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

User is offline   Jblade 

#5780

Quick question, what does:
Internal compiler error at 737782 (0x00000000000b41f6)
Internal compiler error at 737721 (0x00000000000b41b9)

mean in the eduke32.log? My code compiles fine and there's nothing wrong in game, but still.
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User is offline   gaula92 

#5781

View Postenderandrew, on 26 October 2017 - 05:42 PM, said:

Wouldn't a software renderer not only put the main game logic on the CPU, but also all the renderering?

And the Pi isn't a particularly strong CPU to begin with.



That's not the case, since the CPU usage is not constant. Sometimes it's ~30% and others it's 100% of several cores. Something is going on.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5782

View PostJblade, on 27 October 2017 - 12:52 AM, said:

Quick question, what does:
Internal compiler error at 737782 (0x00000000000b41f6)
Internal compiler error at 737721 (0x00000000000b41b9)

mean in the eduke32.log? My code compiles fine and there's nothing wrong in game, but still.

Is there any way to reproduce this?
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User is offline   Jblade 

#5783

No idea, I wish I made more information on when it started appearing but it just appears in the log file all the time:
EDuke32 r6488
Built Oct 16 2017 14:22:05, GCC 7.2.0, 64-bit 
Using E:/AMC_TC/ for game data
Running on Windows 10 (build 10.0.10586)
Initializing SDL 2.0.6
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Using file "AMCTC.grp" as game data.
Compiling: GAME.CON (531136 bytes)
Including: USER.CON (0 bytes)
Including: DEFS.CON (0 bytes)
Including: CODE/AMCVARS.CON (52362 bytes)
Including: CODE/AMCDEFS.CON (188636 bytes)
Including: CODE/AMCUSER.CON (274990 bytes)
Including: CODE/AMC_EPS.CON (21378 bytes)
Including: AMC_Settings.txt (3076 bytes)
Including: CODE/AMC_SUBTITLES.CON (296628 bytes)
Including: CODE/getzrange.con (1494 bytes)
Including: CODE/PSTATS.CON (824405 bytes)
Including: CODE/EBIKE.CON (20593 bytes)
Including: CODE/AMCEXTRA.CON (567825 bytes)
Including: CODE/AMCSTEPS.CON (42565 bytes)
Including: CODE/AMCWEPS.CON (911133 bytes)
Including: CODE/AMCENEMY.CON (645978 bytes)
Including: CODE/AMC_COM.CON (260782 bytes)
Including: CODE/AMCCOMP.CON (1076743 bytes)
Including: CODE/AMCSCENE.CON (83883 bytes)
Including: CODE/AMCALLY.CON (183680 bytes)
Including: CODE/AMCDISP.CON (220051 bytes)
Including: CODE/AMCITEMS.CON (221097 bytes)
Including: CODE/AMC_OBJECTS.CON (63137 bytes)
Including: CODE/AMCINPUT.CON (128127 bytes)
Including: CODE/LENSFLARE.CON (6509 bytes)
Including: CODE/AMC_ZAX.CON (284626 bytes)
Including: CODE/AMC_MIKKO.CON (14414 bytes)
Internal compiler error at 738359 (0x00000000000b4437)
Internal compiler error at 738298 (0x00000000000b43fa)
Script compiled in 412ms, 7670576 bytes
AMC TC v2.0 Alpha
Initialized 512.0M cache
Loading "duke3d.def"
........
Definitions file "duke3d.def" loaded in 449 ms.
RTS file "DUKE.RTS" was not found
Initializing OSD...
Switching keyboard layout from 00000809 to 00000409
0 joystick(s) found
Loading clip map: _clipshape0.map
Loaded clip map.
Executing "settings.cfg"
Setting video mode 1920x1080 (8-bpp windowed)
Refresh rate: 60Hz
Trying SDL_Renderer "direct3d"
Initializing music...
Initializing sound... 256 voices, 2 channels, 16-bit 48000 Hz
 
Wrote eduke32.cfg
Wrote settings.cfg
Switching keyboard layout from 00000409 to 00000809

I haven't seen any issues or had any crashes happen, the game runs fine otherwise it just shows this message in the log file.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5784

If it reliably happens at that point in loading, I can set a breakpoint at the place the message comes from and look around.
1

User is offline   TerminX 

  • el fundador

  #5785

You use SVN for AMC TC, right? Maybe you could bisect when the issue started occurring by using previous revisions, like we do with EDuke32.
1

