EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#679 Posted 12 July 2009 - 08:47 PM
This post has been edited by DanM: 12 July 2009 - 08:48 PM
#680 Posted 12 July 2009 - 10:26 PM
Fatal Signal caught: SIGSEGV. Bailing out.
13 318847168
3621: 1335 sizeat 1 1
3624: 1336 ifnotmoving 318847228
3626: 1336 ifcount 3 318847228
3629: 31337 {
3630: 1336 resetcount
3631: 1336 move 318838136 8
3634: 1336 ifrnd 64 318847224
3637: 1336 killit
3638: 31337 }
3639: 1338 enda
3640: 1342 randvar 422 2
3643: 1343 addvar 422 1
3646: 1344 setvar 428 0
3649: 1345 getactor 253 4 415
3653: 1346 cactor 2360
3655: 1347 getactor 253 15 407current actor: 775 (6318)
g_errorLineNum: 1338, g_tw: 4
Normal game without Duke Plus works ok.
So there is an incompatibility of Duke Plus and r1458 ?
This post has been edited by supergoofy: 12 July 2009 - 10:55 PM
#682 Posted 12 July 2009 - 11:03 PM
compiled r1459 with gcc 4.4.0. now dukeplus rocket launcher works ok. I also fired up all weapons and all working ok. I assume the problem is fixed.
Thank you TX
This post has been edited by supergoofy: 12 July 2009 - 11:20 PM
#683 Posted 12 July 2009 - 11:29 PM
cheers tx
This post has been edited by DanM: 12 July 2009 - 11:29 PM
#684 Posted 13 July 2009 - 03:28 AM
And no, I did not change anything for any of these displays or all the other ones that are messed up, and they were working fine in the last build I was using [r1451]. It also tends to flicker between random tiles in the places of the vars, only occasionally showing the proper var displays for brief moments at random.
This post has been edited by Lord Misfit: 13 July 2009 - 03:31 AM
#685 Posted 13 July 2009 - 03:57 AM
Maybe there are other problems with other mods/TCs.
For now I will use r1454. I compiled it with gcc 4.4.0 and I will test it later. The gcc 4.3.3 compiled binary of r1454 worked fine, thus I believe the gcc 4.4.0 compiled binary will also work fine.
This post has been edited by supergoofy: 13 July 2009 - 08:00 AM
#686 Posted 13 July 2009 - 08:34 AM
How can one change the radius of a light SE after it has started working? It used to be (for example, in the movie I posted at the start of this thread) that I could change the radius by changing the hitag of the SE. But that doesn't work any more. Once the SE is spawned with a certain hitag, it is locked in at that intensity regardless of its hitag. I thought maybe the radius value had been moved to temp_data, so I checked all the htg_t members 0-9, but it's not there. I also checked whether there is another sprite spawned by the SE that is the actual light, but nope. I tried changing the shade of the SE, but that didn't work either. So I'm at a loss. How does the SE know what intensity it is supposed to be and how can I change it on the fly?
Is the light getting baked onto the surfaces? If so, cool, but then it needs to detect whether something has changed and update, because lights need to be able to change intensity and move around and stuff.
EDIT: Plagman restored CON control to light SEs today!! Yeah!!
This post has been edited by DeeperThought: 13 July 2009 - 04:09 PM
#687 Posted 13 July 2009 - 01:27 PM
Nice work fellas. *Works on an awesome mod.*
*seriously does.*
#689 Posted 13 July 2009 - 07:02 PM
MusicallyInspired, on Jul 13 2009, 06:23 PM, said:
When I finish this weapon model and a few more textures. So it didn't happen yet.
#690 Posted 14 July 2009 - 01:32 AM
Again, did not change any of the displays, and my r1460 was not self-compiled [and given to me by another], so blame can't go to me for it's not working if it's somehow due to how it was compiled. :\
#692 Posted 14 July 2009 - 12:39 PM
#693 Posted 14 July 2009 - 12:45 PM
This post has been edited by supergoofy: 14 July 2009 - 12:45 PM
#694 Posted 14 July 2009 - 03:02 PM
// Frozen Beach Babe (3670)
model "vacation/sprites/ice/3670_beachbabe_ice.md3" {
scale 1.5 shade 0 flags 1
skin { surface 0 file "vacation/sprites/pickups/0059_glasses.png" }
skin { surface 1 file "vacation/sprites/ice/3670_beachbabe_ice.png" }
skin { pal 0 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice.png" }
skin { pal 10 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_10.png" }
skin { pal 11 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_11.png" }
skin { pal 12 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_12.png" }
skin { pal 13 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_13.png" }
skin { pal 14 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_14.png" }
skin { pal 15 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_15.png" }
skin { pal 16 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_16.png" }
skin { pal 18 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_12.png" }
skin { pal 21 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_21.png" }
skin { pal 22 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_11.png" }
skin { pal 23 surface 2 file "vacation/sprites/ice/3670_beachbabe_ice_23.png" }
frame { [b][color="blue"]pal 1[/color][/b] name "FRAME1" tile 3670 }
}As an alternative, "lastpal" be implemented alongside "pal" and "surface".
#695 Posted 14 July 2009 - 03:49 PM
This post has been edited by DeeperThought: 14 July 2009 - 03:55 PM
#696 Posted 14 July 2009 - 04:35 PM
Silly idea i know, but it's something i always wanted to see, so i was wondering if you were planning on doing this?
#697 Posted 14 July 2009 - 04:41 PM
This post has been edited by The Commander: 14 July 2009 - 04:41 PM
#698 Posted 14 July 2009 - 05:45 PM
#699 Posted 14 July 2009 - 06:53 PM
Not sure if its a glitch everyone else has but i have transparent squares around most sprites that turn other sprites see through when they are on top of each other.
#700 Posted 14 July 2009 - 07:10 PM
DanM, on Jul 14 2009, 07:53 PM, said:
I'm not using 1461 yet so I don't know about that.
DanM, on Jul 14 2009, 07:53 PM, said:
I have noticed that in Polymer from before 1461.
#701 Posted 14 July 2009 - 07:17 PM
#702 Posted 14 July 2009 - 08:42 PM
DanM, on Jul 14 2009, 08:17 PM, said:
Yeah, I seem to remember seeing that in Polymost, actually.
#703 Posted 14 July 2009 - 09:37 PM
and then a tinny enemy killed me

