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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#620

View PostJamesfff, on Feb 21 2010, 11:39 AM, said:

In response to this:





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.


The map is not actually attached but I know where to get a copy. Just to clarify, though, before I spend time hunting down a bug which may not exist: Are you sure this is not also a problem using the same eduke32.exe without Duke Plus? I have seen something like what you describe in the unmodified game, where objects cannot be picked up (but never with a keycard). I think it happens due to a failure of the ifcanseetarget command, which is used by the ACCESSCARD actor.
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User is offline   Danukem 

  • Duke Plus Developer

#621

View PostJamesfff, on Feb 21 2010, 11:39 AM, said:

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.


I just played that map using Duke Plus. The card spawned and I was able to pick it up. So as far as I can tell, nothing is wrong.
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User is offline   LeoD 

  • Duke4.net topic/3513

#622

I would like to see an option to temporary play with classic defaults without my custom DP settings being forgotten. I know I could make a backup of dp.cfg, but still...
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User is offline   Mike Norvak 

  • Music Producer

#623

Hi!!!!

Check out these maps, that show some freaky bug-effects using DukePlus....

http://www.megaupload.com/?d=Q1EZ9UE2

What do u thing about?
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User is offline   supergoofy 

#624

Maps that use different art files or custom con code may have problems with DukePlus. Vanilla maps that use the standard art files from duke3d.grp and have no custom con code, should work ok with DukePlus (at least most of them) and of course without HRP or Polymer. Some maps may need software renderer, but I think EDuke32 dropped it a long time ago (can't remember, I always use Polymost and sometimes Polymer).

The file you uploaded is currently not available (stupid megaupload.com, it does such nasty things sometimes).

I think that DeeperThought is more capable of answering to your questions with more technical details, as I am not an experienced con coder and I know little about the technical stuff of EDuke32 and DukePlus. <_<

This post has been edited by supergoofy: 26 February 2010 - 12:33 PM

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User is offline   Danukem 

  • Duke Plus Developer

#625

No, these are special maps that he made to demonstrate the bugs. I'll be looking into it.

EDIT: I have looked at the maps. The first one with the bouncemines is interesting. However, most of the strangeness seems perfectly fine, when you think about it. You have a spawner that is set up to periodically spawn the mines. They spawn into a rapidly rotating sector. The only mystery is why they start to move when shot at, instead of just blowing up, but that's a small mystery, and it seems harmless enough, because the moving mines can still be destroyed. My guess is that it's some hardcoded behavior of the bouncemine sprite that no one had noticed before because people don't normally have lots of them placed on top of each other on the same coordinates.

I don't know what to say about the other map because I can't tell which things are supposed to be happening. I shoot the switch, and the platform starts to move back and forth...seems like a normal build effect that has nothing to do with DP. I also hear some sounds; is that the problem?

This post has been edited by DeeperThought: 26 February 2010 - 01:19 PM

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User is offline   Gambini 

#626

He´s using DP shooters and targets for oscillating activations. I´m using a similar effect in my upcoming map but using vanilla effects. Lezing also uses a sort of the same thing in his lebuild example maps.
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User is offline   Mike Norvak 

  • Music Producer

#627

View PostDeeperThought, on Feb 26 2010, 02:55 PM, said:

No, these are special maps that he made to demonstrate the bugs. I'll be looking into it.

EDIT: I have looked at the maps. The first one with the bouncemines is interesting. However, most of the strangeness seems perfectly fine, when you think about it. You have a spawner that is set up to periodically spawn the mines. They spawn into a rapidly rotating sector. The only mystery is why they start to move when shot at, instead of just blowing up, but that's a small mystery, and it seems harmless enough, because the moving mines can still be destroyed. My guess is that it's some hardcoded behavior of the bouncemine sprite that no one had noticed before because people don't normally have lots of them placed on top of each other on the same coordinates.


Yeah that´s the bug i was talkin´ about, it´s very strange that a group of bounce mines start to move only when are shot by the cruizer or the db shotgun instead of any regular weapon. And not only in a rotating sector.
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User is offline   Danukem 

  • Duke Plus Developer

#628

View PostNorvak, on Feb 28 2010, 04:46 PM, said:

Yeah that´s the bug i was talkin´ about, it´s very strange that a group of bounce mines start to move only when are shot by the cruizer or the db shotgun instead of any regular weapon. And not only in a rotating sector.


Maybe you can replicate the behavior without using Duke Plus. Instead of a spawner, just place a bunch of the mines on that same spot, then load up vanilla Duke and shoot the mines with a shotgun.
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User is offline   Mike Norvak 

  • Music Producer

#629

View PostGambini, on Feb 27 2010, 06:17 PM, said:

He´s using DP shooters and targets for oscillating activations. I´m using a similar effect in my upcoming map but using vanilla effects. Lezing also uses a sort of the same thing in his lebuild example maps.


