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Duke Theft Auto

User is offline   Sangman 

#61

View PostThe Commander, on Jul 13 2009, 12:19 AM, said:

Did you actually read the video description? I thought it would have been quite clear myself that it was a multiplayer map with the stupid Duke coded bots that ignore the police(enemy)...


Did you actually read my criticism, because your rebuttal has absolutely nothing to do with what I said.

Quote

All GTA games have had an Army type base in them, go figure.


Fair enough, but then I'd say take the spawn points out of that.

Quote

8 Players on a 4 player map = Overload of police.


So why record a video where you're doing stuff on a map that it wasn't designed for? Are you trying to undermine the popularity of your mod or something?

Quote

Shooting exactly what they shoot in GTA 1.


In GTA 1 the little white dots were representations of bullets. Because of the controls being what they were it wouldn't have been fair to make them instant hit (nobody would be able to survive any firefight). With EDuke32 you do not have this problem. Copying gameplay elements is fine but copying gameplay elements that originate from certain limitations that don't exist on the new engine is pretty weird.

Quote

They respond in kind and start running.


Well yeah but it takes them like 5 seconds or something and even then they just seem to be endlessly walking back and forth.

Quote



Very cute but totally irrelevant. I know you want to make a mod based on (well that seems like an understatement) GTA but you shouldn't forget that it's a Duke3D mod. Not everything that's in GTA is going to look right in an FPS.
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User is offline   The Commander 

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

#62

View PostSangman, on Jul 13 2009, 10:36 AM, said:

So why record a video where you're doing stuff on a map that it wasn't designed for? Are you trying to undermine the popularity of your mod or something?

Yes, you are right. It probably wasn't the best video to demonstrate some MP action.

View PostSangman, on Jul 13 2009, 10:36 AM, said:

In GTA 1 the little white dots were representations of bullets. Because of the controls being what they were it wouldn't have been fair to make them instant hit (nobody would be able to survive any firefight). With EDuke32 you do not have this problem. Copying gameplay elements is fine but copying gameplay elements that originate from certain limitations that don't exist on the new engine is pretty weird.

It might not look good in the video, but it does work.

View PostSangman, on Jul 13 2009, 10:36 AM, said:

Very cute but totally irrelevant. I know you want to make a mod based on (well that seems like an understatement) GTA but you shouldn't forget that it's a Duke3D mod. Not everything that's in GTA is going to look right in an FPS.

Agreed, but I'm going to try and take as much as I can.

And I know that right now that this mod looks like a broken piece of shit (which it is in a lot of places) but it's coming together slowly and should all fit into place soon.

This post has been edited by The Commander: 12 July 2009 - 02:49 PM

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User is offline   Sangman 

#63

Well, fair enough, I guess, but you shouldn't post videos of stuff to show something off when even you yourself realize it looks unfinished. Look at trailers for any game or mod, usually what you see is WIP but it's already looking good enough to be playable. It seems like you tend to release media prematurely.

This post has been edited by Sangman: 12 July 2009 - 02:55 PM

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User is offline   The Commander 

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

#64

View PostSangman, on Jul 13 2009, 10:55 AM, said:

Well, fair enough, I guess, but you shouldn't post videos of stuff to show something off when even you yourself realize it looks unfinished. Look at trailers for any game or mod, usually what you see is WIP but it's already looking good enough to be playable. It seems like you tend to release media prematurely.


I'll post something you should like soon when it's done. (Touch Wood)

This post has been edited by The Commander: 12 July 2009 - 03:03 PM

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User is offline   Sangman 

#65

Looking forward to it ;)
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User is offline   Jimmy 

  • Let's go Brandon!

#66

I agree with Sang. I've always felt underwhelmed by your media releases, Commander. The mod has never really felt like there was much to show. Not really a crit or anything, just my two cents.
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User is offline   The Commander 

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

#67

Duke Theft Auto IV Teaser Trailer

http://www.youtube.c...h?v=qsUhQaQHBXg :lol:
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User is offline   LeoD 

  • Duke4.net topic/3513

#68

Whoa, I didn't know that Dschinghis Khan once conquered New Zealand.
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User is offline   The Commander 

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

#69

View PostLeoD, on Jan 3 2010, 04:24 AM, said:

Whoa, I didn't know that Dschinghis Khan once conquered New Zealand.

He conquered the world. :lol:
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User is offline   Stabs 

#70

except Australia, because its too cool to be a part of the world :lol:
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User is offline   The Commander 

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

#71

View PostDanM, on Jan 3 2010, 04:59 AM, said:

except Australia, because its too cool to be a part of the world :lol:

So where the bloody hell are ya is my car!

