Duke Plus "feedback and general discussion of Duke Plus"
#1472 Posted 01 January 2014 - 02:19 PM
supergoofy, on 01 January 2014 - 03:00 AM, said:
I don't know if this bug is related to SDL 2.0x implementation (currently 2.01 is used with r4237)
Happy new year, guys.
#1473 Posted 01 January 2014 - 05:40 PM
EDuke32.exe -game_dir DukePlus
(or select DukePlus folder in eduke32's startup window)
I also check autoload, polymer, fullscreen.
Spotted the problem:
On a clean installation (were no .cfg files exist), it happens this:
The latest official r4237 cannot create the file DukePlus\dp.cfg . Normally eduke32 should ask you if you want to use the settings from eduke32.cfg before the creation of dp.cfg. This doesn't happen, instead eduke32 freezes and it doesn't create any DukePlus\dp.cfg
Now if I create manually an empty DukePlus\dp.cfg (0 bytes), then eduke32 works and the game starts.
So, the bug is related with the existence of DukePlus\dp.cfg. If it doesn't exist then eduke32 freezes. But if I create an empty dp.cfg, then eduke32 works.
The bug doesn't happen with LeoD's nonSDL binary (eduke64-r4237-20140101-nonSDL.7z)
Thus, its seems that the bug has something to do with SDL2
Happy New Year
This post has been edited by supergoofy: 01 January 2014 - 05:45 PM
#1474 Posted 01 January 2014 - 06:44 PM
#1475 Posted 28 April 2014 - 04:28 PM
A. How do I completely disable the HUD interface? I don't want anything showing up on the screen
B. Is it possible for the player to be visible during a cutscene?
C. How do I disable the player emitting a light source?
#1476 Posted 28 April 2014 - 06:43 PM
Commando Nukem, on 28 April 2014 - 04:28 PM, said:
A. How do I completely disable the HUD interface? I don't want anything showing up on the screen
B. Is it possible for the player to be visible during a cutscene?
C. How do I disable the player emitting a light source?
It's been a while...I thought the player was visible during cutscenes. As for A: if you can't disable the HUD in the usual way, by changing the screen size, then it would require modifying the DukePlus code. Disabling the light source would also require a code change.
Did you need these changes for making your own videos?
#1477 Posted 28 April 2014 - 06:56 PM
When I triggered a cutscene camera, the player is invisible, except for his light source.
Changing the screen size does not remove the magazine/shells on the left, or the "DP" that appears in the upper right.
And yeah, i'm seeing if I can make use of DP/Eternity for a animation project.
#1478 Posted 28 April 2014 - 07:32 PM
Commando Nukem, on 28 April 2014 - 06:56 PM, said:
It's not a glitch. I just checked the code and there is nothing that would make the player visible. The player sprite is invisible by default -- multiplayer and mirrors are special cases where players can be seen. To add an option for player visibility during cutscenes, I would make it a new bit value on the SE90 that controls the camera. It would require changing the cstat of the player's tsprite.
#1480 Posted 19 September 2014 - 10:56 AM
Please, has anyone solved it?
#1481 Posted 19 September 2014 - 01:22 PM
TON, on 19 September 2014 - 10:56 AM, said:
Please, has anyone solved it?
What does it do? From your post, I can't tell if the behavior has changed or is working as intended.
#1482 Posted 20 September 2014 - 12:04 AM
Trooper Dan, on 19 September 2014 - 01:22 PM, said:
When I press f7 nothing happens, if I continue pressing f7 the handlebars of the dukebike appears (it's the first person view) but the image flickers and disappears
#1483 Posted 21 September 2014 - 07:30 PM
TON, on 20 September 2014 - 12:04 AM, said:
Ok, that's bad. Does anyone know how long this has been going on? I'm pretty sure that the bike HUD code hasn't been touched in ages.
#1484 Posted 15 October 2014 - 06:21 PM
#1485 Posted 15 October 2014 - 11:37 PM
#1486 Posted 16 October 2014 - 03:23 AM
#1487 Posted 16 February 2015 - 10:55 AM
#1488 Posted 17 February 2015 - 10:36 PM
LeoD, on 16 February 2015 - 10:55 AM, said:
Thank you for your stewardship! You are correct, the cutsene var is not used in DukePlus and can safely be removed. Unfortunately, the cutscene var is definitely used in the WGR2 TC. It would also not surprise me if others have made mods and TCs using a var with that name.
