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Duke Plus "feedback and general discussion of Duke Plus"
#601 Posted 15 February 2010 - 02:25 PM
#602 Posted 15 February 2010 - 03:02 PM
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.
#603 Posted 15 February 2010 - 03:26 PM
DeeperThought, on Feb 15 2010, 06:08 PM, said:
Seems I was using a version from october (thought I used the newer version... must be in another folder...) Never mind that, then!
#604 Posted 15 February 2010 - 04:53 PM
Headless_Horseman, on Feb 15 2010, 03:02 PM, said:
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
#606 Posted 16 February 2010 - 01:53 PM
#607 Posted 16 February 2010 - 03:56 PM
Jamesfff, on Feb 16 2010, 01:53 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?
#608 Posted 16 February 2010 - 04:38 PM
#609 Posted 16 February 2010 - 06:39 PM
#610 Posted 16 February 2010 - 07:58 PM
darkcaleb, on Feb 17 2010, 03:39 PM, said:
From "DPEFFECTS.html"
Quote
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
#611 Posted 16 February 2010 - 09:19 PM
The Commander, on Feb 16 2010, 07:58 PM, said:
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.
#613 Posted 17 February 2010 - 09:37 AM
I know there's a lot of other stuff that should be done, but I'm not focusing on DP lately.
#614 Posted 18 February 2010 - 03:31 PM
#615 Posted 18 February 2010 - 03:38 PM
#616 Posted 18 February 2010 - 06:11 PM
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With DukePlus, I get the footstep sounds (good). See the bullets, (not good) for the movie.
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No DukePlus, no bullets (good) No footstep sound, (not good) for the movie.
#617 Posted 18 February 2010 - 06:19 PM
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
#618 Posted 18 February 2010 - 06:40 PM
DeeperThought, on Feb 18 2010, 09:19 PM, said:
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!
#619 Posted 21 February 2010 - 11:39 AM
Quote
DeeperThought, on Feb 16 2010, 06:56 PM, 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.
#620 Posted 21 February 2010 - 12:42 PM
Jamesfff, 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.
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.
#621 Posted 21 February 2010 - 08:08 PM
Jamesfff, on Feb 21 2010, 11:39 AM, said:
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.
#622 Posted 22 February 2010 - 05:13 PM
#623 Posted 26 February 2010 - 11:12 AM
Check out these maps, that show some freaky bug-effects using DukePlus....
http://www.megaupload.com/?d=Q1EZ9UE2
What do u thing about?
#624 Posted 26 February 2010 - 12:32 PM
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.
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This post has been edited by supergoofy: 26 February 2010 - 12:33 PM
#625 Posted 26 February 2010 - 12:55 PM
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
#626 Posted 27 February 2010 - 04:17 PM
#627 Posted 28 February 2010 - 04:46 PM
DeeperThought, on Feb 26 2010, 02:55 PM, said:
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.
#628 Posted 28 February 2010 - 05:04 PM
Norvak, on Feb 28 2010, 04:46 PM, said:
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.
#629 Posted 28 February 2010 - 05:06 PM
Gambini, on Feb 27 2010, 06:17 PM, said:
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
#630 Posted 04 March 2010 - 08:21 PM
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