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

User is offline   supergoofy 

#691

I also tested r1460 and still has problems with Naferia mod ;)
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User is offline   TerminX 

  • el fundador

  #692

Something really strange is going on with the new versions of the quote commands. I'll fix it when I have time (soon!) The commands work fine in all of my test cases but fail in NR for some reason... I'm sure it'll be worked out sometime today or tomorrow though. Anyway, try and remember not to let bug reports on a blatantly unfinished product turn into actual complaining. ;)
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User is offline   supergoofy 

#693

No complains here. We just report bugs thus when the time comes for the new official snapshot, eduke32 will have less bugs. ;)

This post has been edited by supergoofy: 14 July 2009 - 12:45 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #694

TerminX, I have a request. Could you make a new structure member that stores the previous palette an actor had? The game already uses something similar for the getlastpal command. As an extension, could you make it so that when a model has a "pal" token in a frame block, it uses this new structure member for the "pal" in a skin block. Example:

// 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".
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User is offline   Danukem 

  • Duke Plus Developer

#695

nevermind delete

This post has been edited by DeeperThought: 14 July 2009 - 03:55 PM

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#696

I just had a thought, you know the Save Game screen? (Silly question, you will know it ;) ) is there any plans to make the screenshot for saved games be a screenshot from polymer instead of old 8-Bit?

Silly idea i know, but it's something i always wanted to see, so i was wondering if you were planning on doing this?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#697

I don't think it's a silly idea as some mods use high res tiles etc without 8bit counter parts so the screen shot preview looks black or has black boxes in them. (Though it might bump the file size up a little of the save games)

This post has been edited by The Commander: 14 July 2009 - 04:41 PM

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User is offline   TerminX 

  • el fundador

  #698

1461 fixes the qsprintf issue, and maybe adds a few new problems for you guinea pigs to discover.
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User is offline   Stabs 

#699

r1461 : Normal game runs fine but when dukeplus is added it gets to the start nuke symbol & crashes, tried it from several different fresh installs.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#700

 DanM, on Jul 14 2009, 07:53 PM, said:

r1461 : Normal game runs fine but when dukeplus is added it gets to the start nuke symbol & crashes, tried it from several different fresh installs.


I'm not using 1461 yet so I don't know about that.

 DanM, on Jul 14 2009, 07:53 PM, said:

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.


I have noticed that in Polymer from before 1461.
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User is offline   Stabs 

#701

thought i'd mention that sprite bug, hasnt really been mentioned before
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User is offline   BlackDays 

#702

 DanM, on Jul 14 2009, 08:17 PM, said:

thought i'd mention that sprite bug, hasnt really been mentioned before


Yeah, I seem to remember seeing that in Polymost, actually.
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User is offline   supergoofy 

#703

with r1461 dukeplus crashed once (the crash happened when I first shrunk the enemy and then shoot with freezer)

and then a tinny enemy killed me

Posted Image

;) ;)


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

Posted Image


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

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User is offline   Danukem 

  • Duke Plus Developer

#704

And none of this happens with earlier builds, right?
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User is offline   supergoofy 

#705

I will test with r1454 or older

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

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User is offline   Danukem 

  • Duke Plus Developer

#706

I'll check it with 1460 (don't know why you would go back so far) but it really looks to me like a CON code problem. I'll bet there's some loophole with the new AI that allows them to resume normal behavior when shrunk. There was something like this a few months ago that I thought I had fixed...maybe I fixed one way it could happen but I missed another.

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

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User is offline   supergoofy 

#707

I use hrp v4.0 + 4.2 beta update
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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User is offline   Danukem 

  • Duke Plus Developer

#708

I uploaded cons that fix (what I hope is the only cause of) the flying shrunk medic trooper bug. Yes, they randomly replace regular troopers but it's very rare to not see a few in E1L1 if you have advanced AI on. They are the ones with the blue backpacks.
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User is offline   supergoofy 

#709

eduke32 r1461 + new dukeplus fix + hrp 4.0 + 4.2 beta update

I haven't encountered yet a medik alien


again crash with the freezer:


Fatal Signal caught: SIGSEGV. Bailing out.
1670 319048160
53859: 31337 {
53860: 8272 state 319047244
53862: 8273 ifrnd 48 319048140
53865: 8274 spawn 2270
53867: 8275 debris 2408 12
53870: 8276 killit
53871: 31337 }
53872: 8278 else 319048176
53874: 8279 action 319047768
53876: 31337 }
53877: 8281 enda
53878: 8284 ifrnd 64 319048220
53881: 31337 {
53882: 8286 ifnosounds 319048216
53884: 8287 soundonce 336
53886: 31337 }
53887: 8289 else 319048264
53889: 8290 ifrnd 64 319048264
53892: 31337 {
53893: 8292 ifnosounds 319048260
53895: 8293 soundonce 337current actor: 162 (1062)
g_errorLineNum: 23912, g_tw: 124



shoot with the freezer several times, after you used all weapons and specially shrinker. I don't know if this is an eduke32 bug or dukeplus bug.