This post has been edited by The Commander: 02 January 2010 - 08:07 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#72

Poor coolies, look what you've missed : http://www.youtube.c...h?v=KZg8WR-uyag
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User is offline   VinsaneOne 

#73

View PostThe Commander, on Jan 2 2010, 11:06 AM, said:

So where the bloody hell are ya is my car!
The car? It be way more fun blasting down the road after stealing the Dukebike!

This post has been edited by VinsaneOne: 02 January 2010 - 09:34 PM

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User is offline   The Commander 

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

#74

View PostVinsaneOne, on Jan 3 2010, 06:32 PM, said:

The car? It be way more fun blasting down the road after stealing the Dukebike!

It was a pun on the lady that does an advertisement add for tourism of Australia. In the commercial she states, "So where the bloody hell are you?"
Last week her car was stolen. So now it is "Where the bloody hell is my Aston?" :lol:

http://www.smh.com.au/lifestyle/people/whe...91231-lkad.html

This post has been edited by The Commander: 02 January 2010 - 09:48 PM

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User is offline   VinsaneOne 

#75

View PostThe Commander, on Jan 3 2010, 12:45 AM, said:

It was a pun on the lady that does an advertisement add for tourism of Australia. In the commercial she states, "So where the bloody hell are you?"
Last week her car was stolen. So now it is "Where the bloody hell is my Aston?" :lol:

http://www.smh.com.au/lifestyle/people/whe...91231-lkad.html

Ahhh, didn't see that one in the States, yet it's a useable idea if you catch my drift, :lol:
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User is offline   Psyrgery 

#76

Downloaded the beta two days ago, but can't play it. Crashes as soon as the Nuke logo appears :lol:

Here's the eduke32.log

EDuke32 1.5.0devel 20090131
Application parameters: -jDTA -hDTA.def -xDTA.con -forcegl
Using DEF file: DTA.def.
Using CON file 'DTA.con'.
GL driver blacklist disabled.
addsearchpath(): Added C:/Program Files (x86)/Commander Productions/Duke Theft Auto/
addsearchpath(): Added DTA/
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 20091017OS: Windows 7 (6.1.7100)
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: DTA.con (65710 bytes)
Including: DTADEFS.CON (41197 bytes)
Including: DTAUSER.CON (62703 bytes)
Including: DTAVARS.CON (6046 bytes)
Including: DTAEVENTS.CON (22216 bytes)
DTAEVENTS.CON: In event `EVENT_DISPLAYROOMS':
DTAEVENTS.CON:704: warning: found `setactor' within a local event.
DTAEVENTS.CON:714: warning: found `setactor' within a local event.
Including: DTACIVI.CON (6902 bytes)
Including: DTAENEMYS.CON (4190 bytes)
DTA.con: At top level:
DTA.con:1604: warning: symbol `BOMBTRUCK' already used for game variable.
DTA.con: In state `straight_look':
DTA.con:2233: warning: `nullop' found without `else'
DTA.con: In actor `APLAYER':
DTA.con:2251: warning: found `ifsound' outside of a local event.
Found 5 warning(s), 0 error(s).
Resizing code buffer to 14900*4 bytes
Script compiled in 18ms
Compiled code size: 14892*4 bytes, version 1.4+
Pointer bitmap size: 1863 bytes
1930/11264 labels, 442/2048 variables
190/16384 quotes, 0 quote redefinitions
23/88 event definitions, 79 defined actors
Initialized 32.0M cache
Definitions file 'DTA.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Using keyboard layout 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Teclado
* OTHER: G500
* OTHER: G500
* OTHER: G500
* OTHER: G15 Gaming Keyboard
* OTHER: G15 Gaming Keyboard
* OTHER: G15 GamePanel LCD
Setting video mode 1024x768 (32-bit windowed)
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
Version: OpenAL version 1.1
Vendor: Creative Labs Inc.
Renderer: SB Audigy 2 ZS Audio [BC00]
Initializing sound...
Initializing MultiVoc...
- 32 voices, 2784 byte mixing buffers
Initializing DirectSound...
- Primary buffer format: 2 ch, 48000Hz, 16 bits
- Creating secondary buffer
Executing "eduke32_binds.cfg"

Edit: Tried again, it reached the Grand theft auto splash screen, then crashed.

Wanna play it! :lol:
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User is offline   The Commander 

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

#77

Try playing it with the latest eduke32.

http://dukeworld.duk...e32_current.zip - Extract the contents to the DTA folder.