EDIT: Just checked wiki and the new keyword isn't there yet. I hope it could be renamed to something else, such as "showscene". Or better yet (from my standpoint), allow vars to have the same names as commands (although that would require making the compiler do extra work).
This post has been edited by Trooper Dan: 17 February 2015 - 10:44 PM
#1489 Posted 19 February 2015 - 11:25 AM
Trooper Dan, on 17 February 2015 - 10:36 PM, said:
Agreed. While that command is still recent, I too would prefer it to be named starting with a verb.
Quote
Not very viable as that would lead to ambiguities with commands accepting a variable number of arguments. For example:
gamevar cutscene 0 0 // (quote definitions ...) state QWE qsprintf Q_dst Q_fmt x y z cutscene cutscene ends
For the most part, CON parsing is whitespace-insensitive, so state QWE either has one qsprintf command with 7 arguments, or two commands: "qsprintf Q_dst Q_fmt x y z" and "cutscene cutscene".
#1490 Posted 19 February 2015 - 06:04 PM
EDuke32 2.0.0devel r4800 (64-bit) C++ build
Compiled Dec 6 2014 13:16:08
Using C:/EDuke/DukePlus Install/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
Windows 7 Service Pack 1 (build 6.1.7601)
Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3)
Using "windows" video driver
Searching for game data...
Using C:/EDuke/DukePlus Install/DukePlus/ for game data
Using "duke3d.grp" as main game data file.
Using group file "autoload/duke3d_music-arachno.zip".
Using group file "autoload/newfont.zip".
Using group file "autoload/duke3d.grp/duke3d_hrp.zip".
Using group file "autoload/duke3d.grp/duke3d_music-arachno.zip".
Using group file "autoload/duke3d.grp/hudicons.zip".
Using group file "autoload/duke3d.grp/X-palm_package.zip".
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (438958 bytes)
Using DEF file: dukeplus.def.
Updated eduke32.cfg
Using config file "DukePlus/dp.cfg".
Including: DEFS.con (35992 bytes)
Including: USER.con (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (59407 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (60908 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (138568 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes)
Including: DukePlus/strooper/STROOPER.CON (196470 bytes)
Resizing code buffer to 157019*8 bytes
Script compiled in 3751ms, 157011*8b, language version 1.4+
4006/11264 labels, 816/2048 variables, 12/512 arrays
323 quotes, 46 strings, 40 events, 495 actors
Initialized 24.0M cache
Loading "dukeplus.def"
Duke Plus 2.35 [NixFix 5.3.565+]
High Resolution Pack (version 5.3.565)
.......Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist
.Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist
........Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0060_keycard.md3"
...Warning: Failed loading MD2/MD3 model "highres/sprites/props/0693_knife.md3"
.Warning: Failed loading MD2/MD3 model "highres/sprites/props/1051_handdryer.md3"
...Warning: Failed loading MD2/MD3 model "highres/sprites/props/4537_4538.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/props/4537_4538.md3"
....................................................
Definitions file "dukeplus.def" loaded in 14960 ms.
RTS file "DUKE.RTS" was not found
Initializing OSD...
0 joystick(s) found
Executing "DukePlus/dp_settings.cfg"
Loading clip map: _clipshape0.map
clip map "_clipshape0.map": warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong.
clip map "_clipshape0.map": warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong.
Loaded clip map.
Setting video mode 1440x900 (32-bpp fullscreen)
Disabling desktop composition...
OpenGL Information:
Version: 4.0.0 - Build 10.18.10.3345
Vendor: Intel
Renderer: Intel® HD Graphics 4000
Opened "DukePlus/textures" as cache file
Cache contains 5359039 bytes of garbage data
Initializing Polymer subsystem...
PR : FBO #1 initialization failed.
PR : FBO #2 initialization failed.
PR : FBO #3 initialization failed.
PR : FBO #4 initialization failed.
PR : FBO #5 initialization failed.
PR : Initialization complete in 553 ms.
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 67 ms
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 93 ms
Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 115 ms
Load tile 966: p0-m0-e0 highres/textures/0966.png... 32 ms
Load tile 872: p0-m0-e0 highres/textures/0872.png... 35 ms
Load tile 965: p0-m0-e0 highres/sprites/signs/0965.jpg... 19 ms
PR : Board loaded.
