HRP Issues Thread "Post your HRP Problems/Issues here"
#271 Posted 30 April 2013 - 10:37 AM
I already fixed the problem (I used notepad to check the issues in the code), I removed those vids already so again thanks and keep up the good work HRP guys and please don't keep thiose ugly gun models and enemies in the hrp they looked way better on the previous versions plus they have lots of graphical bugs on my pc at least.
This post has been edited by lusan: 30 April 2013 - 10:38 AM
#272 Posted 30 April 2013 - 02:08 PM
lusan, on 30 April 2013 - 10:37 AM, said:
#273 Posted 01 May 2013 - 09:44 AM
*EDIT*
Seems it was an issue with EDuke32, it's fixed with builds r3722 and newer. Thanks, guys! ^^
This post has been edited by NightFright: 01 May 2013 - 11:47 AM
#274 Posted 01 July 2013 - 06:33 AM
Current Spec I have on my system:
CPU: AMD Phenom II X4 965 3.2 GHz
GPU: NVIDIA GTX 660ti
I notice (and have read about) the FPS never really goes about 30fps. Apparently this is normal behavior (though I have seen folks post videos about it and the framerate looks great on the system). I am pretty sure AMD is dooming me in this case.
This post has been edited by Blues22475: 01 July 2013 - 06:33 AM
#275 Posted 03 July 2013 - 03:25 AM
Maybe some people with less powerful rigs can state how HRP runs for them so we have some reference. Spontaneously, my guess would be that you should have at least a dual-core CPU (this should be standard by now, anyway), 2 GHz or higher, with let's say 2-3 GB RAM and a Geforce GTX 460 (or AMD equivalent). Whether that's enough for full details in Polymer with "modern" resolutions like 1920x1200 is hard to say without test results. If anyone has a similar configuration, it would be interesting to know. Software and Polymost requirements should be considerably lower.
This post has been edited by NightFright: 03 July 2013 - 12:17 PM
#276 Posted 04 July 2013 - 05:47 PM
Edit:
Ran without using the HRP using Polymer and had no issues whatsoever. Guess it has something to do with HRP and my machine doesn't like it unless anyone has any other results.
This post has been edited by Blues22475: 05 July 2013 - 04:49 PM
#277 Posted 07 July 2013 - 12:33 PM
I'm using Arch linux. I compiled eduke32 from svn today no problem.
I downloaded version 5.2.413 of the following and put them in my autoload folder:
duke3d_hrp.zip
duke3d_music.zip
duke3d_polymost_hrp_override-5.2.413.zip
z_pack-5.2.413-IITTC.zip
Try as I may, as soon as I get to the menu, I can't see any of the text, it comes up as VERY faint grey boxes if anything at all.
- I've tried removing the Polymost override and the Z-Pack, so that I'm ONLY running Polymer.
- I tried this both with and without the flag: -hduke3d_hrp_polymost.def but either way is to no avail, still the missing menu problem.
- I've tried removing the Z-Pack and deleting textures and textures.cache running a "vanilla" polymost-override, but the menu still comes up blank.
- I am checking "enable the autoload folder"
- This issue persists whether or not I check or uncheck "polymer"
Here's my eduke32.log
#278 Posted 08 July 2013 - 06:03 AM
OpenGL Information: Version: 2.1 Mesa 9.1.3 Vendor: Intel Open Source Technology Center Renderer: Mesa DRI Mobile Intel® GM45 Express Chipset
AFAIK Intel isn't officially supported by EDuke32. Your problem however reminds me of the ATI issue. Maybe this thread contains some helpful hints for you.
Just to make it clear (it's not obvious if you are aware of it):
The Override Pack's main purpose is to get rid of the -h parameter, making it available to mods and addons.
You could try the following to get a more meaningful log file:
- compile a debug executable (if you haven't already)
- follow my signature, get the HRP update and override packs r5.2.486 from the cutting edge section, and add them to autoload
(I doubt that this changes anything but you never know)
- delete textures and textures.cache
- start the debug executable, check autoload, uncheck Polymer
- start playing the first episode, and then exit the game
- post the newly created log file, eduke32.cfg, and settings.cfg
This post has been edited by LeoD: 08 July 2013 - 06:04 AM
#279 Posted 08 July 2013 - 10:38 AM
#280 Posted 09 July 2013 - 09:29 PM
but maybe that's to be expected from a cutting edge build. I seem to remember something back when I was running Debian linux about funkiness with linux being case sensitive where windows was not. I wish I could remember what that was in regards to.
