EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2611 Posted 02 January 2012 - 09:33 PM
http://pastebin.com/0nTD8V6D
EDIT: And just got this random crash
http://pastebin.com/z1yj5Yyy
This post has been edited by The Commander: 02 January 2012 - 09:41 PM
#2612 Posted 03 January 2012 - 03:59 AM
The Commander, on 02 January 2012 - 09:33 PM, said:
http://pastebin.com/0nTD8V6D
EDIT: And just got this random crash
http://pastebin.com/z1yj5Yyy
Thank god for that, for some reason I thought it was only my map that was effected, I didn't think to test any others
#2613 Posted 03 January 2012 - 12:06 PM
#2614 Posted 03 January 2012 - 02:58 PM
#2615 Posted 04 January 2012 - 08:33 AM
DeeperThought, on 03 January 2012 - 02:58 PM, said:
Testing my level, it has autosave spots.
I died during testing, so I released the autosave = crash.
So best we catch this bug early.
What I forgot to note was that it only seens to chrash when loading the game while you are already ingame/dead.
Not from the main menu on startup.
This post has been edited by The Commander: 04 January 2012 - 08:35 AM
#2616 Posted 04 January 2012 - 09:03 AM
The Commander, on 04 January 2012 - 08:33 AM, said:
I died during testing, so I released the autosave = crash.
So best we catch this bug early.
What I forgot to note was that it only seens to chrash when loading the game while you are already ingame/dead.
Not from the main menu on startup.
Now that you mention it, this sounds like the same crash I complained about when trying DanM's new levels, but I thought it had gone away when I updated my video driver. Perhaps it was just a coincidence that it did not crash again after that update.
#2617 Posted 05 January 2012 - 02:31 AM
#2618 Posted 05 January 2012 - 02:05 PM
#2619 Posted 05 January 2012 - 03:08 PM
Helixhorned, on 05 January 2012 - 02:05 PM, said:
Looks like you did some great detective work there. The adult TV tiles restoration bug has no doubt been there since the beginning. And the Polymer light problem...I know that I and other people have reported that before, but I guess you were the first one to do anything about it. Let's hope that the crashes clear up now.
#2620 Posted 06 January 2012 - 10:58 PM
#2621 Posted 07 January 2012 - 12:53 PM
#2622 Posted 08 January 2012 - 02:15 PM
When reloading a save game after dying the total amount of textures needed to be loaded doubles.
e.g. 1000 becomes 2000, next time it's loaded it's 3000 etc.
I am unsure what the number could go up to but I got it up to 10000 something before stopping.
It also only loads the original amount and not the total amount displayed.
#2623 Posted 08 January 2012 - 07:14 PM
Helixhorned, on 07 January 2012 - 12:53 PM, said:
Seems pretty solid to me from a performance and stability point of view. I still can't save my game though but other than that it's great. I've no idea why that may be either as I've tried it on two different hard drives. The only thing I can think of is perhaps it doesn't like non-admin accounts when it comes to saving.
#2624 Posted 09 January 2012 - 03:45 AM
The best way to see it yourself is in the AMC TC; if you load up the map DMEPION, pick James, cheat to get all weapons and switch to weapon 7 (The Steyr AUG) and then fire it you'll see the error. The Zoom, which is achieved by increasing the player sprite's size, is also broken and doesn't work when showview is used (I'm guessing it disables the FOV effect or something?)
EDIT: I forgot that showview doesn't work in polymer yet so that's a moot point heh heh. I just tried polymost and while the ugly glitch with rotscrnang doesn't happen, the zoom effect still doesn't work whilst showview is in effect.
This post has been edited by James: 09 January 2012 - 03:48 AM
#2625 Posted 09 January 2012 - 07:58 AM
#2626 Posted 09 January 2012 - 08:27 AM
James, on 09 January 2012 - 03:45 AM, said:
You should use the setaspect command for zoom. AFAIK it works in all renderers now.
#2627 Posted 09 January 2012 - 08:15 PM
#2628 Posted 14 January 2012 - 06:56 AM
EDIT: actually wait, I'm a bit confused. There already was a MOUSE4 in the menu, what did the new thing do?
