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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Stabs 

#590

modify the eduke.con in the dukeplus dir to point to your custom cons, its works for most stuff

include DukePlus/dpcons/DUKEPLUS.CON
include DukePlus/dpcons/DBIKE.CON
include DukePlus/dpcons/DNE.CON

thats how i have mine setup
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User is offline   Klaymen 

#591

First let me just say thanks to all you peeps who create this beautiful stuff for dn3d ;) Haven´t played the game in like 10 years and here I find all this. Great!

Anyway, Duke plus crashes for me. A lot. I´ve only tried two episodes, "the birth" which crashes after like a minute, and "shrapnel city" which crashes after maybe 10-15 minutes. I have the latest version of eduke, plus the updated files you provided some posts above. I have tried running with both "polymer_hrp" and "duke3d_hrp" but it crashes anyway. No other files in "autoload" folder.

Any known causes to these kind of random crashes?

I have win7 64-bit, phenom x4 955 3.2ghz, 4gb ddr2 and a radeon x1950 pro. It runs hrp+polymer perfectly fine without Duke plus, but I really enjoy what you´ve done with the game, so I would really like to find a solution. Any .cfg tricks you can think of that I can try, maybe something to turn off that´s know to cause conflicts?

This post has been edited by Klaymen: 12 February 2010 - 04:41 PM

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User is offline   Danukem 

  • Duke Plus Developer

#592

View PostKlaymen, on Feb 12 2010, 04:40 PM, said:

First let me just say thanks to all you peeps who create this beautiful stuff for dn3d ;) Haven´t played the game in like 10 years and here I find all this. Great!

Anyway, Duke plus crashes for me. A lot. I´ve only tried two episodes, "the birth" which crashes after like a minute, and "shrapnel city" which crashes after maybe 10-15 minutes. I have the latest version of eduke, plus the updated files you provided some posts above. I have tried running with both "polymer_hrp" and "duke3d_hrp" but it crashes anyway. No other files in "autoload" folder.

Any known causes to these kind of random crashes?

I have win7 64-bit, phenom x4 955 3.2ghz, 4gb ddr2 and a radeon x1950 pro. It runs hrp+polymer perfectly fine without Duke plus, but I really enjoy what you´ve done with the game, so I would really like to find a solution. Any .cfg tricks you can think of that I can try, maybe something to turn off that´s know to cause conflicts?


There was an issue that I fixed yesterday which had caused crashes for at least one person, so make sure you download the latest unofficial code from the link in my sig if you haven't done so in the last day. If the latest code doesn't help, attach a copy of your eduke32.log in your next post. Also, I need to know whether the crashes occur when not using the Polymer renderer.

This post has been edited by DeeperThought: 12 February 2010 - 06:50 PM

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User is offline   Klaymen 

#593

Ok, sorry, it seems like it is the polymer render and not Duke plus that crashes. When I first tried playing polymer without Duke plus I played for like 15 min and then quit the game, thinking it was working. Tried again now on a different episode and it crashed after a few minutes. Tried Duke plus without polymer and it seems to be working. Guess I´ll have to try doing some tweaking with polymer.
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User is offline   williamjcm 

#594

View PostKlaymen, on Feb 13 2010, 01:40 AM, said:

I have tried running with both "polymer_hrp" and "duke3d_hrp" but it crashes anyway. No other files in "autoload" folder.


The install instructions for Polymer HRP say that you must only have polymer_hrp.zip in your autoload folder.
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User is offline   The Commander 

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

#595

View Postwilliamjcm, on Feb 15 2010, 05:50 AM, said:

The install instructions for Polymer HRP say that you must only have polymer_hrp.zip in your autoload folder.

No one reads ReadMe's these days, what are you talking about. ;)

But I think that he meant he tried each one individually and not at the same time.
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User is offline   Sobek 

  • There's coffee in that nebula!

#596

Just a quick question if I may - with the Lotag 107 Transition effect, is an XVEL of -1 (10 seconds) as long as it can delay for? Would -2 create a 20 second delay?

It's no big deal, I'm just testing something and the 107 Transition works best. I suppose I can just use a 105 Sleeper with an XVEL of 520 (for 20 seconds).
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User is offline   Stabs 

#597

a chain, shooter, and cutscene would still work well for that effect

just add an extra of 4 to the last camera and give it a tic of 1, delay the shooter activation with a dud chain
your first camera can contain the fade out part with an extra of 1

is it possible to get the O "noise" sprite effect able to activate via a corresponding lotag number?
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User is offline   necroslut 

#598

I think I've found a few DP bugs...
If you pick up a "better" weapon (with "change weapon on pickup" on) while holding an object with the gravity gun alt fire, you will lower the grav gun but the object will still hover in front of you untill you press fire.

