EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#710 Posted 14 July 2009 - 10:53 PM
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
#711 Posted 14 July 2009 - 11:55 PM
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.
#712 Posted 15 July 2009 - 12:28 AM
load E1L1
shoot with the freezer at the location that you see in the picture

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
#714 Posted 15 July 2009 - 01:38 AM
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
#715 Posted 15 July 2009 - 03:13 AM
#716 Posted 15 July 2009 - 04:16 AM
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
#717 Posted 15 July 2009 - 05:16 AM
This post has been edited by Tea Monster: 15 July 2009 - 05:38 AM
#718 Posted 15 July 2009 - 05:25 AM
I already use a simpler and smaller path to avoid crashes.
#719 Posted 15 July 2009 - 05:27 AM
#720 Posted 15 July 2009 - 05:41 AM
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
#721 Posted 15 July 2009 - 07:42 AM
#722 Posted 15 July 2009 - 07:45 AM
supergoofy, on Jul 15 2009, 06:41 AM, said:
I'll fix that, but would you please stop posting about Duke Plus bugs in the Polymer thread?
#723 Posted 15 July 2009 - 12:42 PM
Also, parallaxbias and parallaxscale. I understand that you have to use a height map, but is there a way to get a decent parallax effect while still using a normal map for the shaders? This tends to ruin the per pixel lighting on my textures. Also, it seems to ignore my specular maps when I use parallax effects.
#724 Posted 15 July 2009 - 10:38 PM
Sweet work plagman! cant wait to get my hands on that and start mod again.
i got some plans on a survivor horror themed game and now it seems Duke nukem 3D will be my choice after seeing this new renderer.
Thank you!
#725 Posted 16 July 2009 - 01:21 AM
gcc 4.4.0 broke many things
that's why I insisted to keep 4.3.3
KEEP AWAY FROM GCC 4.4.0
#726 Posted 16 July 2009 - 01:56 AM
This post has been edited by KillerBudgie: 16 July 2009 - 01:56 AM
#727 Posted 16 July 2009 - 02:03 AM
Yesterday I compiled r1461 with gcc 4.4.0 and though I didn't have any errors during source compilation, the compiled exe has some problems and give SIGSEGV crashes.
Today I compiled r1461 with gcc 4.3.3 and these problems are gone.
I'm asking sorry for troubling TX about these errors.
GCC 4.4.0 is not compatible with eduke32. And eduke32 is not the only program that has problems with gcc 4.4.0
That was the reason why I kept using gcc 4.3.3 for so long. Because gcc 4.3.3 is proven trustworthy and reliable.
This post has been edited by supergoofy: 16 July 2009 - 04:02 AM
#729 Posted 16 July 2009 - 11:02 AM
Edit: Now the switches don't light either, even though nothing changed. The lights still work in E1L1 though.
This post has been edited by Dr. Kylstein: 16 July 2009 - 12:07 PM
#730 Posted 16 July 2009 - 12:13 PM
#731 Posted 16 July 2009 - 12:16 PM
The Commander, on Jul 16 2009, 04:13 PM, said:
This is in r1461.
#733 Posted 16 July 2009 - 01:21 PM
#734 Posted 16 July 2009 - 02:59 PM
#735 Posted 16 July 2009 - 03:48 PM
supergoofy, on Jul 16 2009, 04:21 PM, said:
"4.3.1-ubuntu2" I've never had any problems with it before.
#737 Posted 17 July 2009 - 09:05 AM
#738 Posted 17 July 2009 - 09:54 AM
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.
#739 Posted 17 July 2009 - 10:18 AM
Muelsa, on Jul 17 2009, 10:54 AM, said:
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.
I think I remember Plagman saying that model offsets were done incorrectly in Polymost and he corrected them in Polymer. I'm not sure if that has anything to do with this though.

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