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[WIP] World Tour EDuke32 Compatibility Stopgap  "My package arrives."

User is offline   The Battlelord 

  • 13

#181

View PostHendricks266, on 16 September 2018 - 11:13 AM, said:

Where do you experience this problem? Can you post your eduke32.log file from a run where you see it?


Actually you can sleep peacefully, the eduke32.log can't be helpful after all this time counting the random gamplays i had sometime and, for some reason i can't replicate the problem anymore using the Stopgap files.

If i select the original WT GRP it will be replicated, but i swear that i had hard times trying to make the eduke32 working without that problem on WT, with or without the Stopgap 1 year ago or so, idk what the heck happened meanwhile, i would like to know.

Anyway, just if you are curious, this is what happens playing with the original WT GRP

https://youtu.be/dCPU1gFFF1c

Btw, about being curious, i tried right today to run the Stopgap with the latest version 20180906-6978 and it won't start (if you ask something to me, tomorrow it will work fine i guess...).

Who the hell are you!?
Don't dare to blame my english, I'm an Alien after all... Heavily armed too...

This post has been edited by The Battlelord: 16 September 2018 - 08:55 PM

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User is offline   The Battlelord 

  • 13

#182

Sorry for the double post (can't edit the previous one).

View PostRunningDuke, on 18 January 2017 - 06:12 AM, said:

The only problem I have is that the episode names, level names and quotes don't appear correctly. I will attach a screenshot of this problem, as well as a zip file that contains grpfiles.cache and the log file.

Attachment duke0000.png



View PostHendricks266, on 18 January 2017 - 10:07 AM, said:

This means that my package is not working at all.



Oooook, the previous post was based on the old stopgap, reading these comments i think to know what happened: that time the stopgap were not updated yet, then, even if the stopgap files were extracted they did not take effect (for me), indeed, like the comment above, i remember that "level names and quotes were not appear correctly".

Some time ago i've downloaded the "new" stopgap (without know that it was updated) and i did the same thing without success, until yesterday, i forgot how to install it, i read the "readme" file and this time the .zip file went into the autoload folder, and the magic is happened lol, and i echo what i said already, it is a lot better than play it on Steam, Thank You!

False alarm, Peace.

Who the hell are you!?
Don't dare to blame my english, I'm an Alien after all... Heavily armed too...

This post has been edited by The Battlelord: 17 September 2018 - 10:16 AM

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User is online   Mark 

  • Honored Donor
  • 2,717

#183

View PostHendricks266, on 18 January 2017 - 10:07 AM, said:

This means that my package is not working at all


Have you tried Viagra? :D
6

User is offline   December Man 

  • 60

#184

View PostMark, on 15 September 2018 - 10:55 AM, said:

It might help others if you posted what value you set the cache to as a temp fix until the problem is tracked down.


I use 800000000.
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User is offline   mwnn 

  • 3

#185

I thought I'd register as I had to make some minor changes to the game files in order to get World Tour working under Linux and other people may run into the same problem.

eDuke32 (r6992) couldn't find the sound or texture files due to backslashes being used in the path names.

Replacing backslashes (\) with forward slashes (/) in the following two files solves the issue. (you can use a basic search and replace function in any text editor)

e32wt_normalmaps.def
USER.CON

As I understand it - for historical reasons (C/C++, Bell Labs, BSD/Linux, etc) - using forward slashes and relative path names is the preferred cross platform way of doing things.

This post has been edited by mwnn: 10 October 2018 - 12:48 PM

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User is offline   Firefly_Trooper 

  • 12

#186

This is very good job Hendricks.

For the firefly and the flamethrower, I myself will try to make them work.

This post has been edited by Firefly_Trooper: 23 October 2018 - 02:35 PM

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User is offline   Ninety-Six 

  • 56

#187

View PostFirefly_Trooper, on 23 October 2018 - 02:31 PM, said:

This is very good job Hendricks.

