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

User is offline   Sanek 

#5671

View PostJblade, on 13 July 2017 - 06:37 AM, said:

We're up to tiles092

That's why I've never made the AMC TC map, even if I wanted to. There's so much stuff you don't know what to choose! :P
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User is offline   TerminX 

  • el fundador

  #5672

View PostJblade, on 13 July 2017 - 06:37 AM, said:

We're up to tiles092; the only limit we're not nearly hitting is the voxel limit essentially.

OK, you're still under the limit of what I've decided to lower it to.
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User is offline   Jblade 

#5673

Also I'm not sure what the changes to CON arrays were but a lot of them aren't working properly after rev 6343; before that they work fine, after I get this spammed to the console:

ifvare: invalid array index SPECIALIST_EQUIPMENT[77]

and so on and so on; I'm not doing anything exotic with the array and its size is defined as 128 in the con files.

The code line is simply:

ifvare SPECIALIST_EQUIPMENT[77] 2

so I'm not sure if reading directly from the array like that is the problem or what but I'll see if I can find more information.

This post has been edited by Jblade: 14 July 2017 - 03:58 AM

1

#5674

View PostHendricks266, on 11 July 2017 - 04:12 PM, said:

We need to make it dynamic, starting at the DOS MAXTILES (6144) and reallocating up to the current MAXTILES gradually. That's the real solution. Same with voxels. Same with everything really, just up to the point where it breaks Ken's hacks of stuffing multiple return values into one 32-bit integer.

Instead of making some complicated system, just expose a magic number somewhere that mods can edit.

This post has been edited by icecoldduke: 14 July 2017 - 07:25 AM

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User is offline   Mark 

#5675

Is lowering Maxtiles something to make programming easier down the road or is there some performance/load times gained in lowering too.
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User is offline   Mblackwell 

  • Evil Overlord

#5676

Yes.
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User is offline   Mark 

#5677

wise guy
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User is offline   Hendricks266 

  • Weaponized Autism

  #5678

View Posticecoldduke, on 14 July 2017 - 07:24 AM, said:

Instead of making some complicated system, just expose a magic number somewhere that mods can edit.

You don't know what you're talking about.
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#5679

View PostHendricks266, on 14 July 2017 - 08:08 AM, said:

You don't know what you're talking about.

Can you elaborate?
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User is offline   Hendricks266 

  • Weaponized Autism

  #5680

Automatically determining the proper value would be trivial, and it will always be both not too large and not too small.
1

#5681

View PostHendricks266, on 14 July 2017 - 08:15 AM, said:

Automatically determining the proper value would be trivial, and it will always be both not too large and not too small.

I just think its over complicating the problem at hand. Let mods figure out how many tiles they need and move on. You don't have to make everything automatic :P. That's just my opinion.

This post has been edited by icecoldduke: 14 July 2017 - 08:17 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5682

View Posticecoldduke, on 14 July 2017 - 08:16 AM, said:

I just think its over complicating the problem at hand. Let mods figure out how many tiles they need and move on. You don't have to make everything automatic :P. That's just my opinion.

Users can and will get it wrong. Besides, there is always the matter of retrofitting.

My idea is a trivial solution to a trivial problem. Your idea is taking a cop-out when one is not even called for. I don't know what more to say.
1

User is offline   Mblackwell 

  • Evil Overlord

#5683

While the dynamic solution may be a bit more work up front it also means that it will always be exactly correct in every mod.
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#5684

View PostMblackwell, on 14 July 2017 - 05:06 PM, said:

While the dynamic solution may be a bit more work up front it also means that it will always be exactly correct in every mod.

I guess I don't see the benefit of going down this route vs just creating a hard limit that modders can change. It seems like a decent amount of work, with little benefit :P.

This post has been edited by icecoldduke: 14 July 2017 - 05:39 PM

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User is offline   Micky C 

  • Honored Donor

#5685

View PostTerminX, on 13 July 2017 - 12:13 PM, said:

OK, you're still under the limit of what I've decided to lower it to.


What is the new limit?
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User is offline   TerminX 

  • el fundador

  #5686

View PostJblade, on 14 July 2017 - 03:57 AM, said:

Also I'm not sure what the changes to CON arrays were but a lot of them aren't working properly after rev 6343; before that they work fine, after I get this spammed to the console:

ifvare: invalid array index SPECIALIST_EQUIPMENT[77]

and so on and so on; I'm not doing anything exotic with the array and its size is defined as 128 in the con files.

The code line is simply:

ifvare SPECIALIST_EQUIPMENT[77] 2

so I'm not sure if reading directly from the array like that is the problem or what but I'll see if I can find more information.

Would you mind putting together a simple test CON that exhibits this problem? The array features are working properly here and I was unable to reproduce it by adding a similar line to one of the projects I'm working on.

View PostMicky C, on 14 July 2017 - 06:22 PM, said:

What is the new limit?

24576.
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User is offline   Jblade 

#5687

We're gonna have to wait till Hendricks adds that dynamic allocation system or whichever in that case, since that's not gonna be anywhere near enough to support 2 more episodes after this one. I won't argue it since I understand you're focusing on Ion Maiden development which is a bigger priority.

