EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1081 Posted 14 December 2009 - 07:19 AM
#1082 Posted 14 December 2009 - 08:44 AM
And here is the latest unofficial compiled binary by me:
eduke32_win32_20091214-1570.zip
http://www.mediafire...php?z3wejyinm13
build_win32_20091214-1570.zip (kextract, kgroup etc.)
http://www.mediafire...php?c21ngdajlth
Compiled using gcc 4.3.3 and msys 1.0.11 (I already published a link for my compilation environment in the past)
This post has been edited by supergoofy: 14 December 2009 - 08:47 AM
#1083 Posted 14 December 2009 - 09:05 AM
Is there any chance you guys can try to figure this out as well? I know there's this whole MP thing, but this problem's persisted for the last 15 or so revisions for me, even before the announcement of the new MP system, and I can't test them to see if I get the sound freeze on my new computer or not. :\
EDuke32 2.0.0devel 20091214 addsearchpath(): Added C:/Other Stuff/eduke32/ OS: Windows XP (5.1.2600) Service Pack 3 Large page support available Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Compiling: GAME.CON (1445610 bytes) Resizing code buffer to 1048576*4 bytes Including: DEFS.CON (69451 bytes) Including: USER.CON (180987 bytes) USER.CON:1631: warning: truncating quote text to 127 characters. Including: ENHANCE.CON (15829 bytes) ENHANCE.CON: At top level: ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. fatal error: too many errors: Aborted Found 1 warning(s), 64 error(s). Uninitializing DirectDraw...
I've shown a similar log to this before, but I'm doing so again to remind you guys this is still around. :\
I really don't get why the compiler's being so funked out anyways.
#1084 Posted 14 December 2009 - 09:08 AM
I think that the gtk patch that was added, it has introduced these bugs.
The last version that worked is 1543.
This post has been edited by supergoofy: 14 December 2009 - 10:20 AM
#1085 Posted 14 December 2009 - 12:29 PM
eduke32_win32_20091214-1571.zip (unofficial binary compiled by me)
http://www.mediafire...php?ktznkjnnndq
Changelog:
more multiplay fixes + server password support + client ping time display
This post has been edited by supergoofy: 14 December 2009 - 12:39 PM
#1086 Posted 14 December 2009 - 09:18 PM
supergoofy, on Dec 14 2009, 04:29 PM, said:
eduke32_win32_20091214-1571.zip (unofficial binary compiled by me)
http://www.mediafire...php?ktznkjnnndq
Changelog:
more multiplay fixes + server password support + client ping time display
Does this mean we'll see something like in-game joining at some point?
#1087 Posted 15 December 2009 - 03:07 PM
2. Will there ever be a solution to the ATI OpenGL problem?
#1088 Posted 15 December 2009 - 03:28 PM
Tea Monster, on Dec 16 2009, 12:07 PM, said:
What problem? All is fine and dandy here on my ATI.
#1089 Posted 15 December 2009 - 03:41 PM
The Commander, on Dec 16 2009, 12:28 AM, said:
Really? How do the spotlight shadows in E1M1 (fence on roof, vent) look like on yours? On my ATI, they are a bit messed up.
#1090 Posted 15 December 2009 - 03:54 PM
#1091 Posted 15 December 2009 - 05:05 PM
#1092 Posted 16 December 2009 - 10:58 AM
I did a little investigation and I tested Naferia's Reign: Invasion of the Dark Mistress mod. I found where the problem is:
1. Two con files appear to have errors: ENHANCE.CON and SPECIAL.CON
2. Now lets see where the errors are:
A. In ENHANCE.CON the errors appear because the command define is written:
#define
with # in front of define
Replacing #define with define fixes the errors
B. In SPECIAL.CON the errors appear because the command case is written:
case:
with : at the end of case
Replacing case: with case fixes the errors
3. I have uploaded a zip file with the fixed con files and the original con files, for you to compare.
http://www.mediafire...php?tgjuoiojljd
http://www.sendspace.com/file/lwey7r
4. There are other mods with similar problems.
These problems didn't appear with older versions of eduke32 probably because these characters were ignored by the engine. But I don't know much about con coding, so I'm not sure.
