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

User is offline   The Commander 

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

#2611

I seem to get this a bit when loading a saved game, I assume it has something to do with Polymer.

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

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User is offline   Micky C 

  • Honored Donor

#2612

 The Commander, on 02 January 2012 - 09:33 PM, said:

I seem to get this a bit when loading a saved game, I assume it has something to do with Polymer.

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 Posted Image
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User is offline   Helixhorned 

  • EDuke32 Developer

#2613

I was able to produce a crash, although under somewhat different circumstances (loading a WGR2 savegame containing older CON code, and then starting a new game). It really looks like loading savegames containing old-version CON is the culprit here. I patched up a problem with that, but wouldn't trust the loading code to be correct for all other aspects in that situation. So, r2232 might fix your crashes too.
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User is online   Danukem 

  • Duke Plus Developer

#2614

Frankly, I don't understand why anyone working on wgr2 is loading saved games when we are changing the code and everything daily. :unsure:
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User is offline   The Commander 

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

#2615

 DeeperThought, on 03 January 2012 - 02:58 PM, said:

Frankly, I don't understand why anyone working on wgr2 is loading saved games when we are changing the code and everything daily. :unsure:

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

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User is online   Danukem 

  • Duke Plus Developer

#2616

 The Commander, on 04 January 2012 - 08:33 AM, 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.


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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2617

Crashlogs...cheers and a happy new year to the EDuke32 maintainers!
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User is offline   Helixhorned 

  • EDuke32 Developer

#2618

r2235 should fix the recent savegame-loading-related crashes reported here, and I'd wager those reported in some other places too. The cause was quite surprising, to say the least.
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User is online   Danukem 

  • Duke Plus Developer

#2619

 Helixhorned, on 05 January 2012 - 02:05 PM, said:

r2235 should fix the recent savegame-loading-related crashes reported here, and I'd wager those reported in some other places too. The cause was quite surprising, to say the least.


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.
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User is offline   Tetsuo 

#2620

Any ETA on compiling the latest for OS X Helix? Yeah I know I can compile my own but mine don't tend to come out as good as yours.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2621

Yeah it's about time... I wanted to get rid of all known crashes first, but anyway, see my sig.
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User is offline   The Commander 

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

#2622

Something I have just noticed about loading save games which may lead to a crash.
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.
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User is offline   Tetsuo 

#2623

 Helixhorned, on 07 January 2012 - 12:53 PM, said:

Yeah it's about time... I wanted to get rid of all known crashes first, but anyway, see my sig.

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.
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User is offline   Jblade 

#2624

Noticed an ugly visual error with using showview as a skybox and combining that with the player rotatescreen effect (the player member rotscrnang) It happens in 8bit mode but I haven't tried in polymost or polymer yet.

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.

Attached thumbnail(s)

  • Attached Image: glitch.jpg


This post has been edited by James: 09 January 2012 - 03:48 AM

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User is offline   Mblackwell 

  • Evil Overlord

#2625

Yeah showview does seem to shift the view forward slightly at least if you were using widescreen. I've noticed this in general. It was always subtle enough that I never bothered to mention it actually. You don't really notice unless you look at extreme vertical angles.
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User is online   Danukem 

  • Duke Plus Developer

#2626

 James, on 09 January 2012 - 03:45 AM, said:

The Zoom, which is achieved by increasing the player sprite's size


You should use the setaspect command for zoom. AFAIK it works in all renderers now.
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User is offline   Micky C 

  • Honored Donor

#2627

I remember a while ago there was talk of making it so that all the textures in another map could be accessed via the t menu like the other categories. Are there still any plans to do this? There have been many times when I've been trying to find a texture which I remember from a map, and after a futile search, I've found the only way to find it was to go to the level itself. So a feature like this would be a time saver. Although I'm mainly bringing it up out of concern for the AMC TC. There are like 15000 textures in there, and strolling through the tiles isn't as pleasant as you'd think, yet this feature would allow you to think "hmm, what was that rock texture I remember seeing in the third map" or something like that, and almost instantly be able to look at all the map's textures.
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User is offline   Jblade 

#2628

Just saw that helix added support for another mouse button now, thanks alot! :unsure:

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

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User is offline   Helixhorned 

  • EDuke32 Developer

#2629

@Micky:
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.
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User is offline   Mike Norvak 

  • Music Producer

#2630

View PostHelixhorned, on 14 January 2012 - 06:57 AM, said:

@Micky:
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.
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User is online   Hendricks266 

  • Weaponized Autism

  #2631

View PostJames, on 14 January 2012 - 06:56 AM, said:

EDIT: actually wait, I'm a bit confused. There already was a MOUSE4 in the menu, what did the new thing do?

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.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2632

View PostJames, on 14 January 2012 - 06:56 AM, said:

EDIT: actually wait, I'm a bit confused. There already was a MOUSE4 in the menu, what did the new thing do?

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.
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User is offline   Jblade 

#2633

View PostHelixhorned, on 15 January 2012 - 05:09 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.

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 :unsure:

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.
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User is offline   Plagman 

  • Former VP of Media Operations

#2634

I always had Mouse4 bound to quick kick and double-Mouse4 to steroids. Not sure why it wasn't working for you; was that with sdlayer or winlayer?
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User is offline   The Commander 

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

#2635

We really need a new "eduke32_current.zip" to replace the download link on eduke32.com
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
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User is online   Danukem 

  • Duke Plus Developer

#2636

View PostThe Commander, on 16 January 2012 - 01:50 PM, said:

In fact, shouldn't the above link really direct to http://dukeworld.duk...ke32_latest.zip and not http://dukeworld.duk...e32_current.zip


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.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2637

View PostPlagman, on 16 January 2012 - 12:26 PM, said:

I always had Mouse4 bound to quick kick and double-Mouse4 to steroids. Not sure why it wasn't working for you; was that with sdlayer or winlayer?

Ah yes... I misread the winlayer source, where mouse4 was already passed along; the change affects only the SDL one then.
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User is offline   Jblade 

#2638

Just saw the new snapshot with the doubled max tile amount! helix you are a living legend, thanks so much for this! :unsure:
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User is offline   Helixhorned 

  • EDuke32 Developer

#2639

Hehe, you're welcome!

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.)
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User is online   Hendricks266 

  • Weaponized Autism

  #2640

Dynamicremap is very useful if you want to organize your art in ways other than the seemingly arbitrary tile numbers scattered throughout the range that have hardcoded uses. For example, the title screen is 2493 while the loading screen is 3281. Don't remove it.

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

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