Can't get DukePlus to work
#1 Posted 26 May 2016 - 02:24 PM
This post has been edited by Locutus: 26 May 2016 - 02:27 PM
#2 Posted 26 May 2016 - 07:25 PM
#3 Posted 26 May 2016 - 08:38 PM
LeoD has put together a set of fixes which should make DukePlus work with the HRP again. Here is a link:
https://forums.duke4...dpost__p__74887
Try it!
#4 Posted 26 May 2016 - 08:58 PM
#5 Posted 26 May 2016 - 09:40 PM
Trooper Dan, on 26 May 2016 - 08:38 PM, said:
LeoD has put together a set of fixes which should make DukePlus work with the HRP again. Here is a link:
https://forums.duke4...dpost__p__74887
Try it!
I did what you said. All the weapons appear but the scroll wheel won't cycle thru them properly. Scroll down does the first 7. Scroll up does the last 3. The log file complains about 5 missing files and an invalid frame. Everything works fine when I use the hrp and don't use dukeplus. I went to the link you posted and downloaded the polymost hrp override, z-pack and DukePlus-2.35-NixFix-5.4.674 which looks like it might fix all my dukeplus issues.
Wasn't polymost the original renderer? Polymer is much better. I thought that was the renderer to use now, but I guess that was years ago. Now, polymost has been improved so it's now best to use both of them together? Polymer makes it look really good. What is the benefit of using polymost override too?
z-pack seems to make more changes. Is that worth using?
I'll try the dukeplus update first. Then, the other files. Thanks a lot.
Attached File(s)
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eduke32 log.txt (23.85K)
Number of downloads: 146
This post has been edited by Locutus: 27 May 2016 - 12:14 AM
#6 Posted 27 May 2016 - 12:00 AM
As for the weapons, even though they aren't switching properly with next/previous weapon keys you can still use the weapon numbers to switch, right? It's possible that there are bugs in the DukePlus weapon switching logic, since some added weapons are sub-weapons of existing ones that got tacked on by my code. I don't remember it being as broken as you say, though.
Renderers:
-The original renderer was the software renderer, otherwise known as classic or 8-bit mode (any graphic mode with 8bpp in front of the resolution when you selecting one). DukePlus does not work with the classic renderer.
-Polymost is the next renderer. That is what you are using if you select a 32-bit graphics mode but you have Polymer unchecked.
-Polymer is the most recent. It has dynamic lights and you have to check the Polymer box to use it. Performance isn't as good but it may be fine depending on the level you are playing and other factors.
#7 Posted 27 May 2016 - 08:19 PM
Trooper Dan, on 27 May 2016 - 12:00 AM, said:
As for the weapons, even though they aren't switching properly with next/previous weapon keys you can still use the weapon numbers to switch, right? It's possible that there are bugs in the DukePlus weapon switching logic, since some added weapons are sub-weapons of existing ones that got tacked on by my code. I don't remember it being as broken as you say, though.
Renderers:
-The original renderer was the software renderer, otherwise known as classic or 8-bit mode (any graphic mode with 8bpp in front of the resolution when you selecting one). DukePlus does not work with the classic renderer.
-Polymost is the next renderer. That is what you are using if you select a 32-bit graphics mode but you have Polymer unchecked.
-Polymer is the most recent. It has dynamic lights and you have to check the Polymer box to use it. Performance isn't as good but it may be fine depending on the level you are playing and other factors.
I tried the dukeplus fix and it partly helps. Duke3d_hrp.zip is the only file in Autoload. When the level loads I see the animation of Duke loading the pistol (about 1 second). Then the pistol disappears. The ammo icon and counter are in the corner where they should be. I can shoot even though the gun is invisible and if I shoot enough I see him reload the gun but then it disappears again. 1 is the kick, 2 is pistol. If I push 2, nothing happens. Other weapons up to expander work fine. I can scroll down or use the number keys. To see the last 3 weapons I scroll up or use number keys. The devastator (8) comes up via scroll up or the 8 key. What I don't understand is why the bfg doesn't appear when I enable it in the menu. In the menu, I enabled mp5 and bfg. I then typed dnweapons. That gave me the mp5 but not the bfg and the devastator ammo icon is in the corner. I disabled bfg in the menu and the devastator appeared so the devastator works but shouldn't I get the bfg when I enable it the same way I got the mp5 by enabling it in the menu?
I extracted the files, overwriting existing files, twice. The log does not show any errors proving that the patch is installed. I used Ctrl+F in the log file to search for "error" and "warning" and there are no errors or warnings so the patch must be installed correctly. Otherwise, I would be getting the same error messages I was getting before putting the patch in. I tried the polymost hrp and it made no difference.
I then tried it with the autoload folder disabled. Now the pistol appears as well as the devastator. The scrolling problem remains but number keys work. BFG still won't appear in place of devastator.
So to summarize, if I'm not using hrp, no BFG is the only real problem I can find as I can live with the scrolling problem. If I'm using hrp, no pistol and no bfg are the problems.