This post has been edited by James: 14 January 2012 - 06:58 AM
#2629 Posted 14 January 2012 - 06:57 AM
If all you need is quick T-menu access to tiles from one given map, it's possible to group them semi-automatically once and assigning them a hotkey. Simply open that map, go into 3D mode, and for each of i) ceiling/floor ii) wall and iii) sprite, press V once, select all tiles (go to first tile, press SPACE, go to last tile, press Ctrl-SPACE) and group them with Ctrl-G.
#2630 Posted 14 January 2012 - 09:20 AM
Helixhorned, on 14 January 2012 - 06:57 AM, said:
If all you need is quick T-menu access to tiles from one given map, it's possible to group them semi-automatically once and assigning them a hotkey. Simply open that map, go into 3D mode, and for each of i) ceiling/floor ii) wall and iii) sprite, press V once, select all tiles (go to first tile, press SPACE, go to last tile, press Ctrl-SPACE) and group them with Ctrl-G.
Wow, that's totally new for me, and it's really helpful.
#2631 Posted 14 January 2012 - 01:44 PM
James, on 14 January 2012 - 06:56 AM, said:
I am wondering this too.
Also, when is a good time to break savegames? It should definitely occur before we release the next eduke32_current.
#2632 Posted 15 January 2012 - 05:09 AM
James, on 14 January 2012 - 06:56 AM, said:
Make it actually work; it was just a placeholder before.
A good time to break savegames would be when people slowed down playing recently released TCs, to not piss them off so much. Although I have to say James, saving which maps one has already beaten and making them available through a hub map is a great idea, maybe it's not that critical then.
#2633 Posted 15 January 2012 - 06:49 AM
Helixhorned, on 15 January 2012 - 05:09 AM, said:
A good time to break savegames would be when people slowed down playing recently released TCs, to not piss them off so much. Although I have to say James, saving which maps one has already beaten and making them available through a hub map is a great idea, maybe it's not that critical then.
it always worked for me though, I have it bound to quick-kick - of course maybe it was not working for other mouses and stuff
Yeah I realised that with frequent snapshot updates + the possibility of patches and content updates, having players be able to go back to maps they want to play was a good idea. Of course you can always type in the map's name but for players who don't like using the console or know much about it, it's nice to have an ingame 'non-cheat' method of doing it.
#2634 Posted 16 January 2012 - 12:26 PM
#2635 Posted 16 January 2012 - 01:50 PM
I have started to notice a rise in the posts of people saying that they can't play TROR maps due to the above version not being able to handle them.
In fact, shouldn't the above link really direct to http://dukeworld.duk...ke32_latest.zip and not http://dukeworld.duk...e32_current.zip
#2636 Posted 16 January 2012 - 02:14 PM
The Commander, on 16 January 2012 - 01:50 PM, said:
Every once in a while, a really nasty bug gets committed, so there is always that danger. On the other hand, if current.zip is not going to be updated on a regular basis, then it's probably better to link to the latest snapshot.
#2637 Posted 19 January 2012 - 04:34 AM
Plagman, on 16 January 2012 - 12:26 PM, said:
Ah yes... I misread the winlayer source, where mouse4 was already passed along; the change affects only the SDL one then.
#2638 Posted 19 January 2012 - 03:01 PM
#2639 Posted 19 January 2012 - 03:34 PM
While I'm pretty sure that the increasing doesn't break anything, I did the testing only by taking an AMC TC art file and offsetting the tiles into the new range. I didn't test voxels or models, so give me a call if there are problems.
Also, I see that you're using dynamictileremap in AMC TC. Is that because you were running out of tiles or does it have a higher meaning? I'm asking because I never got the fuss around that feature and IMO it's only causing problems.
... Further on the topic of weird features, would anyone shed a tear if adult lock was removed? That's also dozens of lines of dead code, if you ask me. (Not implying that I would remove dynamictileremap without hearing the arguments.)
#2640 Posted 19 January 2012 - 04:14 PM
There is a case to be made for the parental lock, like if you want to expose someone to the gameplay without the gore or sexual content attached. We should not remove features because they are "causing bloat" (which is a dubious reason at best for a project of this small size and the small footprint of the code in question) or similar reasons.
-------------------------------------------
Has anyone had success building EDuke32 with LTO=1 on MinGW32-GCC? I get these errors when linking the executable:
http://pastebin.com/7WbUqcNN
A quick grep of the source reveals that the problem symbols are used in inline asm code:
http://pastebin.com/90jjQC4D
This post has been edited by Hendricks266: 19 January 2012 - 04:14 PM