
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

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User is offline   Hendricks266 

  • Weaponized Autism

  #5289

View PostLeoD, on 20 May 2015 - 08:02 AM, said:

And I don't appreciate at all that eduke32.exe and mapster32.exe can't have different icons any more.

Reverted in r5253.
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User is offline   LeoD 

  • Duke4.net topic/3513

#5290

View PostNightFright, on 19 May 2015 - 11:33 AM, said:

For the time being, I am holding back the HRP release just because of this Polymer issue with the automap. Otherwise the release is absolutely ready, but since I don't want to include a snapshot which dates back to January/February or is recent but with obvious issues, I hope you folks understand that I prefer to wait patiently until the coder team found a solution for it.
Bump.
Any developer's news available?
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User is offline   TerminX 

  • el fundador

  #5291

View PostLeoD, on 05 June 2015 - 11:14 AM, said:

Bump.
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.
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User is offline   Jblade 

#5292

is there any reason why the latest Eduke32 plays the dethtoll music from megaton edition automatically instead of the track assigned in the CON file for the usermap slot? The music track is definitely there, but the megaton music is overriding what I've assigned it in the con files.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5293

I believe Eduke32 is hard-coded to look for DETHTOOL.MID for user maps. It also automatically replaces midi files with Megaton's oggs.
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User is offline   Jblade 

#5294

It wasn't a map in the usermap slot though, it was map 4 - the game shouldn't autoload stuff like that if it's not assigned in the con files.
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User is offline   Micky C 

  • Honored Donor

#5295

Could there be some kind of flag that simply disables loading any content from Megaton? The AMC TC has had all sorts of weird things happen when megaton assets have unknowingly been loaded, such as the track from Death Row replacing an ambient sound. While some effort has been put into fixing some of these issues manually, a blanket option should make it easier to control the situation and future-proof the AMC TC and other mods.
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User is offline   NY00123 

#5296

The DETHTOOL.MID thing is probably related to the following old limitation I reported at some point: http://forums.duke4....437#entry120437

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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5297

Lesson learned: Don't give your mod assets filenames that collide with the main game's music. If it's not Taking the Death Toll, don't name it dethtoll.mid.

dethtoll.mid being hardcoded is a long-standing problem on the to-do list, that will likely be augmented with def music "usermap" syntax like "intro"/"briefing"/"loading".
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5298

I believe it should be more appropriate to include a .def file with Eduke32 that lists files to be replaced, like grabbag.mid with grabbag.ogg. I don't see how it's a better option to have filenames hard-coded.
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User is offline   Jblade 

#5299

View PostHendricks266, on 09 June 2015 - 10:32 AM, said:

Lesson learned: Don't give your mod assets filenames that collide with the main game's music. If it's not Taking the Death Toll, don't name it dethtoll.mid.

This was never a problem until Megaton edition compatability, so please don't try and tell me about lessons thank you :)

I figured this out and fixed it ages ago on my end, it was only presenting a problem with the guys who had Megaton installed (I didn't and didn't know that Eduke32 autoloads Megaton content)

This post has been edited by Jblade: 09 June 2015 - 01:43 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5300

View PostFox, on 09 June 2015 - 01:07 PM, said:

I believe it should be more appropriate to include a .def file with Eduke32 that lists files to be replaced, like grabbag.mid with grabbag.ogg. I don't see how it's a better option to have filenames hard-coded.

Nothing is hardcoded beyond adding the Megaton paths. The automatic "does an OGG or FLAC exist of this MIDI/VOC?" kicks in from there.

View PostJblade, on 09 June 2015 - 01:41 PM, said:

This was never a problem until Megaton edition compatability, so please don't try and tell me about lessons thank you :)

Contrarily, naming something in an inaccurate fashion is poor practice in general.
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User is offline   Jblade 

#5301

There was nothing 'inaccurate' about the filenames, and it was never a problem until Megaton content started being autoloaded. It's your port so it's your choice to auto integrate the content, but I think that absolutely nothing should be loaded from Megaton at all by default. I don't bother keeping it installed because it intefers with Eduke regularly if I'm trying to play a TC or whatever.
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User is offline   Micky C 

  • Honored Donor

#5302

Can there be some description added to the wiki for openGL's new fogpal feature? http://wiki.eduke32.com/wiki/Fogpal
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User is offline   Daedolon 

  • Ancient Blood God

#5303

I was lazy but there you go.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5304

View PostMicky C, on 13 June 2015 - 04:05 PM, said:

Can there be some description added to the wiki for openGL's new fogpal feature? http://wiki.eduke32.com/wiki/Fogpal

http://wiki.eduke32....Language#fogpal

View PostDaedolon, on 14 June 2015 - 10:07 AM, said:

I was lazy but there you go.

:)

The standalone page should have a description of the member of the sector structure also named fogpal.
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User is offline   NightFright 

  • The Truth is in here

#5305

I see r5267 finally fixes the automap problem with Polymer. Thanks a lot, folks! ^^
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User is offline   Paul B 

#5306

I was wondering why Eduke32 runs so much faster in an XP operating system as oppose to Windows 7? I have a system which can dual boot between Windows 7 64 Bit and Windows XP. Hands down my FPS are so much better in XP at least 20 fps faster running Polymer. Does anyone have any suggestions as to why this might be? This also isn't something new, this has always been the case for as long as I remember which is why when I map I still map using XP. Is there a way to optimize Eduke32 for Windows 7 so it can run just as efficiently?

This post has been edited by Paul B: 16 June 2015 - 08:22 AM

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User is offline   Danukem 

  • Duke Plus Developer

#5307

It has been a few years since I was up-to-date on eduke32 capabilities, so I need to ask about sound. Do we have true volume control over sounds using CON commands yet? Back in the day there was not -- you could adjust the volume parameter in the sound definition, but all it did was adjust a distance offset on the sound. Pretty useless if the sound is being played from the player.

EDIT: Wouldn't it be pretty simple to add an optional volume parameter to the sound command? It could be added to the sound's volume parameter in the definition for that particular instance. And yes, I know that I could simulate the same thing by spawning a sprite that plays the sound a certain distance from the player.

This post has been edited by Trooper Dan: 30 June 2015 - 01:33 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5308

No. And it probably will only be added when there is a better sound system (i.e. the volume option in the menu is a distance hack).
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5309

The clipdist showing in the editor is interesting. I suggest it to only show in sprites with a cstat of 1.
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User is offline   Kyanos 

#5310

View PostPaul B, on 16 June 2015 - 08:21 AM, said:

I was wondering why Eduke32 runs so much faster in an XP operating system as oppose to Windows 7? I have a system which can dual boot between Windows 7 64 Bit and Windows XP. Hands down my FPS are so much better in XP at least 20 fps faster running Polymer. Does anyone have any suggestions as to why this might be? This also isn't something new, this has always been the case for as long as I remember which is why when I map I still map using XP. Is there a way to optimize Eduke32 for Windows 7 so it can run just as efficiently?


turn off aero
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