Yeah, i think its a rare use of dp shooter, the map i make is only a quick example (yes, with annoying sounds, sorry)

This post has been edited by Norvak: 28 February 2010 - 05:09 PM

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User is offline   dopefish 

#630

question-

i recently installed eduke32 (again) and dukeplus 2.08. when i pick up the new laser gun, all i'm getting is a classic handgun sprite that shoots lasers.

in my log i've got this:

Loading 'dukeplus.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Error: file 'highres/textures/0191.jpg' does not exist
Error: file 'highres/textures/0880.jpg' does not exist
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_pickup.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3"

i checked and the lasergun_pickup.md3 and lasergun_1.md3 files are both present. the laser gun from previous versions worked fine. everything else in the game works fine.

any ideas? entire log dump here: http://pastebin.com/rh89J8AG

thanks
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User is offline   Danukem 

  • Duke Plus Developer

#631

View Postdopefish, on Mar 4 2010, 08:21 PM, said:

Error: file 'highres/sprites/decals/2298_n' does not exist
Error: file 'highres/textures/0191.jpg' does not exist
Error: file 'highres/textures/0880.jpg' does not exist


Those lines are not in dukeplus.def. Those refer to HRP resources and I'm guessing you would get the same errors if you used the HRP without DukePlus.

View Postdopefish, on Mar 4 2010, 08:21 PM, said:

Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_pickup.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3"

i checked and the lasergun_pickup.md3 and lasergun_1.md3 files are both present. the laser gun from previous versions worked fine. everything else in the game works fine.

any ideas? entire log dump here: http://pastebin.com/rh89J8AG

thanks


When you say the "previous version", do you mean back when it was using the HRP pistol model for the laser gun, but with a modified skin? I don't know why the new model would fail to load for you. <_<
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User is offline   dopefish 

#632

View PostDeeperThought, on Mar 4 2010, 08:53 PM, said:

Those lines are not in dukeplus.def. Those refer to HRP resources and I'm guessing you would get the same errors if you used the HRP without DukePlus.



When you say the "previous version", do you mean back when it was using the HRP pistol model for the laser gun, but with a modified skin? I don't know why the new model would fail to load for you. <_<


yeah i threw those extra lines in there in case they contained some context for the error; i'm pretty sure those errors would occur without DP as well.

by "previous version" i'm pretty sure i'm talking about the HRP pistol with the modified skin. it was boxy, like the pistol, though duke holds it closer to the center of the screen (like the mp5). i think the last version of DP i tried was 205 or 206 (but i'm on 208 now). it's not the "new" 1950s-scifi-style one that people seem to be up in arms about.

it's not a huge deal, just wanted to see if there was a quick fix. i don't often come across the laser pistols anyway so i could probably disable them and see if it's fixed in a later version.
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#633

Quote

Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_pickup.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3"

That's probably a case sensitivity issue. I think it's funny that not only is Windows case-insensitive, but Windows-users are case-insensitive. <_< On Linux, if you say "DUKEPLUS_RESOURCES/GRAPHICS" there had better be a "DUKEPLUS_RESOURCES/GRAPHICS" and not "DUKEPLUS_RESOURCES/graphics" or "DUKEPLUS_RESOURCES/Graphics". I strongly recommend that mod makers stick to all lowercase filenames so that there's no confusion. (If I recall, EDUKE.CON and GAME.CON are hardcoded as uppercase though.)
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User is offline   Danukem 

  • Duke Plus Developer

#634

Yes, that was the problem, thanks for pointing that out. By the way, the only part of the file names with a mismatched case was the extension (they were .MD3 instead of .md3). It's easy to miss that, especially when someone sends you an .MD3 file and you are renaming it, because when you type a new name you don't normally change the extension.


EDIT: Also, it seems to me that "does not exist" would be a better error in this situation, since that more accurately describes what is happening (no resource with the name given in the path exists). Prior to this, when it says "Failed loading" I assumed that meant that the resource was found but failed to load for some reason.

This post has been edited by DeeperThought: 06 March 2010 - 09:35 AM

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User is offline   LinuxDuker 

#635

Hey, I'm new here. I built EDuke32 on Linux from source, latest version, and I have DukePlus 2.08 and I'm having a major issue with the mantling feature. Duke3D version is 1.5/Atomic by the way.

The problem is that mantling does not activate for certain ledges. It does not work when I'm inside vents, and I cannot cross the mantling gap in the 'DP Effects' map like you're supposed to. This has resulted in some maps, 'Project Zero' included with DP first coming to mind, being unplayable without having to use the 'noclip' cheat. The only serious CON alterations I've done are to USER.CON in altering MAXPLAYERHEALTH, MAXWATERFOUNTAINHEALTH, and MAXPLAYERATOMICHEALTH.