Loaded map hack file "/E1L1.mhk"
Load tile 502: p0-m4-e0 highres/textures/0502_d.png... 16 ms
Load tile 502: p33-m4-e1 ... 23 ms
Load tile 872: p33-m0-e1 highres/textures/0872.png... 14 ms
Load tile 964: p0-m4-e0 highres/sprites/signs/0964.jpg... 19 ms
Load tile 964: p33-m4-e1 ... 20 ms
Load tile 965: p33-m0-e1 highres/sprites/signs/0965.jpg... 18 ms
Load tile 966: p33-m0-e1 highres/textures/0966.png... 14 ms
Load skin: p0-e0 "strooper/plasma.png"... cached... 10 ms
Load skin: p33-e1 "strooper/plasma.png"... cached... 10 ms
Cache time: 23147ms
E1L1: HOLLYWOOD HOLOCAUST
Load skin: p0-e0 "highres/sprites/characters_polymost/1405_duke.png"... cached... 41 ms
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
polymer_resetlights: reloaded maphack
Game Saved
current actor: 181 (1060)
g_errorLineNum: 359, g_tw: 124
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
#1491 Posted 20 February 2015 - 02:58 AM
Jamesfff, on 19 February 2015 - 06:04 PM, said:
EDuke32 2.0.0devel r4800 (64-bit) C++ build
The crash doesn't happen with the most recent version. The CON compilation failure can be worked around by passing -conversion to EDuke32, like this:
EDuke32.exe -forcegl -game_dir DukePlus -conversion 20130105
(The date 5 Jan 2013 has been chosen simply because that's apparently the last update of DukePlus.)
#1492 Posted 21 February 2015 - 05:34 AM
Helixhorned, on 19 February 2015 - 11:25 AM, said:
To be concrete, I propose startcutscene. The alternative showcutscene is shorter, but "show" suggests a one-time drawing into the framebuffer, as in showview. The variant showscene looks nice, but loses the connection to ifcutscene.
#1493 Posted 21 February 2015 - 06:46 PM
#1494 Posted 14 March 2015 - 04:19 AM
Jamesfff, on 21 February 2015 - 06:46 PM, said:
Automap is also black in regular Duke, with latest eduke32 binaries. It only became normal, when Polymer is disabled. I think is some kind of bug...
#1495 Posted 23 March 2015 - 08:10 AM
1337DirtAlliance, on 23 March 2015 - 01:30 AM, said:
#1496 Posted 24 March 2015 - 06:05 AM
1337DirtAlliance, on 23 March 2015 - 07:34 PM, said:
You don't need the HRP to run DukePlus. All the needed models are already included (Skycar, new weapons, etc.)
#1497 Posted 09 April 2015 - 10:06 AM
can the DNE 2.0 DukePlus CONs be considered as an update for the default DukePlus ( == are you aware of any incompatibilities/regressions concerning the DP maps) ?
I'd like to add them to the next NixFix version.
#1498 Posted 09 April 2015 - 09:32 PM
LeoD, on 09 April 2015 - 10:06 AM, said:
can the DNE 2.0 DukePlus CONs be considered as an update for the default DukePlus ( == are you aware of any incompatibilities/regressions concerning the DP maps) ?
I'd like to add them to the next NixFix version.
I don't know. To be sure, one would have to either do a line by line comparison of the differences, or do extensive testing. The former would be easier.
I don't remember what was updated for DNE 2.0. It may have included bug fixes or changes that are a good thing all around. But it also may have included things specifically for DNE that would mess up DukePlus when used without models or DNE features. To the extent that I remember, I think very little was changed.
#1499 Posted 10 April 2015 - 02:13 PM
Trooper Dan, on 09 April 2015 - 09:32 PM, said:
Attached File(s)
-
DukePlus-235-DNE20-diff.zip (281.44K)
Number of downloads: 245
#1500 Posted 12 April 2015 - 09:01 PM
LeoD, on 10 April 2015 - 02:13 PM, said:
I took a quick look, and I couldn't find anything different in the two main CON files (dukeplus.con and playerplus.con). I do now remember that a bug or two was fixed in the civilian code for DNE.