I've also installed lib32-libtxc_dxtn 1.0.1-4 and no change thus far. I do have a question. if I can't read the menu at all, how do I get into options and video? :/
Also if someone would be kind enough to tell me how to compile a debug build from svn I'd be grateful. I'm used to compiling by running the Makefile, is there a flag I add like --debug that builds eduke32 with debugging symbols?
#281 Posted 10 July 2013 - 11:24 AM
GreatSudoku, on 09 July 2013 - 09:29 PM, said:
GreatSudoku, on 07 July 2013 - 12:33 PM, said:
Compiled Jul 7 2012 12:11:28
GreatSudoku, on 09 July 2013 - 09:29 PM, said:
make RELEASE=0
GreatSudoku, on 09 July 2013 - 09:29 PM, said:
#282 Posted 13 July 2013 - 01:26 PM
This is my log when going into Hollywood Holocaust
Now the fun part.. From the thread you mentioned to me, it mentions setting a "TEXTURE FILTER" value.
On the page detailing how to edit .cfg files, I see lots of "GL TEXTURE" variables to play with, but none explicitly called FILTER. They also seem to be Boolean variables as well.
Am I missing something incredibly simple here in the editing of eduke32.cfg? Aomething like adding a line to the [Screen Setup] section along the lines of TextureFilter = Linear ?
This is what my eduke32.cfg looks like
and this is what my settings.cfg looks like
I just wasn't able to find which file to edit and which variable to use via text editing to alter the texture filter
#283 Posted 15 July 2013 - 06:38 AM
GreatSudoku, on 13 July 2013 - 01:26 PM, said:
ConfigVersion = 240
My eduke32.cfg:
ConfigVersion = 279
IIRC the EDuke32 repository has been moved some time ago. Maybe your local repo points to the old address. The current version is r3958 at http://svn.eduke32.com/eduke32/
GreatSudoku, on 13 July 2013 - 01:26 PM, said:
Half of the CFG parameters are a mystery to me as well, so this would be the point for the big guys to step in...
#284 Posted 19 July 2013 - 08:17 AM
LeoD, on 15 July 2013 - 06:38 AM, said:
ConfigVersion = 240
My eduke32.cfg:
ConfigVersion = 279
IIRC the EDuke32 repository has been moved some time ago. Maybe your local repo points to the old address. The current version is r3958 at http://svn.eduke32.com/eduke32/
Half of the CFG parameters are a mystery to me as well, so this would be the point for the big guys to step in...
Thanks, I was pointing at an old repository. I've updated the repository, compiled and replaced the binary, which looks slightly different now when the eudke32 window pops up. However now while eduke32 pops up, when I run the game, no game window at all pops up. I let it run for nearly 24 hours and nada. eduke32.cfg remains unchanged. Regardless of if I have the old eduke32.cfg and setting.cfg it just hangs and never gets the game to load. here's my eduke32.log
#285 Posted 19 July 2013 - 08:25 AM
GreatSudoku, on 19 July 2013 - 08:17 AM, said:
update removed everything except the duke3d_hrp.zip from autoload and I got the game window to come up. Running straight polymer mode. Again no menu text and when I started the game the level looked completely black.
here's my eduke32.log
new setting.cfg
I'm guessing it has something to do with
gltexinvalidateall() gltexinvalidateall()
maybe time for the big boys to help as Leo suggested?
This post has been edited by GreatSudoku: 19 July 2013 - 08:33 AM
#286 Posted 28 July 2013 - 10:54 PM
#287 Posted 29 July 2013 - 05:40 PM
Plagman, on 28 July 2013 - 10:54 PM, said:
64 Bit Arch Linux (Manjaro)
Kenrel:
3.9.11-1-MANJARO #1 SMP PREEMPT Mon Jul 22 18:35:03 UTC 2013 x86_64 GNU/Linux
lib32-libtxc_dxtn 1.0.1-5 is installed on my system
video card output from lspci -v:
0:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) (prog-if 00 [VGA controller]) Subsystem: Acer Incorporated [ALI] Device 0142 Flags: bus master, fast devsel, latency 0, IRQ 45 Memory at f0000000 (64-bit, non-prefetchable) [size=4M] Memory at d0000000 (64-bit, prefetchable) [size=256M] I/O ports at 1800 [size=8] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915
I know that hardware is capable of running eduke32 quite well, it performed admirably under Debian linux. I'm thinking it's something quirky with Arch Linux or there's some dependency somewhere i missed, or some setting somewhere that needs tweaked.