If it still doesn't work after that re-post the log file from the new one, as I can't seem to see from that log file what your video card is?

EDIT:
You could also try the latest Revision build,
http://hendricks266....duke32_r1582.7z

This post has been edited by The Commander: 07 January 2010 - 05:38 PM

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User is offline   Psyrgery 

#78

View PostThe Commander, on Jan 8 2010, 02:37 AM, said:

Try playing it with the latest eduke32.

http://dukeworld.duk...e32_current.zip - Extract the contents to the DTA folder.

If it still doesn't work after that re-post the log file from the new one, as I can't seem to see from that log file what your video card is?

EDIT:
You could also try the latest Revision build,
http://hendricks266....duke32_r1582.7z


It worked! Thanks!

Looks much better than the trailers!, i'll play it some more.

Thank you again :lol:
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User is offline   xxblx 

#79

Hello.
How to play on Linux?
I tried with linux eduke32 binary but game freeze with black screen after atom symbol.
Tell me please how to play Duke Theft Auto on Linux
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User is offline   The Commander 

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

#80

View Postxxblx, on Jan 19 2010, 09:45 AM, said:

Hello.
How to play on Linux?
I tried with linux eduke32 binary but game freeze with black screen after atom symbol.
Tell me please how to play Duke Theft Auto on Linux

Can you post the file "eduke32.log" It will be in the Duke Theft Auto directory after it crashes.

I'm not to familiar on the workings of Linux, but as far as I am aware you need to compile the binary yourself from the source code here: http://dukeworld.duke4.net/eduke32/
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User is offline   supergoofy 

#81

And also in linux all files are case sensitive. For example eduke32.exe is different from Eduke32.exe. Thus the cons and defs of the mod should have the correct names of the files (case sensitive).
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User is offline   The Commander 

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

#82

View Postsupergoofy, on Jan 19 2010, 11:57 AM, said:

And also in linux all files are case sensitive. For example eduke32.exe is different from Eduke32.exe. Thus the cons and defs of the mod should have the correct names of the files (case sensitive).

This I knew about from reading about problems Duke Plus had back in it's earlier days and I made sure that the case were lower case/referenced correctly. Though on the off chance I missed one or two I would like to know what they are.
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User is offline   xxblx 

#83

supergoofy said:

And also in linux all files are case sensitive. For example eduke32.exe is different from Eduke32.exe. Thus the cons and defs of the mod should have the correct names of the files (case sensitive).

I know it =)

The Commander said:

Can you post the file "eduke32.log" It will be in the Duke Theft Auto directory after it crashes.

I'm not to familiar on the workings of Linux, but as far as I am aware you need to compile the binary yourself from the source code here: http://dukeworld.duke4.net/eduke32/

It isn't crash. It work with black screen or freeze.

I maked linux binary eduke32 and mapster32 from eDuke32 source by 31.01.2009 ( 20090131 ) . As I know you use this source when compiled win binary to beta2.
Later I maked linux binary from latest source... I have problem with any version of eduke32 when try to play Duke Theft Auto
I start game with command in terminal:
./eduke32 -j/my_path_to_Duke_Theft_Auto/DTA -h/my_path_to_Duke_Theft_Auto/DTA/DTA.def -x/my_path_to_Duke_Theft_Auto/DTA/DTA.con
or
./eduke32 -j/my_path_to_Duke_Theft_Auto/DTA -h/my_path_to_Duke_Theft_Auto/DTA/DTA.def -x/my_path_to_Duke_Theft_Auto/DTA/DTA.con -forcegl
or
./eduke32 -jDTA -hDTA.def -xDTA.con -forcegl
or
./eduke32 -jDTA -hDTA.def -xDTA.con
Black screen with game music or freeze by all version of command + parameters

I rename:
DUKE3D.GRP to duke3d.grp (eduke32 linux binary need it)

DTACIVI.con to DTACIVI.CON because this file named as " DTACIVI.CON " in DTA.con

DTA_data/Textures/Screen/menu1.JPG ... menu8.JPG to menu1.jpg - menu8.jpg
DTA_data/Models/Cars/Holden/0000.bmp to 0000.BMP
DTA_data/Models/Cars/Ts50/skin.bmp to skin.BMP
so... I named it as it named in DTA.def

