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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Hendricks266 

  • Weaponized Autism

  #1471

Can you do any more bisection--was it SDL itself?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1472

View Postsupergoofy, on 01 January 2014 - 03:00 AM, said:

EDuke32 r4237 freezes when launched with DukePlus
I don't know if this bug is related to SDL 2.0x implementation (currently 2.01 is used with r4237)
Can't confirm. Post your log. Follow my signature and try the latest non-SDL build.
Happy new year, guys.
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User is offline   supergoofy 

#1473

First I launch DukePlus with this:
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

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User is offline   Hendricks266 

  • Weaponized Autism

  #1474

The problem is caused because the SDL code goes into an infinite loop when the startup window should be querying the user for something. You can trigger the same thing by putting an error in your CON files.
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User is offline   OpenMaw 

  • Judge Mental

#1475

I have three questions relating to DP/Eternity.

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?
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User is online   Danukem 

  • Duke Plus Developer

#1476

View PostCommando Nukem, on 28 April 2014 - 04:28 PM, said:

I have three questions relating to DP/Eternity.

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?
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User is offline   OpenMaw 

  • Judge Mental

#1477

It may be a glitch related to Eternity? I'll try starting with a clean install and see if that fixes it.

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.

Attached Image: invisible player.jpg



And yeah, i'm seeing if I can make use of DP/Eternity for a animation project. Posted Image
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User is online   Danukem 

  • Duke Plus Developer

#1478

View PostCommando Nukem, on 28 April 2014 - 06:56 PM, said:

It may be a glitch related to Eternity? I'll try starting with a clean install and see if that fixes it.


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.
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User is offline   OpenMaw 

  • Judge Mental

#1479

Don't suppose I could twist your arm to make that tweak?
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User is offline   TON 

#1480

When I press f7 on dukebike doesn't show the first person view correctly

Please, has anyone solved it?
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User is online   Danukem 

  • Duke Plus Developer

#1481

View PostTON, on 19 September 2014 - 10:56 AM, said:

When I press f7 on dukebike doesn't show the first person view correctly

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.
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User is offline   TON 

#1482

View PostTrooper Dan, on 19 September 2014 - 01:22 PM, said:

What does it do? From your post, I can't tell if the behavior has changed or is working as intended.

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
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User is online   Danukem 

  • Duke Plus Developer

#1483

View PostTON, on 20 September 2014 - 12:04 AM, 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


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.
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User is offline   tomo 

#1484

Hey Trooper Dan,if it's not a problem could you point me in the right direction on changing the distance between the akimbo pistols in Duke Plus to be something more like Attrition i prefer the feel in Attrition,any help would be appreciated thanks.

Attached thumbnail(s)

  • Attached Image: eduke32 2014-10-13 19-20-51-44.png
  • Attached Image: eduke32 2014-10-13 19-45-35-19.png

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User is online   Danukem 

  • Duke Plus Developer

#1485

Since you are using the models and not the sprites, you might be able to do it by changing the model defs for the hud pistol. That would be very easy to do and doesn't require changing the game code. You would need to change xadd and maybe angadd.
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User is offline   tomo 

#1486

Yeah i thought i might be able to change it like that,thanks for the reply.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1487

As of EDuke32 r4987, cutscene has been added as a CON language keyword. This conflicts with a gamevar of the same name in USERPLUS.CON and will prevent DukePlus from starting. However, that gamevar appears to be unused, so the according line of code can simply be commented out. I have updated the downloads of the DukePlus NixFix and the Z-Pack to deal with that, both available at the usual place.
2

User is online   Danukem 

  • Duke Plus Developer

#1488

View PostLeoD, on 16 February 2015 - 10:55 AM, said:

As of EDuke32 r4987, cutscene has been added as a CON language keyword. This conflicts with a gamevar of the same name in USERPLUS.CON and will prevent DukePlus from starting. However, that gamevar appears to be unused, so the according line of code can simply be commented out. I have updated the downloads of the DukePlus NixFix and the Z-Pack to deal with that, both available at the usual place.


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

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User is offline   Helixhorned 

  • EDuke32 Developer

#1489

View PostTrooper Dan, on 17 February 2015 - 10:36 PM, said:

EDIT: Just checked wiki and the new keyword isn't there yet. I hope it could be renamed to something else, such as "showscene".

Agreed. While that command is still recent, I too would prefer it to be named starting with a verb.

Quote

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).

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".
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User is offline   Jamesfff 

#1490

I am getting crashes on trying to save with DukePlus active; wiithout DukePlus, Eduke 32 saves just fine. Log below:

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
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User is offline   Helixhorned 

  • EDuke32 Developer

#1491

View PostJamesfff, on 19 February 2015 - 06:04 PM, said:

I am getting crashes on trying to save with DukePlus active; wiithout DukePlus, Eduke 32 saves just fine. Log below:

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.)
1

User is offline   Helixhorned 

  • EDuke32 Developer

#1492

View PostHelixhorned, on 19 February 2015 - 11:25 AM, said:

Agreed. While that command is still recent, I too would prefer it to be named starting with a verb.

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.
2

User is offline   Jamesfff 

#1493

All well and good - until I found that the automap screen is all black - except for Duke himself!
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User is offline   nsnake 

#1494

View PostJamesfff, on 21 February 2015 - 06:46 PM, said:

All well and good - until I found that the automap screen is all black - except for Duke himself!

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... :)
1

User is offline   LeoD 

  • Duke4.net topic/3513

#1495

View Post1337DirtAlliance, on 23 March 2015 - 01:30 AM, said:

What sprite ID# is the drivable dukeship???
6412, see Skycar1.map.
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User is online   Danukem 

  • Duke Plus Developer

#1496

View Post1337DirtAlliance, on 23 March 2015 - 07:34 PM, said:

Ahh thanks, I haven't played through the Dukeplus because my comp can't handle the hrp at an acceptable level so i'm holding off till I build a new comp next month.


You don't need the HRP to run DukePlus. All the needed models are already included (Skycar, new weapons, etc.)
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User is offline   LeoD 

  • Duke4.net topic/3513

#1497

Trooper Dan,

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.
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User is online   Danukem 

  • Duke Plus Developer

#1498

View PostLeoD, on 09 April 2015 - 10:06 AM, said:

Trooper Dan,

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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1499

View PostTrooper Dan, on 09 April 2015 - 09:32 PM, said:

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.
Trivial things (to me) taken aside, I've boiled it down to four files (old and new versions attached). Not much changed, indeed. I'd be pleased if you could take a quick look at them.

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#1500

View PostLeoD, on 10 April 2015 - 02:13 PM, said:

Trivial things (to me) taken aside, I've boiled it down to four files (old and new versions attached). Not much changed, indeed. I'd be pleased if you could take a quick look at them.


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.
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