#288 Posted 29 July 2013 - 05:43 PM
#289 Posted 02 August 2013 - 11:44 AM
Plagman, on 29 July 2013 - 05:43 PM, said:
Bingo, you nailed it! It's working now. Amazing! Thank you so much
#290 Posted 02 August 2013 - 05:29 PM
#291 Posted 04 August 2013 - 07:54 PM
Plagman, on 02 August 2013 - 05:29 PM, said:
quite the contrary I have the 32-bit version installed (lib32-libtxc_dxtn 1.0.1-5)
but the 64bit version libtxc_dxtn is not installed. Might that be the issue?
#292 Posted 06 August 2013 - 08:41 AM
I'm rather new here but I have an issue that someone else seemed to have before to which Mr. LeoD had ''answered'', well, I mean he told the guy to refer to a guide?
Anyway, using my Megaton Edition from Steam, I've installed the latest eDuke and HRP, and put Duke Plus in last.
You may have guessed it. Yeah. I can't see the Devastator. I mean I can see the gun laying around but not when I hold it. Where is this ''guide'' that'll help me? Thanks!
PS: Is there a way to customize the Megaton Edition with HRP and Plus, and play it with Steam so I can get the achievements?
This post has been edited by Skyrilla: 06 August 2013 - 11:50 AM
#293 Posted 06 August 2013 - 11:34 AM
GreatSudoku, on 04 August 2013 - 07:54 PM, said:
but the 64bit version libtxc_dxtn is not installed. Might that be the issue?
If you built EDuke32 to be native AMD64, yes. You need a flavor that matches EDuke32, since it'll want to link directly against it (through Mesa).
#294 Posted 06 August 2013 - 04:01 PM
Skyrilla, on 06 August 2013 - 08:41 AM, said:
I'm rather new here but I have an issue that someone else seemed to have before to which Mr. LeoD had ''answered'', well, I mean he told the guy to refer to a guide?
Anyway, using my Megaton Edition from Steam, I've installed the latest eDuke and HRP, and put Duke Plus in last.
You may have guessed it. Yeah. I can't see the Devastator. I mean I can see the gun laying around but not when I hold it. Where is this ''guide'' that'll help me? Thanks!
PS: Is there a way to customize the Megaton Edition with HRP and Plus, and play it with Steam so I can get the achievements?
Well, bumping for a response.
#295 Posted 06 August 2013 - 05:07 PM
#296 Posted 07 August 2013 - 05:07 AM
Plagman, on 06 August 2013 - 05:07 PM, said:
So there IS a Plus thread after all? Crap I've been looking for something like that but couldn't find any... I wanted to not look like someone who just registers and asks questions off the bat. Sorry!
#297 Posted 07 August 2013 - 12:41 PM
Plagman, on 06 August 2013 - 11:34 AM, said:
Thanks, I was building it natively for X86_64. Adding the 64 bit flavor of libtxc_dxtn allows me to take the compression statement out of settings.cfg. I've also re-upped on svn and rebuilt eduke32 without debugging symbols this time. Thanks a bunch.
#298 Posted 30 September 2013 - 11:51 AM
The map loading is stopped after less than 70% and it closes every things and go back to windows.
Here is what I get in the .log file, the last lines are the most interesting cause nothing relevant before.
Before to install this new pack, I had cleaned everything. All old files were deleted (excepted the original grp file).
I ran the exe file but also unzipped the eduke32....zip joined with. So what is wrong ?
[...]
Load skin: p252-e0 "highres/sprites/monsters/1680_trooper_gear_n.png"... 95 ms
Load skin: p0-e0 "highres/sprites/monsters/2000_pigcop.png"... 19 ms
Load skin: p0-e0 "highres/sprites/jibs/2264_gibs.png"... 10 ms
Load skin: p0-e0 "highres/sprites/jibs/2264_gibs.png"... 10 ms
Failed loading skin file "highres/sprites/firstperson/duke_hand_d.png": error -1
OUT OF MEMORY in daskinloader!
Uninitializing DirectDraw...
Switching keyboard layout from 00000000 to 0000080C
#299 Posted 30 September 2013 - 01:42 PM
David B., on 30 September 2013 - 11:51 AM, said:
EDIT:
Helixhorned, on 22 September 2011 - 08:59 AM, said:
This post has been edited by LeoD: 30 September 2013 - 01:44 PM