My eduke32.log:
EDuke32 1.5.0devel 20090131
Application parameters: -j/home/duke/3/DTA/DTA -h/home/duke/3/DTA/DTA/DTA.def -x/home/duke/3/DTA/DTA/DTA.con 
Using DEF file: /home/duke/3/DTA/DTA/DTA.def.
Using CON file '/home/duke/3/DTA/DTA/DTA.con'.
addsearchpath(): Added /home/duke/3/DTA/
addsearchpath(): Added /home/duke/3/DTA/DTA/
addsearchpath(): Added /home/duke/.eduke32/
Initializing SDL system interface (compiled against SDL version 1.2.13, found version 1.2.13)
Loading libGL.so.1
Loading libGLU.so.1
Using "x11" video driver
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: /home/duke/3/DTA/DTA/DTA.con (65710 bytes)
Including: DTADEFS.CON (41197 bytes)
Including: DTAUSER.CON (62703 bytes)
Including: DTAVARS.CON (6046 bytes)
Including: DTAEVENTS.CON (22216 bytes)
DTAEVENTS.CON: In event `EVENT_DISPLAYROOMS':
DTAEVENTS.CON:704: warning: found `setactor' within a local event.
DTAEVENTS.CON:714: warning: found `setactor' within a local event.
Including: DTACIVI.CON (6902 bytes)
Including: DTAENEMYS.CON (4190 bytes)
/home/duke/3/DTA/DTA/DTA.con: At top level:
/home/duke/3/DTA/DTA/DTA.con:1604: warning: symbol `BOMBTRUCK' already used for game variable.
/home/duke/3/DTA/DTA/DTA.con: In state `straight_look':
/home/duke/3/DTA/DTA/DTA.con:2233: warning: `nullop' found without `else'
/home/duke/3/DTA/DTA/DTA.con: In actor `APLAYER':
/home/duke/3/DTA/DTA/DTA.con:2251: warning: found `ifsound' outside of a local event.
Found 5 warning(s), 0 error(s).
Resizing code buffer to 14900*4 bytes
Script compiled in 7ms
Compiled code size: 14892*4 bytes, version 1.4+
Pointer bitmap size: 1863 bytes
1930/11264 labels, 442/2048 variables
190/16384 quotes, 0 quote redefinitions
23/88 event definitions, 79 defined actors
Initialized 32,0M cache
RTS file DUKE.RTS was not found
Initializing OSD...
0 joystick(s) found
Setting video mode 1024x768 (32-bpp windowed)
OpenGL Information:
 Version:  3.0.0 NVIDIA 185.18.36
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 9600 GSO/PCI/SSE2
Cache contains 0 bytes of garbage data
Initializing music...
Initializing sound...
Initializing MultiVoc... 
  - 32 voices, 512 byte mixing buffers
Executing "eduke32_binds.cfg"
osdeditpal "12"
osdpromptpal "0"
osdtextpal "12"
osdeditshade "0"
osdtextshade "2"
osdpromptshade "0"
osdrows "20"
osdtextmode "1"
logcutoff "120000"
r_novoxmips: turn off/on the use of mipmaps when rendering 8-bit voxels
r_voxels: enable/disable automatic sprite->voxel rendering
Setting video mode 1024x768 (32-bpp windowed)
Cache contains 0 bytes of garbage data
Texture anisotropy changed to 1
Texture filtering mode changed to GL_NEAREST_MIPMAP_NEAREST
r_anamorphic 0
r_projectionhack 1
Error: "r_pr_lighting" is not a valid command or cvar
Error: "r_pr_normalmapping" is not a valid command or cvar
Error: "r_pr_specularmapping" is not a valid command or cvar
Error: "r_pr_shadows" is not a valid command or cvar
Error: "r_pr_shadowcount" is not a valid command or cvar
Error: "r_pr_shadowdetail" is not a valid command or cvar
Error: "r_pr_shadowfiltering" is not a valid command or cvar
Error: "r_pr_maxlightpasses" is not a valid command or cvar
Error: "r_pr_maxlightpriority" is not a valid command or cvar
Error: "r_pr_fov" is not a valid command or cvar
Error: "r_pr_customaspect" is not a valid command or cvar
Error: "r_pr_billboardingmode" is not a valid command or cvar
Error: "r_pr_verbosity" is not a valid command or cvar
Error: "r_pr_vbos" is not a valid command or cvar
Error: "r_pr_gpusmoothing" is not a valid command or cvar
crosshair 1
hud_althud 1
hud_messagetime 120
hud_numbertile 2930
hud_numberpal 0
hud_shadows 1
hud_flashing 1
hud_glowingquotes 1
hud_scale 100
hud_showmapname 1
hud_stats 0
hud_textscale 100
hud_weaponscale 100
cl_autoaim 1
cl_automsg 0
cl_autovote 0
cl_obituaries 1
cl_democams 1
cl_idplayers 1
cl_showcoords 0
cl_viewbob 1
cl_weaponsway 1
cl_weaponswitch 3
cl_angleinterpolation 0
crosshairscale "50"
in_mousebias 0
in_mousedeadzone 0
in_mousesmoothing 1
r_drawweapon 1
osdhightile 0
r_showfps 0
r_shadows 1
r_precache 1
r_ambientlight "1,000000"
r_maxfps "0"
sensitivity 18
Error: "skill" is not a valid command or cvar
snd_ambience 1
snd_duketalk 5
snd_fxvolume 240
snd_mixrate 48000
snd_musvolume 160
snd_numbits 16
snd_numchannels 2
snd_numvoices 32
snd_reversestereo 0
vid_gamma "1,000000"
vid_contrast "1,000000"
vid_brightness "0,000000"