The main thing is that I can't mantle on ledges that I can't climb on top of, or mantle on ledges where the the sector ceiling is at least vent height. Another example I can think of where I can't mantle is on E2L1, Spaceport when in the largest open area with the two niches in the wall. I can't mantle on the niche edge with the jetpack in it. Tell me if you need anything else. I'm wondering if I'm the first person to have this problem or not, and hope it is not because of me running this mod and EDuke32 on Linux.
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User is offline   Danukem 

  • Duke Plus Developer

#636

Those areas you mentioned are ones where the mantling worked in the past, and I haven't changed the code since then. But maybe I changed code somewhere else that affected it. Another possibility is that some recent source code change has caused problems (unlikely), or it could even be a compiler issue (hitscan, which mantling uses heavily, is very sensitive to compiler optimizations). I'll look into it soon.

What revision of EDuke32 are you using?

EDIT: I have now done a pretty thorough mantling test using eduke32 revision 1599, downloaded from the synthesis folder. I checked some of the areas you mentioned, and a lot of other places, and encountered no problems at all. My guess is that something in the eduke32 source is not getting compiled right for you.

This post has been edited by DeeperThought: 09 March 2010 - 02:09 PM

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User is offline   LinuxDuker 

#637

Just checked and my EDuke32 version is 2.0.0devel with a release date of 1-22-2010. Is this newer than what you used? If so, direct me to the source for what you used and I'll try compiling another executable using it and see if it fixes anything.
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User is offline   Danukem 

  • Duke Plus Developer

#638

View PostLinuxDuker, on Mar 9 2010, 04:31 PM, said:

Just checked and my EDuke32 version is 2.0.0devel with a release date of 1-22-2010. Is this newer than what you used? If so, direct me to the source for what you used and I'll try compiling another executable using it and see if it fixes anything.


The revision that I am using, 1599, was released on 2-23-2010. You've got an old version there. Here you can find newer source:

http://dukeworld.duk...ke32/synthesis/

Note that revisions later than 1599 have a bug which screws up numbers in the DP menu and maybe parts of the hud.

If using newer source doesn't help, then I suspect the problem is with the compiler you are using.
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User is offline   LinuxDuker 

#639

Hmm...it's still saying I'm using build 1592, and no improvement to the mantling problems. Compiler used was gcc.
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User is offline   LinuxDuker 

#640

And I'm running on Ubuntu Linux 8.04.4 Hardy Heron LTS (Linux Kernel 2.6.24-27).
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User is offline   Danukem 

  • Duke Plus Developer

#641

View PostLinuxDuker, on Mar 9 2010, 05:46 PM, said:

Hmm...it's still saying I'm using build 1592, and no improvement to the mantling problems. Compiler used was gcc.


Try downgrading to gcc 4.3.3 and see if that helps.
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User is offline   LinuxDuker 

#642

I've got gcc-4.2 and 4.1. I'll try using 4.2 first.
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User is offline   LinuxDuker 

#643

*sighs* It looks like I'll have to update beyond Ubuntu 8.04 Hardy Heron to get gcc 4.3, and I have the Long Term Support version. I'll see if there's anyway to upgrade my system without requiring an entire system wipe.
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User is offline   LinuxDuker 

#644

Alright, upgrading my system to Ubuntu 8.10 which comes with gcc 4.3. We'll see how things go in a couple hours when I'm able to re-compile a third time using it.
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User is offline   Danukem 

  • Duke Plus Developer

#645

I'm afraid I'm out of my depth and out of ideas if that doesn't work. I don't use linux and I don't have the problem at my end. <_<
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User is offline   LinuxDuker 

#646

Alright, after recompile using gcc-4.3.2, build went better with no warnings delivered, but the mantling problem is still there. A few other minor glitches are gone though, and the mantling testing was only done initially on E2L1. I'm guessing nonetheless I really do need 4.3.3 of gcc, but I may have to use unconventional means to get it installed as its not available via Ubuntu's built-in software updater.
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User is offline   LinuxDuker 

#647

Nah, looks like I'm going to upgrade my system once again. I was fairly far behind other Ubuntu users sticking to 8.04 when the current version is 9.10. Installing the next distribution upgrade will get me to gcc-4.3.3
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User is offline   Plagman 

  • Former VP of Media Operations

#648

Your version of GCC is fine. DT was mentioning downgrading to 4.3 because GCC 4.4 has some issues with corrupting code when trying to optimize parts of the engine. If really in doubt, you could try `make veryclean && make RELEASE=0` to compile without optimization and see if that fixes your issues, but I doubt that. I don't think your issue lies in the code itself. Are you sure you're using the same version as DT? Did you extract the 1599 tarball to a brand new directory before building?
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User is offline   Danukem 

  • Duke Plus Developer

#649

Make sure you are using the latest DP code from the link in my sig. I don't think it will help with the mantling problem, but I have been updating that code almost every day with little bug fixes.
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