This post has been edited by supergoofy: 16 December 2009 - 12:27 PM
#1093 Posted 16 December 2009 - 11:37 AM
#1094 Posted 16 December 2009 - 01:08 PM
Same errors has the HellDuke TC and others.
This post has been edited by supergoofy: 16 December 2009 - 02:14 PM
#1095 Posted 16 December 2009 - 04:23 PM
supergoofy, on Dec 16 2009, 01:08 PM, said:
Same errors has the HellDuke TC and others.
Do all of those mods use EVENT_SELECTWEAPON? TerminX made a change to that event recently which fixed a bug and makes it work differently. I don't remember everything that was changed, but I do remember that RETURN is now set to the weapon number being switched to.
#1096 Posted 16 December 2009 - 09:55 PM
Quote
getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 { setvar RETURN 1 } else { setvar RETURN 0 }
endevent
Changing it to:
Quote
getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 { setvar RETURN -1 } // else { setvar RETURN 0 }
endevent
It seems it is now fixed. Thanks DeeperThought.
Maybe it also needs some other changes.
Here are the fixed con files for Nuclear Showdown:
Nuclear_Showdown_fix.zip
http://www.sendspace.com/file/a6zqh1
For HellDuke TC here is the fixed con files:
HellDuke_fix.zip
http://www.sendspace.com/file/9ni5m2
HELLHUD.CON had very strange errors related to space characters. I just deleted the spaces and added again exactly the same spaces (in number). That fixed the problem.
The other was with the weapons, the same as the problem in Nuclear Showdown: Bad use of EVENT_SELECTWEAPON
Maybe it also needs some other changes.
[edit]
Post updated with new fixed con files. These con files fix the con errors and also fix the problems with the weapons selection.
This post has been edited by supergoofy: 17 December 2009 - 10:19 AM
#1097 Posted 17 December 2009 - 06:18 AM
build_win32_20091217-1573.zip
http://www.mediafire...php?zztdkkozaji
eduke32_win32_20091217-1573.zip
http://www.mediafire...php?2ijmjcjdd3q
You can always get the official compiled binaries from:
http://dukeworld.duk...ke32/synthesis/
There are also the compiled binaries by Hendricks266:
http://hendricks266.duke4.net/eduke32/
This post has been edited by supergoofy: 17 December 2009 - 06:24 AM
#1098 Posted 17 December 2009 - 07:28 PM
Space characters from different character encoding cause errors. Replacing these space characters with Western (ISO-8859-1) character encoding it fixes those errors.
Thus to all of you con coders be careful when you hit SPACEBAR, first make sure you have Western (ISO-8859-1) character encoding and English. (ISO-8859-1 is a superset of ANSI/ASCII)
The same bug may happen with TAB. But haven't tested it yet. I'm trying to fix spaces and replace them with ANSI/ASCII character encoding spaces.
A very classic example of this stupid behavior of eduke32 is Blood Weapons addon by M210. There are so many errors there and all are related with wrong character encoding in space characters.
In the end the situation became very silly. There are so many errors with the space characters.
Here is the fixed EDUKE.con for Blood Weapons mod 1.02
BLWEAP_fix.zip
http://www.sendspace.com/file/3m6x6m
Here is the original EDUKE.con for you to compare:
EDUKE.rar
http://www.sendspace.com/file/ze9i2j
Don't do a text compare. Do a binary compare. The text is the same. The only thing that is changed is the space characters (now they are ANSI/ASCII).
The first errors appear in line 1028. If you check the fixed and the original EDUKE.con, the line 1028 in both of them is the same, but one or more space characters have different encoding. The same happens to other lines.
This post has been edited by supergoofy: 17 December 2009 - 09:53 PM
#1100 Posted 18 December 2009 - 08:14 AM
For example line 50 of dukearmy_hud.con has invalid characters [[ ]] :
Quote
Removing them fixes the errors:
Quote
For Duke Nukem Weapons of Mass Destruction mod there are errors with the commands:
case:
default:
Removing the character " : " fixes the errors:
Quote
default: ---> default
This post has been edited by supergoofy: 18 December 2009 - 08:27 AM
#1101 Posted 18 December 2009 - 08:42 AM
supergoofy, on Dec 18 2009, 10:14 AM, said:
For example line 50 of dukearmy_hud.con has invalid characters [[ ]] :
rotatesprite ragedisplay display_y 16432 0 RAGE 0 0 0 [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]
Removing them fixes the errors:
rotatesprite ragedisplay display_y 16432 0 RAGE 0 0 0 windowx1 windowy1 windowx2 windowy2
Looks somebody got wiki-copy-happy.