In DPCBP map, you can't turn off "BFG replaces devastator", which I'm quite sure isn't how it's supposed to be because the map is older than the BFG.
Last, if you try to save while close to one of those portals in DPCBP, the game crashes. This might not be DP related though, I just thought I'd mention it.
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User is offline   Danukem 

  • Duke Plus Developer

#599

View Postnecroslut, on Feb 15 2010, 03:07 AM, said:

Last, if you try to save while close to one of those portals in DPCBP, the game crashes. This might not be DP related though, I just thought I'd mention it.


That sounds like an EDuke32 bug that was fixed a while back. Are you using the eduke32.exe included with DP, or are you using an older one?
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#600

Playing "Aquatic Hive" with DukePlus, there's a spot that cause a fatal error. Dunno if it's related to DP code or Eduke32. Log follows:

EDuke32 2.0.0devel 20100107
Application parameters: -gAHIVE.GRP -jDukePlus -hdukeplus.def -xEDUKE.CON -map HYDRHIVE.MAP 
Using DEF file: dukeplus.def.
Using CON file 'EDUKE.CON'.
addsearchpath(): Added C:/Duke3d/
addsearchpath(): Added DukePlus/
OS: Windows XP (5.1.2600) Service Pack 2
Large page support available
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Duke3d/DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Using group file 'DukePlus/old cons.zip'.
Using group file 'AHIVE.GRP'.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (396324 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45711 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (53232 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (57221 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25697 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (66028 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (124439 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (226289 bytes)
DukePlus/dpcons/DUKEPLUS.CON: In actor `EXPLOSION2':
DukePlus/dpcons/DUKEPLUS.CON:7670: warning: found local gamevar `framerate' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_EGS':
DukePlus/dpcons/DUKEPLUS.CON:13500: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13500: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_GAME':
DukePlus/dpcons/DUKEPLUS.CON:16211: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:16211: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_CHEATGETJETPACK':
DukePlus/dpcons/DUKEPLUS.CON:16687: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON:16688: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:16974: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:16982: warning: found `ifsound' outside of a local event.
Found 9 warning(s), 0 error(s).
Resizing code buffer to 111607*4 bytes
Relocating compiled code from to 0x7f850014 to 0xaaaac44
Script compiled in 106ms
Compiled code size: 111599*4 bytes, version 1.4+
Pointer bitmap size: 13951 bytes
2876/11264 labels, 684/2048 variables
298/16384 quotes, 46 quote redefinitions
37/88 event definitions, 417 defined actors
Using level: '/HYDRHIVE.MAP'.
Initialized 32.0M cache
Loading 'dukeplus.def'
Warning: Failed including duke3d.def on line dukeplus.def:1
Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3"
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 00000410 to 00000409
Initializing DirectInput...
  - Enumerating attached input devices
	* MOUSE: Mouse
	* KEYBOARD: Tastiera
Executing "DukePlus/dp_binds.cfg"
Setting video mode 640x480 (32-bit windowed)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  1.3.4581 WinXP Release
 Vendor:   ATI Technologies Inc.
 Renderer: RADEON 9200 Series DDR x86/MMX/3DNow!/SSE2
Cache contains 30091438 bytes of garbage data
Initializing music...
Initializing sound...
Cache time: 4516ms
E1L8: USER MAP
EOF: EDuke32
Cache time: 642ms
NIGHT VISION ON
NIGHT VISION OFF
Fatal Signal caught: SIGSEGV. Bailing out.
 253 16 388
97511: 13489 ifvarn  388 -1
97514: 43786 ssp 
97515: 31337 { 
97516: 13491 getactor  388 6 399
97520: 13492 ifvare  399 0
97523: 43786 ifstrength 
97524: 13492 ifvare 
97525:	 4 guniqhudid  382 4 675
97529: 43786 ifstrength 
97530: 13492 setvar  399 6
97533: 13493 setactor  253 6 399
97537: 13495 getactor  253 16 388
97541: 13498 ifvarl 
97542:	 4 guniqhudid  253 9 20
97546: 43786 checkavailweapon 
97547: 31337 { current actor: 434 (2286)
g_errorLineNum: 13492, g_tw: 125
 
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...

