EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1021 Posted 31 October 2009 - 03:11 PM
We need a screenshot thread.
This post has been edited by vtastek: 31 October 2009 - 03:11 PM
#1022 Posted 31 October 2009 - 04:17 PM
#1023 Posted 07 November 2009 - 01:11 PM
#1024 Posted 08 November 2009 - 01:44 AM
This post has been edited by Megadeus: 08 November 2009 - 01:45 AM
#1025 Posted 08 November 2009 - 11:30 AM
#1026 Posted 08 November 2009 - 01:09 PM
There are some bugs in Polymer as well. Want us to remove that, too? Seems like it would be prudent to just fix the problems when we find a way to reproduce the issue at will. No sense razing the whole building just because of some bad drywall.
#1027 Posted 08 November 2009 - 02:17 PM
In the map, train255.map or train263.map if you jump out of the train you will die from the BIGORBIT1 sky, which is normal.
What isn't normal is that when you go to respawn you don't and instead keep dieing on the same spot from which you were originally killed, which makes the map completely unplayable. (My guess is that there could be other maps with this bug as well)
This post has been edited by The Commander: 08 November 2009 - 02:17 PM
#1028 Posted 08 November 2009 - 09:34 PM
#1029 Posted 09 November 2009 - 01:10 AM
#1030 Posted 09 November 2009 - 03:37 AM
I've tried multiple runs and still no crashing so if you did something then you certainly hit it, however its not fully fixed though as if I were to increase my amount of sounds played then it crashes. Currently I play it with 32 sounds and no problems. I then tried my luck and doubled it to 64 but the game crashed instantly as soon as I entered the map.
I only did one test though and only with 64 sounds after that I put it back to 32.
I haven't been able to do much more testing on this due to work getting bust due to Christmas but I have today off so I'll try the amount of sounds at different levels and see how much my computer can take before it crashes.
Also I only managed to try this build out for the first time last week so sorry for the late reply about my crashing situation.
Anyway, I'm happy as I can now actually play the game again with audio ..........unless of course those 14+ tests were all pure luck. (note: due to the memory leak my tests were 2x 5 minute plays on the same map before restarting Eduke32)
This post has been edited by Chip: 09 November 2009 - 03:40 AM
#1032 Posted 18 November 2009 - 02:43 PM
DanM, on Nov 18 2009, 03:08 PM, said:
The one where you connect adjoining red lined sectors together and get some "extra" one sided walls as a bonus? I love the challenge of flipping them around so I can use alt-s and then J - to have them assimilated by the parent sector. It's kinda like playing pac-man, but eating sectors instead of pellets.
#1033 Posted 18 November 2009 - 03:05 PM
#1034 Posted 18 November 2009 - 03:56 PM
Edit: OOPS. This should be in the other mapster thread. My mistake.
This post has been edited by Marked: 18 November 2009 - 04:04 PM
#1035 Posted 18 November 2009 - 07:24 PM
Marked, on Nov 18 2009, 06:56 PM, said:
Edit: OOPS. This should be in the other mapster thread. My mistake.
That's not isolated to that particular quadrant, but by close coincidence it happened in my map in the mid-left section. Lucky I had a backup that wasn't corrupted. I was adding and reshaping sectors and nothing else so I'm not sure what triggered it.
#1036 Posted 18 November 2009 - 07:31 PM
DanM, on Nov 18 2009, 06:05 PM, said:
Another great effect. I'm still trying to figure out how to implement that into the map and use it to my advantage. So far I've managed to get those orphaned lines to stick, but they make poor masked walls and they're a excellent ingredient for the recipe of corruption.
#1037 Posted 18 November 2009 - 08:42 PM
as soon as that kind of stuff happens its quit without save time, regardless of what i have done
#1038 Posted 19 November 2009 - 09:15 AM
#1039 Posted 21 November 2009 - 05:03 AM
DT suggested going through each player at startup and getting the variable into an array and reading that instead of the config file, but sadly that didn't work.
#1040 Posted 21 November 2009 - 08:11 AM
James, on Nov 21 2009, 05:03 AM, said:
What I suggested was having each player read from his config file into an array, with the elements corresponding to the different player numbers. At the time I was assuming that there was some transfer of information besides input between the different players' computers (so that it would sync the array values). Unfortunately, that's not the case, and I can't think of any solution to the problem.
#1041 Posted 22 November 2009 - 03:10 AM
I have a Sound Blaster Audigy 2 card. Maybe the problem happens for those that have Creative sound cards (Audigy or X-Fi). I suggest you to create a topic about this crash bug and force those that have problems to give details about their hardware and specifically about their sound card (on-board or addon). Also you should ask them what it happens when they disable sound hardware acceleration in dxdiag.
[edit]
I played one more game with sound hardware acceleration disable. Apart from laggy sound, I didn't have other problems. There was no crash.
This post has been edited by supergoofy: 22 November 2009 - 03:27 AM
#1042 Posted 22 November 2009 - 07:39 AM
#1043 Posted 22 November 2009 - 11:01 AM
Can't wait for the fully updated HRP.
But I have some questions about RoR. How far along is it for Polymer? I would really like to start mapping with it.
Also, I've seen water.map, but how do you do RoR without water, where the floor and ceiling of the connected sectors are invisible, as in Blood?
#1044 Posted 22 November 2009 - 01:12 PM
As for ROR without water, you just have to give the floor and ceiling an invalid texture so nothing is drawn on the surface, and change the water effect into one of those silent teleporters like the vent in the beginning of E1L1 uses.
#1045 Posted 22 November 2009 - 01:57 PM
Number of downloads: 1023 Here's the regular log too, if it helps: eduke32.log (3.87K)
Number of downloads: 1007
#1046 Posted 22 November 2009 - 03:03 PM
edit: having a great time playing WGR2
This post has been edited by Helixhorned: 22 November 2009 - 03:04 PM
#1048 Posted 23 November 2009 - 07:29 AM
TX, on Nov 22 2009, 11:12 PM, said:
As for ROR without water, you just have to give the floor and ceiling an invalid texture so nothing is drawn on the surface, and change the water effect into one of those silent teleporters like the vent in the beginning of E1L1 uses.
I just tried selecting an invalid texture, but the editor won't let me, so I used tile 562. It works, but I can't shoot trough the floor and ceiling. Also, it is impossible to connect the lower sector's ceiling exaclty at the same height as the upper sector's floor. As for the teleporter, it is impossible to align it with the floor, because then it isn't silent.
Maybe it's best to redo the RoR code? Make it so that SE 40 is used for the upper sector and SE 41 for the lower sector. Connecting the floor and ceiling exactly at the same height, remove clipping and make the floor and ceiling automatically invisible. Mapster could actually render it like that by keeping track of the SE 40's and SE 41's so you can use RoR in the editor
#1049 Posted 23 November 2009 - 08:24 AM
#1050 Posted 23 November 2009 - 10:45 AM
Dr. Kylstein, on Nov 23 2009, 02:25 AM, said:
Oh, for this one I commented those two lines (339,340) in build/src/sdlayer.c:
if (appicon) SDL_FreeSurface(appicon);
I didn't commit this stuff because they're not really solutions...