Can you help me to solve this problem?
0

User is offline   Plagman 

  • Former VP of Media Operations

#84

You appear to be running a very old version of EDuke32. Can you compile the latest source from SVN and try again?
0

User is offline   The Commander 

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

#85

Here is the link to the latest SVN.

http://eduke32.svn.sourceforge.net/viewvc/...tar.gz?view=tar
0

User is offline   xxblx 

#86

Binary compiled from latest SVN:
Black screen and dta soundtrack after Duke logo (radiation symbol) again.

Log with latest SVN:
EDuke32 2.0.0devel 20100122
Application parameters: -j/home/duke/3/DTA/DTA -h/home/duke/3/DTA/DTA/DTA.def -x/home/duke/3/DTA/DTA/DTA.con 
Using DEF file: /home/duke/3/DTA/DTA/DTA.def.
Using CON file '/home/duke/3/DTA/DTA/DTA.con'.
addsearchpath(): Added /home/duke/3/DTA/
addsearchpath(): Added /home/duke/3/DTA/DTA/
addsearchpath(): Added /home/duke/.eduke32/
Initializing SDL system interface (compiled against SDL version 1.2.13, found version 1.2.13)
Loading libGL.so.1
Loading libGLU.so.1
Using "x11" video driver
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: /home/duke/3/DTA/DTA/DTA.con (65710 bytes)
Including: DTADEFS.CON (41197 bytes)
Including: DTAUSER.CON (62703 bytes)
Including: DTAVARS.CON (6046 bytes)
Including: DTAEVENTS.CON (22216 bytes)
DTAEVENTS.CON: In event `EVENT_DISPLAYROOMS':
DTAEVENTS.CON:704: warning: found `setactor' within a local event.
DTAEVENTS.CON:714: warning: found `setactor' within a local event.
Including: DTACIVI.CON (6902 bytes)
Including: DTAENEMYS.CON (4190 bytes)
/home/duke/3/DTA/DTA/DTA.con: At top level:
/home/duke/3/DTA/DTA/DTA.con:1604: warning: symbol `BOMBTRUCK' already used for game variable.
/home/duke/3/DTA/DTA/DTA.con: In state `straight_look':
/home/duke/3/DTA/DTA/DTA.con:2233: warning: `nullop' found without `else'
/home/duke/3/DTA/DTA/DTA.con: In actor `APLAYER':
/home/duke/3/DTA/DTA/DTA.con:2251: warning: found `ifsound' outside of a local event.
Found 5 warning(s), 0 error(s).
Resizing code buffer to 14896*4 bytes
Script compiled in 61ms
Compiled code size: 14888*4 bytes, version 1.4+
Pointer bitmap size: 1862 bytes
1931/11264 labels, 455/2048 variables
190/16384 quotes, 0 quote redefinitions
23/88 event definitions, 79 defined actors
Initialized 32,0M cache
RTS file DUKE.RTS was not found
Initializing OSD...
0 joystick(s) found
Executing "eduke32_binds.cfg"
Setting video mode 1024x768 (32-bpp windowed)
OpenGL Information:
 Version:  3.0.0 NVIDIA 185.18.36
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 9600 GSO/PCI/SSE2
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Error: couldn't open any of the following files:
/etc/timidity/freepats.cfg
/etc/timidity/timidity.cfg
/etc/timidity.cfg
Error: couldn't open any of the following files:
/etc/timidity/freepats.cfg
/etc/timidity/timidity.cfg
/etc/timidity.cfg
S_MusicStartup(): failed initializing
Initializing sound...


This post has been edited by xxblx: 24 January 2010 - 09:53 AM

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