User is offline   Jblade 

#5786

I'll see what I can do, if I find something I'll let you guys know.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5787

				else ifrnd 32 
					{
					ifvare ally_subtitles 0
						{
						state SOLDIER_NAMES
						qputs 7501 ^1%s: ^0We've got sierra tangos here.
						qsprintf 7501 7501 573
						setvar ally_subtitles 60
						}					
					sound EDFS_PARA_2
					}


			else ifrnd 8 
				{
				ifvare ally_subtitles 0
					{
					state SOLDIER_NAMES
					qputs 7501 ^1%s: ^0Enemies incoming.
					qsprintf 7501 7501 573
					setvar ally_subtitles 45
					}				
				sound EDFS_INCOMING_2
				}


The calls to state SOLDIER_NAMES specifically in these two places are what is causing the message. I'm not yet sure why.
1

User is offline   Jblade 

#5788

That's quite strange indeed...that bit doesn't seem especially problematic coding wise (not compared to other stuff I've done anyway)
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User is offline   Jblade 

#5789

I saw a whole bunch of new stuff in the synthesis recently which looks pretty useful - one quick question, what's actorsound do?

Also, what's the correct way to hide/remove the default ingame huds? Since times of old I've just locked the screensize to the largest one possible but I'd rather not lock it anymore especially with the new events and stuff.

This post has been edited by Jblade: 02 December 2017 - 12:17 AM

1

User is offline   Mblackwell 

  • Evil Overlord

#5790

View PostJblade, on 02 December 2017 - 12:11 AM, said:

I saw a whole bunch of new stuff in the synthesis recently which looks pretty useful - one quick question, what's actorsound do?

Also, what's the correct way to hide/remove the default ingame huds? Since times of old I've just locked the screensize to the largest one possible but I'd rather not lock it anymore especially with the new events and stuff.


http://wiki.eduke32....ENT_DISPLAYSBAR
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User is offline   Jblade 

#5791

that's simple enough, cheers!
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User is online   0815Jack 

#5792

Hi,

i have updated my installation to the latest synthesis build and noticed some changes in the polymer renderer regarding shadows and shading in general. I really like the new features, but is this still work in progress? In many areas of the levels the shadows fit perfectly, but in lot of cases it's too dark (my personal opinion). And it does help using the night vision goggles, cause the shader seems somehow to overlay it.
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#5793

Happy new year, folks!

I just downloaded the latest eduke build, I noticed for some reason the vacation.grp wasn't listed on the startup thing along with duke3d.grp etc. Is it supposed to be this way?
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#5794

View Postdarkprince227, on 02 January 2018 - 02:14 AM, said:

Happy new year, folks!

I just downloaded the latest eduke build, I noticed for some reason the vacation.grp wasn't listed on the startup thing along with duke3d.grp etc. Is it supposed to be this way?

That doesn't sound like a Polymer/rendering bug so this probably isn't the right thread to discuss that. But I downloaded the latest Synthesis build as well from 12/29 and I can't replicate the behavior. Everything looks good on my end.

Posted Image
0

#5795

View Postenderandrew, on 04 January 2018 - 10:50 AM, said:

That doesn't sound like a Polymer/rendering bug so this probably isn't the right thread to discuss that. But I downloaded the latest Synthesis build as well from 12/29 and I can't replicate the behavior. Everything looks good on my end.

Posted Image


You're right, it wasn't an eduke problem ;) the vacation.grp I was using seemed to be broken, so I made a fresh one and bada-bing. We're in progress :D
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User is offline   Jblade 

#5796

I just discovered a strange issue involving SIDEBOLT1 - as of snapshot 6248, they appear broken ingame (visually they seem to shrink to half size on the x dimension)

link to snapshot they stopped working properly:
http://dukeworld.duk.../20170623-6248/

link to last snapshot they did work in:
http://dukeworld.duk.../20170622-6242/
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User is offline   Hendricks266 

  • Weaponized Autism

  #5797

View Postdarkprince227, on 04 January 2018 - 12:45 PM, said:

You're right, it wasn't an eduke problem :) the vacation.grp I was using seemed to be broken, so I made a fresh one and bada-bing. We're in progress :dukecigar:

You shouldn't need to make a vacation.grp yourself. EDuke32 will accept VACA15.SSI as taken directly from the original CD release, as well as VACATION.GRP as found in Megaton and the Anthology / Kill-A-Ton 2015 entry on Steam.

View PostJblade, on 04 January 2018 - 02:25 PM, said:

I just discovered a strange issue involving SIDEBOLT1 - as of snapshot 6248, they appear broken ingame (visually they seem to shrink to half size on the x dimension)

Fixed in r6605.
2

User is offline   Jblade 

#5798

Thanks - much appreciated.

Is there an ability to rename main menu commands yet btw? Specifically, I'm looking to replace the Help menu with something like 'Go to HQ' which'll load one of the AMC base maps up. I'm pretty sure I can already do the loading base thing, it's just the string name I need to change. I'm seeing all sorts of interesting stuff in the synthesis (including the ability to flat out remove it and credits* from the menu) but I'm not sure if what I'm asking is possible yet.