not only that but I started now a new game and I saw that it can fly (look at the center of the screenshot)

Something wrong with the shrinker....
Tinny aliens shooting and flying? Wtf?
The thing is that I like DukePlus more that way. It's funnier
This post has been edited by supergoofy: 14 July 2009 - 09:52 PM
#705 Posted 14 July 2009 - 09:57 PM
it doesn't happen with r1454. but when i shrink an enemy I cannot kill him unless I squash him with my foot.
also in r1454 when I used the freezer I got
Fatal Signal caught: SIGSEGV. Bailing out.
1670 318720444
53850: 31337 {
53851: 8271 state 318719528
53853: 8272 ifrnd 48 318720424
53856: 8273 spawn 2270
53858: 8274 debris 2408 12
53861: 8275 killit
53862: 31337 }
53863: 8277 else 318720460
53865: 8278 action 318720052
53867: 31337 }
53868: 8280 enda
53869: 8283 ifrnd 64 318720504
53872: 31337 {
53873: 8285 ifnosounds 318720500
53875: 8286 soundonce 336
53877: 31337 }
53878: 8288 else 318720548
53880: 8289 ifrnd 64 318720548
53883: 31337 {
53884: 8291 ifnosounds 318720544
53886: 8292 soundonce 337current actor: 162 (1062)
g_errorLineNum: 23911, g_tw: 124
It's probably a similar crash like the one that happened with r1461.
This post has been edited by supergoofy: 14 July 2009 - 10:07 PM
#706 Posted 14 July 2009 - 10:02 PM
EDIT: I think I see the problem now, testing with 1460. AFAIK it only affects medic troopers with the advanced AI option on. The additional AI for that type of trooper has a bug which will wrongly transition them out of their shrunk behavior and keep them shrunk. I didn't get any crashes.
This post has been edited by DeeperThought: 14 July 2009 - 10:06 PM
#707 Posted 14 July 2009 - 10:12 PM
clear the texture cache (delete the 2 files) and run dukeplus. use all the weapons at least once and then use shrinker on enemies. after 4-5 times of use, shoot with the freezer for 2-3 times. at least it happened to me. but the crash is rather random. it happens though specifically with freezer.
also using r1454 in E1L1 there are no medic aliens. played twice. are they randomly appeared?
Maybe all posts from 703 and newer should be moved to DukePlus topic, as it's not eduke32 fault, but it is rather a DukePlus bug ?
This post has been edited by supergoofy: 14 July 2009 - 11:02 PM

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