This post has been edited by supergoofy: 14 July 2009 - 10:48 PM

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User is offline   supergoofy 

#710

Another crash in r1467 and dukeplus 2.03 + new dpcons fix


WARNING: SE23 i<0!
Fatal Signal caught: SIGSEGV. Bailing out.
1670 319048160
53859: 31337 {
53860: 8272 state 319047244
53862: 8273 ifrnd 48 319048140
53865: 8274 spawn 2270
53867: 8275 debris 2408 12
53870: 8276 killit
53871: 31337 }
53872: 8278 else 319048176
53874: 8279 action 319047768
53876: 31337 }
53877: 8281 enda
53878: 8284 ifrnd 64 319048220
53881: 31337 {
53882: 8286 ifnosounds 319048216
53884: 8287 soundonce 336
53886: 31337 }
53887: 8289 else 319048264
53889: 8290 ifrnd 64 319048264
53892: 31337 {
53893: 8292 ifnosounds 319048260
53895: 8293 soundonce 337current actor: 162 (1062)
g_errorLineNum: 23912, g_tw: 124



I used shrinker and shoot few times and then freezer and shoot few times, then boom SIGSEGV

This post has been edited by supergoofy: 14 July 2009 - 11:32 PM

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User is offline   Stabs 

#711

hmm got in and tried it dp203 unfixed cons

i fired of hundreads of shrinker and freezer shots without a crash, shrunk that blue medic and froze him a number of times, but no crash, the shrink problem was there but it caused no crash

the only problem i had was with starting eduke32 with dp, but deleting the cache files fixed that.
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User is offline   supergoofy 

#712

the crash is only related to the use of freezer


load E1L1

shoot with the freezer at the location that you see in the picture

Posted Image


SIGSEGV crash


btw, the new dpcons fixed the bug with shrinking the mediks aliens

This post has been edited by supergoofy: 15 July 2009 - 12:52 AM

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User is offline   Stabs 

#713

tried that too, i cannot seem to replicate this crash
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User is offline   supergoofy 

#714

I found what is the problem:

First it's eduke32 fault

I run the game using long path and including in the patch the "." , "-" , "_" characters

that's why it crashed.

When I changed name to the folders (I used short names). it worked fine.

this is an on-disk textured cache bug that appears when you have long path and/or characters like "." , "-" , "_" (I'm not sure if one of the characters is triggering the bug or it is only triggered by the long path). like I had

it is strange though that happens with the freezer.

either way now with shorter path all work ok:
C:\Games\Duke.Nukem.3D\High.Resolution\

This post has been edited by supergoofy: 15 July 2009 - 02:54 AM

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User is offline   TerminX 

  • el fundador

  #715

Well, post the directory names as well as the command lines you were using and I'll take a look into it. It must be related to the long directory names (how long are we talking here?) and not the characters, because I just tried Duke with some of the most hilariously badly named directories I've ever seen in terms of the characters you mentioned and it was fine.
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User is offline   supergoofy 

#716

The crash happens when:

all files and folders are inside the folder:

C:\Games\Duke.Nukem.3D.Atomic.Edition.with.High.Resolution.Pack-[Test_15. 07.2009]\dn3d_hrp-07-07-2009\


In autoload folder I have:
duke3d_hrp.zip
hrp_update.zip
maphacks.zip
xxx_lite.zip

DUKEPLUS_RESOURCES.zip is unpacked. Thus I have the folder DukePlus\DUKEPLUS_RESOURCES\

I play with:
eduke32 -geduke32_mus.zip -jDukePlus -hdukeplus.def -xeduke.con


Because I don't use the -game_dir command, that's why I have unpacked DUKEPLUS_RESOURCES.zip

This post has been edited by supergoofy: 15 July 2009 - 04:18 AM

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User is offline   Tea Monster 

  • Polymancer

#717

Did you try simplifying the name? Specifically, remove any instances of "-" out of the name of the files or folders. "_" should be fine and "." but remove the hyphen from "Pack-[Test..." as it may be thinking that the hyphen is a command line switch.

This post has been edited by Tea Monster: 15 July 2009 - 05:38 AM

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User is offline   supergoofy 

#718

This was a path example for TX so that he can find the error.

I already use a simpler and smaller path to avoid crashes. ;)
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User is offline   Master Fibbles 

  • I have the power!

#719

Enemies fly when shrunk. That isn't new and it isn't a bug as far as I know. I remember the Octobrain flying around after you shrunk it. I am also pretty sure they still shot too, but I'd have to go play the game again.
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User is offline   supergoofy 

#720

the bug was that they stayed shrunk and shot at you, fly etc. etc.. and they stayed shrunk forever.

the thing is that in original game when you shrunk them they cannot harm you. but you can kill them any way you want, e.g. shoot a rocket at the tinny/shrunk alien and he will die/vanish ;)

in dukeplus there is a bug when advanced ai is on. when you shrunk them you can only kill them by squashing them with the foot. e.g. if you shot a rocket at a shrunk enemy, he is invulnerable and don't die. they only way is by squashing them with the foot.

This post has been edited by supergoofy: 15 July 2009 - 05:43 AM

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