#1102 Posted 18 December 2009 - 09:59 AM
#1103 Posted 18 December 2009 - 10:10 AM
Fixes.zip
http://www.sendspace.com/file/juzv4t
http://www.mediafire...php?dnzydditz5y
The fixes allow the mods to run with latest eduke32 builds.
The fixes are for:
Bedrone map
Blood Weapon mod v1.02
Duke Nukem Weapons of Mass Destruction v1.51
Duke Nukem Army 2 v3.14
Duke!Zone 2
Fun Mode v1.1
HellDuke v1.3
Naferia's Reign Invasion Of The Dark Mistress v5.17.11082009
Nuclear Showdown v1.1
Oblivion3D final
Platoon TC v1.1b
Platoon TC Remake beta
Pray Your Prayers 2000
Also when I exit Infestation in Time TC v1.1, eduke32 crashes.
Don't try to use toolbox in NSTEST map (in Nuclear Showdown), it will crash eduke32.
This post has been edited by supergoofy: 18 December 2009 - 10:52 AM
#1104 Posted 19 December 2009 - 05:16 AM
#1105 Posted 22 December 2009 - 01:39 AM
anyway it has a bunch of other errors. For example when Im using flamethrower with polymer
it always crashed. I guess its something about the mass amount of light sources being spawned
when firing that weapon.
#1106 Posted 22 December 2009 - 10:51 AM
These spawned light sources also follow the particle that spawned them.
#1107 Posted 23 December 2009 - 01:43 PM
1. undefvoxel
2. an option in the voxel definitions to give it priority over any defined hightile texture
3. undefskybox
4. an option in the skybox definitions for only the base pal (0) to use the skybox and all others to default to textures
This last option could be especially useful for the HRP skybox defined for the lava tiles (1082-1087). Lunatic Fringe (E2L11) uses #1082 for a skybox to give an eerie effect. However, it is very common in user maps/mods/TCs for mappers to use one of the non-animating tiles colored pal 1 for a normal sky and pal 24 for an overcast sky. Unfortunately, the way it is currently, the pal 1 sky tints the E2L11 sky blue, which looks quite bad. Pal 24 skies revert to the E2L11 skybox, because there is no tint for them. As part of the recent palette pack I uploaded, I included all the alt-pals for the lava textures so that these skies would be highres. With the E2L11 skybox in place, they do not work.
#1108 Posted 24 December 2009 - 07:43 PM
So far I have had a shitload of fun playing with the spotlights and casting shadows etc... Obviously this polymer renderer is pretty impressive and we're all experimenting with it...
Are there any plans to try and render the following abilities in polymer
1) The ability to colour or tint entire walls using the RGB method (without the use of the spotlight sector effector)??? To be able to tint full walls without the use of the spotlight would give the environment a little more colour and enhance your surroundings.
2) Is it possible to have the spotlight casting shadows onto the first person models that we see (e.g. Dukes hand and gun etc) That would be cool...
3) Is it possible to increase the amount of pixels that render the spotlights... Yes it may use up a little more CPU and give the GPU something to worry about, but I'm just curious.
4) Will it be possible to set Parallaxed sky shadows??? Basically any sector with a parallaxed sky could cast a shadow based on a light source from the skybox (e.g. The sunset skybox casting a shadow imitating the sun, the moon casting a pale white shadow from above???)
The only thing I wish the duke engine could do now is play movies between levels or when triggered by a sector or touchplate - THAT WOULD BE COOL!!!
#1109 Posted 24 December 2009 - 10:35 PM
Piano Man, on Dec 25 2009, 04:43 PM, said:
You don't know how many times ive asked for that.
So once a month I try to learn something new in C language just so I can hopefully one day add in Theora.
http://www.theora.org/ (Same people that made Vorbis/OGG infact the video's audio codec makes use of that)