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User is offline   Danukem 

  • Duke Plus Developer

#601

Have you verified that it always crashes in that spot? I know that some people, including the lead mapper on the hive team, have played through that map several times with DP and have not mentioned any crashes.
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#602

Juts to be sure there won't be misunderstanings : I'm referring to this map, that was made by Devastator alone http://msdn.duke4.ne...taquahive.shtml
And yes, the crashes happen always in the same spot. By the way, I myself have finished the map some times ago with an older version of DP and Eduke and found no bugs. So, my guess is something is screwed with latest DP or EDuke.
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User is offline   necroslut 

#603

View PostDeeperThought, on Feb 15 2010, 06:08 PM, said:

That sounds like an EDuke32 bug that was fixed a while back. Are you using the eduke32.exe included with DP, or are you using an older one?

Seems I was using a version from october (thought I used the newer version... must be in another folder...) Never mind that, then!
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User is offline   Danukem 

  • Duke Plus Developer

#604

View PostHeadless_Horseman, on Feb 15 2010, 03:02 PM, said:

Juts to be sure there won't be misunderstanings : I'm referring to this map, that was made by Devastator alone http://msdn.duke4.ne...taquahive.shtml
And yes, the crashes happen always in the same spot. By the way, I myself have finished the map some times ago with an older version of DP and Eduke and found no bugs. So, my guess is something is screwed with latest DP or EDuke.


Could you send me a saved game file from right before the crash occurs? And make sure you are using the very latest DP code (download from my sig, if you haven't in the last two days).

EDIT: Just tried the map, by the way, and while I didn't find the point where it crashes I did find a terrible map bug. After the excruciatingly long submarine ride at the beginning of the level, take the water tunnel to the room with all the octabrains and eggs (the first enemies in the map). Blow them up, hit the switch, and then notice there is a window with a view of the submarine. The window has a force field, but you can easily slip through it in one corner (which I did by accident, just by pressing against it). The force field blocks quite well from the other side, though, trapping the player in the room. However, after going around the back of the sub (during which you are treated to some ROR visual glitches), you can wiggle your way right through its walls and end up at the nuke button and end the game.

This post has been edited by DeeperThought: 15 February 2010 - 05:35 PM

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#605

I'll try the latest DP code and let you know.
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User is offline   Jamesfff 

#606

Has anyone else noticed that keys spawned by breaking trashcans, hitting switches, etc. (like the blue key in ADG02.map, for instance, spawned by breaking a trashcan) can't be picked up? Every time I try to pick up a spawned key, it disappears from the gameworld, but doesn't turn up in my inventory, leaving me unable to get past the corresponding lock without cheating. What's up with that?
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User is offline   Danukem 

  • Duke Plus Developer

#607

View PostJamesfff, on Feb 16 2010, 01:53 PM, said:

Has anyone else noticed that keys spawned by breaking trashcans, hitting switches, etc. (like the blue key in ADG02.map, for instance, spawned by breaking a trashcan) can't be picked up? Every time I try to pick up a spawned key, it disappears from the gameworld, but doesn't turn up in my inventory, leaving me unable to get past the corresponding lock without cheating. What's up with that?


You are the first to mention any such problem. I have never seen that happen, and looking at the code I don't see why it would. Could you send a map where it happens?
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#608

Good news : no problem at all with the new DP code and Aquatic Hive map.
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User is offline   darkcaleb 

#609

If i may ask, how does the quote system work in dukeplus i mean where do you type like your own text?
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User is offline   The Commander 

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

#610

View Postdarkcaleb, on Feb 17 2010, 03:39 PM, said:

If i may ask, how does the quote system work in dukeplus i mean where do you type like your own text?

From "DPEFFECTS.html"

Quote

Quoter Sprite
A Quoter sprite will display a quote or picture of your choice when the player enters its sector. Place a sprite of tile #2956 (the red "Q"). Give it a lotag of 1 if you want it to display a quote using your own customized settings for size, positions, etc. Give it a lotag of 2 if you want to display a picture. Give it a lotag of 3 to display a quote using the standard Duke 3D quote system (at the top of the screen in white text for five seconds, or until another quote is displayed). Set the hitag to the number of the quote you want displayed, or to the tile number you want displayed if the quoter has lotag 2. If you use lotag 3, then no other settings are required. Otherwise: EXTRA is the number of ticks that the quote or picture is displayed. XVEL and YVEL are the X and Y coordinate offsets, which can be postive or negative. Leave XVEL at 0 on lotag 1 Quoters and the quote will be centered. ZVEL is the size offset. Note that the values needed for X and Y offsets will change depending on the size, and are different for quotes and pictures. The quote or picture displayed will have the pal and transparency of the quoter sprite. A quote and a picture can be displayed at the same time, but this requires two different sprites.