EDIT: Also, I'm not sure this is actually a bug but ambient sounds with a hitag over 32767 don't play anymore; was it always the case that sounds shouldn't of worked over that hitag value, or is it indeed a bug? I'll look into tracking down the snapshot if you think it's not intended behaviour.

This post has been edited by Jblade: 29 January 2018 - 01:32 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5799

View PostJblade, on 29 January 2018 - 01:29 AM, said:

Is there an ability to rename main menu commands yet btw?

No, and this is not on my roadmap.

View PostJblade, on 29 January 2018 - 01:29 AM, said:

EDIT: Also, I'm not sure this is actually a bug but ambient sounds with a hitag over 32767 don't play anymore; was it always the case that sounds shouldn't of worked over that hitag value, or is it indeed a bug? I'll look into tracking down the snapshot if you think it's not intended behaviour.

It has to be r6581. It may indeed be the case that those sounds did not work in the original game. However if there are no side effects I would be willing to re-allow them.
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User is offline   Jblade 

#5800

So I take it that it's not a trivial thing to implement then? That's fair enough, I can disable it for now and when/if the time comes I can add that ability into the menu, cheers.

Quote

It has to be r6581. It may indeed be the case that those sounds did not work in the original game. However if there are no side effects I would be willing to re-allow them.

They worked fine and I didn't see any side effects but that's not to say there might not of been some issues around regardless. I can add some con code that will automatically set the volume back down to the max if it's higher, it's no big deal.
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User is offline   Jblade 

#5801

About the autosave feature btw, Dan brought up a good point in the Hectic Realm thread that at the moment it just keeps piling up and piling up saves. Would it be possible for you to restrict this to a set of like 4 or something, similar to GZdoom?
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User is offline   Hendricks266 

  • Weaponized Autism

  #5802

View PostJblade, on 29 January 2018 - 04:25 AM, said:

They worked fine and I didn't see any side effects but that's not to say there might not of been some issues around regardless. I can add some con code that will automatically set the volume back down to the max if it's higher, it's no big deal.

They should be fixed now. Please let me know if you find any other behaviors broken when hitags and lotags are > 32767 (aka < 0).

View PostJblade, on 04 February 2018 - 10:45 AM, said:

About the autosave feature btw, Dan brought up a good point in the Hectic Realm thread that at the moment it just keeps piling up and piling up saves. Would it be possible for you to restrict this to a set of like 4 or something, similar to GZdoom?

The autosaves only "fork" a new file when 1) you use the Save Game menu or F2 (as opposed to F6 quicksaving) to make a new manual save and then the `save` or `savenn` CON commands run, or 2) the `save` or `savenn` CON commands run with a different index than when you previously ran it.

I would recommend fixing your ID numbers.
1

User is offline   Jblade 

#5803

Ah cool - I did alternate autosaves since IIRC there was a issue where it would autosave again as soon as you loaded the game and I got told that it was intended behaviour or something like that, it's been a few years since I asked about it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5804

Try that again, there have been some more changes in this area in the past year. The re-save on load may no longer happen.
1

User is online   Danukem 

  • Duke Plus Developer

#5805

There are two different HUDs which share screen_size == 4

There's the regular one which shows ammo count as a number, and then one notch "above" that there is the special EDuke32 one which show an ammo icon on the right side, etc., and it is still considered size 4 (there is also size 0 with no HUD at all).

My questions is, is it possible in CON to detect which of those two size 4 HUDs is being used? So far I have not found a way. In case it wasn't obvious, I want my display code to do different things depending on the HUD.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5806

Try ud.althud.
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User is online   Danukem 

  • Duke Plus Developer

#5807

View PostHendricks266, on 14 February 2018 - 10:58 AM, said:

Try ud.althud.


Ah. I saw that struct and I thought it meant that it would be set when the user has the alt hud as one of the huds that gets cycled through, I didn't realize it was only set when the hud was actually being displayed.

EDIT: If you look at the wiki entry, it clearly says that setting it to 0 disables that hud. Anyway I will go test this now.

This post has been edited by Trooper Dan: 14 February 2018 - 11:05 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5808

Recently I changed it so that the alt hud is displayed when you use the + and - keys. It used to be a second option in the menu, which is more-or-less what the Wiki is referring to.
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User is online   Danukem 

  • Duke Plus Developer

#5809

View PostFox, on 15 February 2018 - 09:10 AM, said:

Recently I changed it so that the alt hud is displayed when you use the + and - keys. It used to be a second option in the menu, which is more-or-less what the Wiki is referring to.


That makes sense. I updated it just now.
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