So has all this experimenting I've done helped at all? Since there's no model (is that the right word?) for the pistol when using the hrp, that means it's being overridden by dukeplus, right? So is that fixable? I've looked through the hrp and I assume there's a graphic file that is used to show the pistol. What if it were renamed? Would it then appear or does it have to be a certain name? The bfg doesn't appear even when I'm not using the hrp. That doesn't sound fixable.
So you're Dan Gaskill. Is that right?
#8 Posted 27 May 2016 - 09:00 PM
#9 Posted 27 May 2016 - 09:00 PM
Locutus, on 27 May 2016 - 08:19 PM, said:
Yes.... So, I'm pretty sure that the invisible pistol was one of the things that got fixed by LeoD's fixes. By the way, it used to work fine. Something changed in the HRP that broke it.
As for the BFG, instead of using the dnweapons cheat, open up the console and type "give all". The original cheats don't know that the BFG is a weapon, but I think I do have code associating it with the console cheat.
#10 Posted 28 May 2016 - 04:28 AM
Locutus, on 27 May 2016 - 09:00 PM, said:
DukePlus is of course aware of this and [re]defines its stuff after the HRP has been processed.
The missing pistol is probably an EDuke32 bug, discussed here. -> Try an older EDuke32 version.
This post has been edited by LeoD: 28 May 2016 - 04:44 AM
#11 Posted 28 May 2016 - 03:42 PM
Trooper Dan, on 27 May 2016 - 12:00 AM, said:
It used to work.
LeoD, on 28 May 2016 - 04:28 AM, said:
All the way back to 2014-09-07 rev.4593 the one before the hundred revisions that never got released. 4777 is the next exe I can test and weapon selection is broken then.
use this one
http://dukeworld.duk.../20140907-4593/
This post has been edited by Drek: 28 May 2016 - 03:45 PM
#12 Posted 28 May 2016 - 04:03 PM
Drek, on 28 May 2016 - 03:42 PM, said:
#13 Posted 28 May 2016 - 07:19 PM
#14 Posted 03 June 2016 - 04:48 PM
Drek, on 28 May 2016 - 03:42 PM, said:
All the way back to 2014-09-07 rev.4593 the one before the hundred revisions that never got released. 4777 is the next exe I can test and weapon selection is broken then.
use this one
http://dukeworld.duk.../20140907-4593/
Everything works now. All the weapons and scrolling work. So that link you gave me is for version 2.0 build 4593? Something must have changed after that that made it incompatible with your mod. Thanks for sticking with this and not giving up. Although, everything works I have some questions.
1) What are the 5 .dll files for that extract into the DukePlus Install directory, not the DukePlus directory (ebacktrace1-64, ebacktrace1, libiconv2, libintl3, nedmalloc)? They must be part of DukePlus so shouldn't they be in the DukePlus directory?
2) Are the batch files - dukeplus.bat and mapster.bat - necessary? Weren't those for when we were using Windows 95/98?
3) From the log files, I see that the EDuke32 I downloaded first was 32-bit. The EDuke32 site gives no option. The one I have now is 64-bit. Was that the cause of the problems?
4) Sometimes when Duke says something I hear a beep. It happens when he's in the middle of a sentence. In episode 1, I noticed it once in level 1 and once in level 2. It seems like EDuke32 is censoring something that Duke says. Do you know what I'm referring to?
I see you've made other stuff for Duke Nukem like DNWMD and WGRealms 2: Siege Breaker. I plan on trying them sometime. I think the only weapon the game is missing is a flamethrower. I've always thought the shrinker was the lamest of his weapons. I would love to replace the shrinker/expander with a flamethrower. The mod looks great. Thanks for all your help.
This post has been edited by Locutus: 03 June 2016 - 04:49 PM
#15 Posted 03 June 2016 - 05:33 PM
Locutus, on 03 June 2016 - 04:48 PM, said:
We haven't needed those for a LONG time.
#16 Posted 03 June 2016 - 06:33 PM
Locutus, on 03 June 2016 - 04:48 PM, said:
Locutus, on 03 June 2016 - 04:48 PM, said:
Locutus, on 03 June 2016 - 04:48 PM, said:
Locutus, on 03 June 2016 - 04:48 PM, said:
Locutus, on 03 June 2016 - 04:48 PM, said:
This post has been edited by LeoD: 03 June 2016 - 06:34 PM
#17 Posted 05 June 2016 - 01:04 PM
LeoD, on 03 June 2016 - 06:33 PM, said:
Quote
Yes. Although you could put the startup parameters into a desktop/startmenu link as well.
The command line for DukePlus is "EDuke32.exe -forcegl -game_dir DukePlus"
I haven't tried mapster but if I use DukePlus.bat, the log file says
"Warning: ignored application parameter "-forcegl""
So the first parameter is being ignored. The second one is handled by the launcher when you select DukePlus from the drop-down. Is the first parameter not supposed to be ignored?
#18 Posted 05 June 2016 - 03:22 PM
Locutus, on 05 June 2016 - 01:04 PM, said: