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HRP Issues Thread  "Post your HRP Problems/Issues here"

User is offline   spalec 

#91

I'm getting a weird bug where some of the models are appearing "frozen", like they've been shot with the freezethrower. (see attached screenshots) and eduke32 file. It mainly happens to the babe models, although the Duke and alien warriors (from Ep4) "flash" frozen (I couldn't get a screenshot because its only for a split second)

I've got 4.0 and the 4.1 update installed. Any idea what's going on?

Attached thumbnail(s)

  • Attached Image: duke_screenshot.JPG
  • Attached Image: duke_screenshot2.JPG

Attached File(s)


0

#92

By looking at the log file, you're using a heavily outdated version of EDuke32.

Grab the latest version here

This post has been edited by KillerBudgie: 13 October 2009 - 01:07 PM

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User is offline   spalec 

#93

Awesome, that seems to have done the trick! Thanks!
0

#94

Usually, I don't like to say anything because no-one ever listens to me anyway :o

(I might as well be a Leonard Cohen record.)

This post has been edited by KillerBudgie: 13 October 2009 - 02:09 PM

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User is offline   Sebastian 

#95

View PostPiterplus, on Aug 18 2009, 11:45 PM, said:

You may rotate each particular model with maphack

I'm trying this but I don't understand how I'll get the game to read my maphacks. There's no information about this on the wiki so any help would be appreciated.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #96

If you have MAPNAME.MAP, then make a MAPNAME.mhk file and place it in your EDuke32 directory or the root of a zip.
0

User is offline   Sebastian 

#97

I tried that but to no effect, I guess either I got the code wrong or it doesn't work with .md2 models?
0

User is offline   TerminX 

  • el fundador

  #98

It works with md2, but nobody should be using md2 anymore. This isn't one of them, but certain things do not work with md2s... Polymer lights, etc.
0

User is offline   Sebastian 

#99

True, but I found a facehugger model already converted to MD2 (even the individual frames were named) but never imported - I must've forgotten back in the days.
If there's an easy clean way to convert to MD3 while keeping the animations intact then I'll do it. Otherwise I'll just settle for converting any future props to MD3 or something.

Btw, this is the code I'm using to rotate it:
// FACEHUGGER

sprite 4024 mdxoff 800
sprite 4025 mdxoff 800
sprite 4026 mdxoff 800
sprite 4027 mdxoff 800
sprite 4028 mdxoff 800
sprite 4029 mdxoff 800


I tried 1800, and other values just to see which way I should go but the model remained the same.
Those are all its frames btw - I wasn't sure if I should just rotate the idle/first frame or not so I did them all seeing as they're so few.
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User is offline   Sebastian 

#100

I'm posting this too incase someone figures it out.

	// facehugger
definemodel "models\facehugger\facehugger.md2" 1.40 0
definemodelskin 0 "models\facehugger\skin.png"

definemodelanim "idle01" "idle01" 20 0
definemodelframe "idle01" 4024 4024

definemodelanim "run01" "run36" 80 0
definemodelframe "run01" 4025 4025

definemodelanim "fidget01" "fidget29" 20 0
definemodelframe "fidget01" 4026 4026

definemodelanim "leap01" "leap13" 40 0 //JUMPS
definemodelframe "leap01" 4027 4027

definemodelanim "leap14" "leap15" 20 0 // FLYING
definemodelframe "leap14" 4028 4028

definemodelanim "leap16" "leap29" 20 0 // ENDFLIGHT
definemodelframe "leap16" 4029 4029


I see the endflight animation defs are wrong, but besides this, I don't see what could be causing this. Or rather - not causing anything to happen. :)

edit: James might've found a solution to rotate the actual model itself, but it would be nice to hear what exactly were done wrong with in code!

This post has been edited by Rusty Nails: 22 November 2009 - 09:45 AM

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User is online   Danukem 

  • Duke Plus Developer

#101

View PostRusty Nails, on Nov 18 2009, 07:08 AM, said:

True, but I found a facehugger model already converted to MD2 (even the individual frames were named) but never imported - I must've forgotten back in the days.
If there's an easy clean way to convert to MD3 while keeping the animations intact then I'll do it. Otherwise I'll just settle for converting any future props to MD3 or something.

Btw, this is the code I'm using to rotate it:
// FACEHUGGER

sprite 4024 mdxoff 800
sprite 4025 mdxoff 800
sprite 4026 mdxoff 800
sprite 4027 mdxoff 800
sprite 4028 mdxoff 800
sprite 4029 mdxoff 800


I tried 1800, and other values just to see which way I should go but the model remained the same.
Those are all its frames btw - I wasn't sure if I should just rotate the idle/first frame or not so I did them all seeing as they're so few.


Unfortunately, there's no information about maphacks in the wiki, but wouldn't the command for the angle hack be something like "mdangoff"? I would have expected "mdxoff" to be for changing the x coordinate.
0

User is offline   Plagman 

  • Former VP of Media Operations

#102

mdxoff is for offseting the X coordinate of the center of rotation. It won't rotate anything by itself. Is your headcrab just facing the wrong way? If so, angoff should be what you're looking for. But trying to rotate every instance of the sprite is the wrong way to go. The model should be made so that it naturally faces the sprite direction.
To convert MD2s to MD3s, nPherno's MD3 compiler should be able to do it in a few clicks and keeping all the animation frame information intact.
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User is offline   Kaeyne 

#103

Hello, guys (and girls)

I'm unable to get the HRP working, game just shows the "old" graphics and I can't change anything in the video menu. Except for the OpenGL modes.

Is my PC too outdated maybe?

Specs:
AMD Athlon XP 1253 Mhz
1GB RAM
nVIDIA GeForce 6600 GT AGP 128MB

Thanks in advance, you rule! :)
0

User is offline   eddym4814 

#104

View PostKaeyne, on Nov 26 2009, 01:59 PM, said:

Hello, guys (and girls)

I'm unable to get the HRP working, game just shows the "old" graphics and I can't change anything in the video menu. Except for the OpenGL modes.

Is my PC too outdated maybe?

Specs:
AMD Athlon XP 1253 Mhz
1GB RAM
nVIDIA GeForce 6600 GT AGP 128MB

Thanks in advance, you rule! :)


Your computer should be able to run the HRP. Post your eduke32.log file. It is the file to the right side of the eduke32.exe. Zip it and upload it or post it as code.
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User is offline   Kaeyne 

#105

Okay, this is the log file:

P.S.: your avatar rocks! xD

Attached File(s)



This post has been edited by Kaeyne: 26 November 2009 - 03:22 PM

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User is offline   eddym4814 

#106

View PostKaeyne, on Nov 26 2009, 06:22 PM, said:

Okay, this is the log file:

P.S.: your avatar rocks! xD


Hi Kaeyne, the HRP files are not showing up in your log file. This is what that section of my log looks like:

Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'autoload/duke3d.grp/xxx_pack.zip'.

I am using the last official Eduke32 release with the HRP: EDuke32 1.5.0devel 20090313 which uses an autoload folder. I don't know if the version of EDuke32 you have uses an autoload folder or not. If it does then place the HRP files in the autoload folder. If the autoload folder does not exist then create one.

If this does not work maybe someone else will be able to help you out. Good luck. :)
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User is offline   Kaeyne 

#107

Ah, it did work with autoload!
Thanks a bunch, you're awesome! :)
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User is offline   joeylawn 

#108

Can't get the HRP to work at all. Just the 8-bit comes up in eDuke32 (with Duke Plus).

Here's my eduke32.log file with opengl data:

EDuke32 2.0.0devel 20091017
Application parameters: -setup 
addsearchpath(): Added C:/Duke3d/
OS: Windows XP (5.1.2600) Service Pack 3
Large page support available
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Duke3d/DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d_hrp.zip'.
Using group file 'autoload/eduke32_mus.zip'.
Using group file 'autoload/maphacks.zip'.
Using group file 'autoload/duke3d.grp/DUKE3D.GRP'.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Compiling: EDUKE.CON (29 bytes)
Including: DukePlus/DUKEPLUS.CON (588009 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DukePlus/dpcons/DEFS.CON (35992 bytes)
Including: DukePlus/dpcons/USER.CON (45468 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (42504 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (54677 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25697 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (59927 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (114048 bytes)
DukePlus/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/DUKEPLUS.CON:26890: warning: found `ifsound' outside of a local event.
DukePlus/DUKEPLUS.CON:26898: warning: found `ifsound' outside of a local event.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 105487*4 bytes
Relocating compiled code from to 0x7f1f0008 to 0x7f850008
Script compiled in 90ms
Compiled code size: 105479*4 bytes, version 1.4+
Pointer bitmap size: 13186 bytes
2817/11264 labels, 662/2048 variables
289/16384 quotes, 46 quote redefinitions
36/88 event definitions, 393 defined actors
Initialized 32.0M cache
Loading 'dukeplus.def'
Warning: Failed loading MD2/MD3 model "models/pigcop.md2"
Warning: Ignoring animation definition.
Warning: Ignoring frame definition.
Warning: Ignoring animation definition.
Warning: Ignoring frame definition.
Warning: Ignoring frame definition.
Warning: Ignoring animation definition.
Warning: Ignoring frame definition.
Warning: Ignoring animation definition.
Warning: Ignoring frame definition.
Warning: Ignoring frame definition.
Warning: Ignoring animation definition.
Warning: Ignoring frame definition.
Warning: Ignoring frame definition.
Warning: Ignoring animation definition.
Warning: Ignoring frame definition.
Warning: Ignoring frame definition.
Warning: Failed including models/trooper.def on line duke3d.def:69
Invalid frame name on line dukeplus.def:172
Invalid starting frame name on line dukeplus.def:173
Invalid frame name on line dukeplus.def:174
Invalid starting frame name on line dukeplus.def:175
Invalid frame name on line dukeplus.def:177
Definitions file 'dukeplus.def' loaded.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached input devices
	* MOUSE: Mouse
	* KEYBOARD: Keyboard
Executing "DukePlus/dp_binds.cfg"
Setting video mode 1440x900 (32-bit fullscreen)
OpenGL Information:
 Version:  3.2.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8400 GS/PCI/SSE2
Cache contains 882383 bytes of garbage data
Initializing music...
Initializing sound...
Loaded map hack file '/E1L1.mhk'
Cache time: 285ms
E1L1: HOLLYWOOD HOLOCAUST
OpenGL Information:
 Version:  3.2.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8400 GS/PCI/SSE2
 Maximum anisotropy:	  16.0
 BGRA textures:		   supported
 Non-power-of-2 textures: supported
 Texure compression:	  supported
 Clamp-to-edge:		   supported
 Multisampling:		   not supported
 Nvidia multisample hint: not supported
 ARBfp fragment programs: supported
 Depth textures:		  supported
 Shadow textures:		 supported
 Frame Buffer Objects:	supported
 Rectangle textures:	  supported
 Multitexturing:		  supported
 env_combine:			 supported
 Vertex Buffer Objects:   supported
 Shader Model 4:		  supported
 Occlusion queries:	   supported
 GLSL:					supported
 Extensions:
   GL_ARB_color_buffer_float GL_ARB_compatibility
   GL_ARB_copy_buffer GL_ARB_depth_buffer_float
   GL_ARB_depth_clamp GL_ARB_depth_texture
   GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex
   GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions
   GL_ARB_fragment_program GL_ARB_fragment_program_shadow
   GL_ARB_fragment_shader GL_ARB_framebuffer_object
   GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex
   GL_ARB_imaging GL_ARB_map_buffer_range
   GL_ARB_multisample GL_ARB_multitexture
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
   GL_ARB_point_parameters GL_ARB_point_sprite
   GL_ARB_provoking_vertex GL_ARB_seamless_cube_map
   GL_ARB_shader_objects GL_ARB_shading_language_100
   GL_ARB_shadow GL_ARB_sync
   GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
   GL_ARB_texture_compression GL_ARB_texture_compression_rgtc
   GL_ARB_texture_cube_map GL_ARB_texture_env_add
   GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
   GL_ARB_texture_env_dot3 GL_ARB_texture_float
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
   GL_ARB_texture_rg GL_ARB_transpose_matrix
   GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
   GL_ARB_vertex_program GL_ARB_vertex_shader
   GL_ARB_window_pos GL_ATI_draw_buffers
   GL_ATI_texture_float GL_ATI_texture_mirror_once
   GL_S3_s3tc GL_EXT_texture_env_add
   GL_EXT_abgr GL_EXT_bgra
   GL_EXT_bindable_uniform GL_EXT_blend_color
   GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
   GL_EXT_blend_minmax GL_EXT_blend_subtract
   GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced
   GL_EXT_draw_range_elements GL_EXT_fog_coord
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
   GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
   GL_EXT_packed_float GL_EXT_packed_pixels
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters
   GL_EXT_provoking_vertex GL_EXT_rescale_normal
   GL_EXT_secondary_color GL_EXT_separate_shader_objects
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs
   GL_EXT_stencil_two_side GL_EXT_stencil_wrap
   GL_EXT_texture3D GL_EXT_texture_array
   GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
   GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
   GL_EXT_texture_lod GL_EXT_texture_lod_bias
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object
   GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB
   GL_EXT_texture_swizzle GL_EXT_timer_query
   GL_EXT_vertex_array GL_EXT_vertex_array_bgra
   GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
   GL_KTX_buffer_region GL_NV_blend_square
   GL_NV_conditional_render GL_NV_copy_depth_to_color
   GL_NV_copy_image GL_NV_depth_buffer_float
   GL_NV_depth_clamp GL_NV_explicit_multisample
   GL_NV_fence GL_NV_float_buffer
   GL_NV_fog_distance GL_NV_fragment_program
   GL_NV_fragment_program_option GL_NV_fragment_program2
   GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
   GL_NV_gpu_program4 GL_NV_half_float
   GL_NV_light_max_exponent GL_NV_multisample_coverage
   GL_NV_multisample_filter_hint GL_NV_occlusion_query
   GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object
   GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range
   GL_NV_point_sprite GL_NV_primitive_restart
   GL_NV_register_combiners GL_NV_register_combiners2
   GL_NV_shader_buffer_load GL_NV_texgen_reflection
   GL_NV_texture_barrier GL_NV_texture_compression_vtc
   GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
   GL_NV_texture_rectangle GL_NV_texture_shader
   GL_NV_texture_shader2 GL_NV_texture_shader3
   GL_NV_transform_feedback GL_NV_vertex_array_range
   GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory
   GL_NV_vertex_program GL_NV_vertex_program1_1
   GL_NV_vertex_program2 GL_NV_vertex_program2_option
   GL_NV_vertex_program3 GL_NVX_conditional_render
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod
   GL_SGIX_depth_texture GL_SGIX_shadow
   GL_SUN_slice_accum GL_WIN_swap_hint
   WGL_EXT_swap_control 
UDP networking uninitialized successfully.
 
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...


First time poster here....
0

User is online   Danukem 

  • Duke Plus Developer

#109

Can you get the HRP to work when you don't use Duke Plus?
0

User is offline   joeylawn 

#110

No.
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User is offline   Lee 

#111

Hello, i am having issues with flickering with the opengl32 it works fine on the opengl16 but the 32 causes the entire screen to start flickering although if i run the game in windowed mode on opengl32 it doesnt flicker :lol:
0

User is offline   spoman 

#112

Hi new here,

I've got a problem with little gray squares showing where blood and bullet holes should be. Does anyone else have this problem?

I'm running DN3D HRP on Windows XP SP3 on a computer with Pentium 4 HT, 2 GB RAM, and a nVIDIA GeForce 2 MX 100/200.

Here's a couple of screenshots:
Posted Image Posted Image

This post has been edited by spoman: 26 December 2009 - 05:48 PM

0

User is offline   darkuttek 

#113

Hello!

I'm also new here. I compiled eduke32 yesterday and downloaded the zip hrp (non-polymer). The engine is running fine without the HRP. With the HRP, however, I run into some problems with textures. When starting the game the new "HRP screen" and the "Duke3D screen" show up correctly. Beginning with the animated Duke Nukem text and the menu, however, textures aren't working except for some special cases. Instead they are just grey. Good example of this is the menu, where I can see the grey rectangles where there should be text. After starting the game, all models show up correctly (weapons, monsters). Of textures only some show up, such as the posters in E1. Otherwise the game runs perfectly in opengl.

My eduke32.log in pastebin

I running the game in a laptop with Ati Mobility Radeon 9000. OS is Gentoo-linux. I'm using opensource radeon driver, mesa 3D.

This post has been edited by darkuttek: 26 December 2009 - 01:57 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#114

Either update your driver stack to something newer if available or use the proprietary driver.
0

User is offline   darkuttek 

#115

View Postdarkuttek, on Dec 26 2009, 11:55 AM, said:

Hello!

I'm also new here. I compiled eduke32 yesterday and downloaded the zip hrp (non-polymer). The engine is running fine without the HRP. With the HRP, however, I run into some problems with textures. When starting the game the new "HRP screen" and the "Duke3D screen" show up correctly. Beginning with the animated Duke Nukem text and the menu, however, textures aren't working except for some special cases. Instead they are just grey. Good example of this is the menu, where I can see the grey rectangles where there should be text. After starting the game, all models show up correctly (weapons, monsters). Of textures only some show up, such as the posters in E1. Otherwise the game runs perfectly in opengl.

My eduke32.log in pastebin

I running the game in a laptop with Ati Mobility Radeon 9000. OS is Gentoo-linux. I'm using opensource radeon driver, mesa 3D.


I found a solution to my problem. It seems that the problem was related to s3tc texture decompression algorithm --- or more like not having it in my opensource drivers. Solution was compiling this package http://homepage.hispeed.ch/rscheidegger/dr...s3tc_index.html and installing the libtxc_dxtn.so. This fixed the issue, now all textures are showing up.
0

User is offline   mrgoo 

#116

I have tried to get the polymer hrp pack working for ages now and it does not seem to recognise the autoload folder. Being on windows 7. I have a feeling it has somthing to do with that but here is the log file anyway.

EDuke32 2.0.0devel 20091017
addsearchpath(): Added C:/Duke3d/
OS: Windows 7 (6.1.7600) 
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
 Checksumming DUKE3D.GRP... Done
Using group file 'duke3d.GRP' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Relocating compiled code from to 0x7e750008 to 0xe810008
Script compiled in 21ms
Compiled code size: 16179*4 bytes, version 1.4+
Pointer bitmap size: 2024 bytes
1918/11264 labels, 321/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 00000809 to 00000409
Initializing DirectInput...
  - Enumerating attached input devices
	* MOUSE: Mouse
	* KEYBOARD: Keyboard
Executing "eduke32_binds.cfg"
Setting video mode 1920x1080 (32-bit fullscreen)
OpenGL Information:
 Version:  3.2.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8400 GS/PCI/SSE2
Cache contains 0 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
Cache contains 0 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
PR : Board loaded.
Cache time: 37ms
PR : Compiling GPU program with bits 66641...
PR : Compiling GPU program with bits 68689...
E1L1: HOLLYWOOD HOLOCAUST
PR : Compiling GPU program with bits 99409...
PR : Compiling GPU program with bits 101457...
PR : Compiling GPU program with bits 99413...
PR : Compiling GPU program with bits 65537...
LARGE MEDKIT: +30
A SECRET PLACE!
RPG!
AMMO FOR PISTOL!
LARGE MEDKIT: +30
AMMO FOR PISTOL!
WARNING: SE23 i<0!
PR : Compiling GPU program with bits 66129...
PR : Compiling GPU program with bits 98897...
AMMO FOR PISTOL!
SMALL MEDKIT: +10
SMALL MEDKIT: +10
AMMO FOR PISTOL!
SHOTGUN
LARGE MEDKIT: +30
AMMO FOR PISTOL!
ATOMIC HEALTH!
UDP networking uninitialized successfully.
 
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...

0

User is offline   eddym4814 

#117

Polymer and the Polymer HRP should work fine with Win 7. Make sure you check the Polymer box and the Enable Autoload Folder box on the start up screen.

Edit: If that does not work try this version of Eduke32. Also the the Polymer HRP file goes in the autoload folder, not the duke3d.grp sub-folder.

This post has been edited by eddym4814: 14 February 2010 - 08:10 AM

0

User is offline   mrgoo 

#118

no that didnt work either just thinking now.... I am running a 64bit machine but I don't really see why that should make a difference either. I still dont know what is up with it.
here is the latest log anyway.

OS: Windows 7 (6.1.7600) 
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.GRP' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Relocating compiled code from to 0x7e750014 to 0x16736b5c
Script compiled in 20ms
Compiled code size: 16179*4 bytes, version 1.4+
Pointer bitmap size: 2024 bytes
1918/11264 labels, 321/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 00000809 to 00000409
Initializing DirectInput...
  - Enumerating attached input devices
	* MOUSE: Mouse
	* KEYBOARD: Keyboard
Executing "eduke32_binds.cfg"
Disabling desktop composition.
Setting video mode 1920x1080 (32-bit fullscreen)
OpenGL Information:
 Version:  3.2.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8400 GS/PCI/SSE2
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
 
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...


it still doesn't seem to recognise all of the hrp content :s
0

User is offline   eddym4814 

#119

Your autoload folder is not being loaded. Here is what that section of one of my logs looks like:

EDuke32 2.0.0devel 20091017
addsearchpath(): Added C:/duke3d/
OS: Windows 7 (6.1.7600)
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/duke3d/autoload/ <---This is missing from your log file.
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/polymer_hrp.zip'.
Using group file 'autoload/polymer_hrp.zip'.
Compiling: GAME.CON (151133 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45449 bytes)


Does your start screen look like this?
Attached Image: duke_1.jpg
If it does I would start from scratch again. Uninstall it then reinstall it. If you follow the Polymer HRP readme doc. it should work:

Update at least "eduke32.exe" with latest EDuke32 binaries (choose files from bottom folder on that site) for Polymer support.
In your "autoload" folder, remove any HRP packs, i.e. "duke3d_hrp.zip" and "hrp_update.zip" (if available). You can also remove "maphacks.zip" since this new zipfile already includes the hacks. Any music pack or addons like the XXX Pack do not cause conflicts and may remain.
Copy downloaded "polymer_hrp.zip" into your autoload folder, then run "eduke32.exe".

If it still doesn't work I don't know what to tell you.

Edit: If the autoload folder does not exist make sure you create one.

This post has been edited by eddym4814: 15 February 2010 - 09:43 AM

0

User is offline   mrgoo 

#120

It doesn't look like that because there is the bottom bit and then it's just cut off there.


Attached Image: problem.jpg


this is what mine looks like (P.S i just redid eduke, so there is no grp yet but it looked like that beforehand)

This post has been edited by mrgoo: 16 February 2010 - 05:41 AM

0

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