It uses the quotes that are already in the game, so if you want custom ones then you need to add it to the cons with "definequote"

e.g.
definequote 125 HELLO THIS IS MY QUOTE

I think it should be safe enough to put it in the top of the userplus.con?

This post has been edited by The Commander: 16 February 2010 - 08:01 PM

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User is offline   Danukem 

  • Duke Plus Developer

#611

View PostThe Commander, on Feb 16 2010, 07:58 PM, said:

I think it should be safe enough to put it in the top of the userplus.con?


It would make more sense to edit EDUKE.CON to include your own CON, e.g.

include DukePlus/dpcons/DUKEPLUS.CON
include MYUSER.CON


and then add the quotes to MYUSER.CON. That way, you don't have to keep adding them every time I update the DP code. DP quotes start at 1000, to the usual user quote numbers are fine.
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User is offline   darkcaleb 

#612

Hey thanx guys!
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User is offline   Danukem 

  • Duke Plus Developer

#613

I have uploaded a new Duke Plus, version 208. I didn't change much; mostly minor bugfixes, but there was one bug that had caused crashes for some people (people who have been keeping up with the latest code already have the fix for that). The weapon sway on the Imperium Cannon has been reduced. And I finally got around to making different colors for the karate kicks to match the player's color (I had to use PNGs for that, because the kick art does not work with pals, and it was too much trouble to try to fix the 8-bit art). The documentation has not been updated, but it will say "DP 208" in the corner of the screen when you start a game.

I know there's a lot of other stuff that should be done, but I'm not focusing on DP lately.
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User is offline   VinsaneOne 

#614

I need to know if there's a way to clear the bullets from demos? I have everything else cleared, pickup messages, hud, Duke carring weapons, status bar etc. I want to use these demos to record movie footage and I have DP enabled for the sounds, basicly the footstep sounds. The demos were made using only the HRP so I have a clear screen as far as the extra stuff goes. Played back with DP, the bullets appear, which I don't need in the movie.
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#615

I dunno what you are trying to do, but you could fiddle with DukePlus' .def file, just define an entirely transparent .png in place of the model skins or textures for the bullets - it's a bit hackish but it should work
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User is offline   VinsaneOne 

#616

Thanks@High Treason, if thats the only way.

Posted Image
With DukePlus, I get the footstep sounds (good). See the bullets, (not good) for the movie.

Posted Image
No DukePlus, no bullets (good) No footstep sound, (not good) for the movie.
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User is offline   Danukem 

  • Duke Plus Developer

#617

Open HUDPLUS.CON in a text editor. Find the first instance of the string 'state displaypistolbullets'. Right below that it will say 'ifvare botclip 0 break'. Change that to simply 'break' (or add another break before that). This will cause the state to stop execution before it displays anything.

EDIT: Why didn't you just switch to the mighty boot (weapon 1) ?

This post has been edited by DeeperThought: 18 February 2010 - 06:24 PM

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User is offline   VinsaneOne 

#618

View PostDeeperThought, on Feb 18 2010, 09:19 PM, said:

Open HUDPLUS.CON in a text editor. Find the first instance of the string 'state displaypistolbullets'. Right below that it will say 'ifvare botclip 0 break'. Change that to simply 'break' (or add another break before that). This will cause the state to stop execution before it displays anything.

EDIT: Why didn't you just switch to the mighty boot (weapon 1) ?

Because the demos were already recorded without DP, only the hrp. Had to do it that way to avoid 'out of sync' errors. This technique has to be done in a multyplayer game. But I added the word 'break' like you said and it worked perfectly! Thank you so much!
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User is offline   Jamesfff 

#619

In response to this:

Quote

Has anyone else noticed that keys spawned by breaking trashcans, hitting switches, etc. (like the blue key in ADG02.map, for instance, spawned by breaking a trashcan) can't be picked up?


View PostDeeperThought, on Feb 16 2010, 06:56 PM, said:

You are the first to mention any such problem. I have never seen that happen, and looking at the code I don't see why it would. Could you send a map where it happens?


The map ADG04.map (which is attached to this message) is one example. The blue key in this map is acquired by detonating an explosion at the far north end of the map, down a path behind a gate.
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