I'll see if I can isolate this problem or find a better example.
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User is offline   Jblade 

#5688

I just did a quick test with getarraysize and it's reporting that the array size is 64 when I know it's bigger than that; it's using 81 so far and the defined size for the array is 128. This is an array that I save to disk and read from it as well, so is it possible that the issue is located there? I'm still looking into it and seeing what I can find.
1

User is offline   Jblade 

#5689

Just tested the new snapshot, unfortunately the bug is still present - I've put together a little example CON code that just reads the array file, is there a preferred place you want me to host it or do you want me to e-mail it to you? From the looks of it, something is setting the array size to 64 no matter what it's being set to. Even resizearray doesn't seem to fix this.

This post has been edited by Jblade: 19 July 2017 - 07:28 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5690

You can up it to the AMC TC svn.
1

User is offline   Jblade 

#5691

Alrighty, done - you can find it as array bug.zip
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5692

I haven't looked at it yet, but TX has kept trying to push fixes. Does r6372 help?
0

User is offline   Jblade 

#5693

Unfortunately not - I just tested it in the example zip I provided and it's still producing the message.
0

User is offline   Chip 

#5694

I seem to be getting an almost consistent crash with my own personal mod at a particular point in the same map. The problem is the error reported in Eduke32.txt doesn't suggest it's a CON file error but the problem started occurring when I moved to Windows 10. However, at the same time I had made CON changes but still was using the same snapshot so I'm unsure what's exactly going on. I have coded something so badly that the game can't detect it being a CON error? Is Windows 10 not liking something? Has the error always been here but Windows 7 just ignored it?

Anyway, the error is just 2 lines and is only reported when running Polymer. If I run Polymost then it doesn't catch anything (in fact it even cuts out half way through writing the txt file when running Polymost and you can see the last line written is incomplete)

Here's what Polymer records:

current actor: 1103 (1250)
g_errorLineNum: 2027, g_tw: 124


Is this a CON error? Is the number 1250 the picnum of actor 1103? (Which would make it the horizontal steam sprite.)

I tried using the latest snapshot but the issue still occurs. Furthermore, this issue only happens late on in the map. The area that causes this crash is perfectly fine early on.

Update: While playing around I've managed to get to the exact location - it's a crack sector but it doesn't crash while viewing the map. Again, this sector was fine earlier on in the playthrough but now crashes and says the line mentioned above.

This post has been edited by Chip: 21 July 2017 - 03:10 AM

1

User is online   Danukem 

  • Duke Plus Developer

#5695

Quote

r6372 | terminx | 2017-07-20 01:57:50 -0700 (Thu, 20 Jul 2017) | 1 line

Another attempt at fixing the problems caused by my recent changes to gamearrays]


Any reports on whether this attempted fix was successful? Jblade?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5696

It was not iirc.
0

User is offline   TerminX 

  • el fundador

  #5697

It fixed it for our use cases but not for his. I still need to analyze the crash test zip he put together.
1

User is offline   Mark 

#5698

This would be a nice feature to implement into Eduke32, which is why I posted here, but would probably glitch older maps so I'm wondering if maybe a con solution for the following is possible. Or maybe it could be worked into Eduke32.

I want to have more precise control over ambient sound placement. Take a look at the pic. As you enter A the sound starts at the beginning. As you exit A and enter B the sound starts over. If you have a generic looping wind or dripping sound or something similar the approach in the pic works fine. You can place many smaller sound sprites for more precise placement without crossing over boundaries you want silent.

But if the ambient sound is music there will be a very abrupt restarting of the song when going from A to B.

Is there a way through con ( or hard ) coding to sync the 2 music sprites together for a smooth transition from A to B?

EDIT: Would it be a nightmare to try and code an alternate sound sprite with a square box instead of circle for sound radius?

Attached thumbnail(s)

  • Attached Image: soundtest.jpg


This post has been edited by Mark.: 26 July 2017 - 10:54 AM

0

User is offline   supergoofy 

#5699

Which is the most recent stable release of eduke32 ? (considering the bugs of the latest build - for example saves are not Working on Attrition mod, eduke32 crashes - I haven't done further testing, maybe something else is also broken)

This post has been edited by supergoofy: 26 July 2017 - 10:36 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5700

View PostMark., on 26 July 2017 - 07:57 AM, said:

This would be a nice feature to implement into Eduke32, which is why I posted here, but would probably glitch older maps so I'm wondering if maybe a con solution for the following is possible. Or maybe it could be worked into Eduke32.

I want to have more precise control over ambient sound placement. Take a look at the pic. As you enter A the sound starts at the beginning. As you exit A and enter B the sound starts over. If you have a generic looping wind or dripping sound or something similar the approach in the pic works fine. You can place many smaller sound sprites for more precise placement without crossing over boundaries you want silent.

But if the ambient sound is music there will be a very abrupt restarting of the song when going from A to B.

Is there a way through con ( or hard ) coding to sync the 2 music sprites together for a smooth transition from A to B?

EDIT: Would it be a nightmare to try and code an alternate sound sprite with a square box instead of circle for sound radius?

The sound system is very rudimentary, so that sort of problem is no surprise. You may be able to fix it with a custom sprite playing sounds, however I believe that you would only be able to use the sound distance defined with definesound. Making the sound area a square would be a matter of adjusting the radius based on the player position.
0

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