For the firefly and the flamethrower, I myself will try to make them work.

godspeed
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User is offline   Firefly_Trooper 

  • 12

#188

Here is the firefly with its flamethrower. I hope it's like in the WT. This bug needs other small corrections in CON files.



This post has been edited by Firefly_Trooper: 23 October 2018 - 04:59 PM

1

User is offline   Ninety-Six 

  • 56

#189

View PostFirefly_Trooper, on 23 October 2018 - 04:56 PM, said:

I hope it's like in the WT.


It actually only goes like 5 feet (or more accurately like five or six sprites' distance)

That being said, I kinda prefer this version almost? It looks almost like an actual challenge now?
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User is offline   Forge 

  • 7,411

#190

View PostNinety-Six, on 23 October 2018 - 06:50 PM, said:

It actually only goes like 5 feet (or more accurately like five or six sprites' distance)

That being said, I kinda prefer this version almost? It looks almost like an actual challenge now?

Not much to say about the fireflies, but if that crappy cycloid boss could attack that far, that'd be great.
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User is offline   Firefly_Trooper 

  • 12

#191

For such an attack to go so far, I just did this by mistake:

defineprojectile FLAMETHROWERFLAME PROJ_WORKSLIKE 2

There is still a lot of things missing for the firefly. The aerial attack, with creation of puddles of lava, the animations of frames during the flight, a shrinker attack, its own size to define, under water it bug ... Even his unused frame or we see him sitting. For a toilet or just asleep on a comfortable sofa.

This post has been edited by Firefly_Trooper: 24 October 2018 - 04:20 AM

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User is offline   Firefly_Trooper 

  • 12

#192

View PostForge, on 23 October 2018 - 07:49 PM, said:

Not much to say about the fireflies, but if that crappy cycloid boss could attack that far, that'd be great.


I already thought about it and it would be very easy to do. It will be enough to copy the code of the original BOSS2, and in the section "shoot" one replaces the rockets by the flame-thrower ... Taken from both sides.

And the second attack similar to the octabrain, will be replaced by fireball or firelaser.

This post has been edited by Firefly_Trooper: 24 October 2018 - 08:48 AM

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User is offline   Ninety-Six 

  • 56

#193

I'm not sure if it means anything but the Firefly is almost entirely functional within the stopgap already. It's only missing the stuff related to the flamethrower.
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User is offline   Firefly_Trooper 

  • 12

#194

Seriously? I thought it had never been done.
0

#195

Hope Gear Box doesn't shut this down
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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,150

  #196

View PostFirefly_Trooper, on 23 October 2018 - 04:56 PM, said:

Here is the firefly with its flamethrower. I hope it's like in the WT. This bug needs other small corrections in CON files.



This is not accurate to the actual enemy, and as a beginner you have an uphill up-mountain battle to achieve accuracy. I am not looking to include any code in the stopgap that is not an accurate port of WT's functionality. If I wanted to add implementations that looked/felt "good enough", I would have incorporated Striker's implementation from his DM mod long ago. (Nothing against Striker's implementation. It has improvements that constitute editorial changes, therefore it is out of scope of the stopgap.)

View PostTruck Stop Santa Claus, on 24 October 2018 - 01:35 PM, said:

Hope Gear Box doesn't shut this down

They cannot. I designed the stopgap to contain zero materials copyrighted by Gearbox.
1

User is offline   Firefly_Trooper 

  • 12

#197

Must have a start at all Hendricks266. I just wanted to bring some help.
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User is offline   Jim 

  • 28

#198

I would also appreciate a mod that gives the firefly trooper their projectiles, as well as making the boss5 shoot further. Maybe it could be used on top on the stopgap?
1

User is offline   enderandrew 

  • 13

#199

If you don't already own World Tour, Steam has it as part of their Halloween Sale for $6.
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User is offline   Master O 

  • 72

#200

View Postenderandrew, on 29 October 2018 - 04:38 PM, said:

If you don't already own World Tour, Steam has it as part of their Halloween Sale for $6.


Why isn't it also on GOG, though?
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User is offline   enderandrew 

  • 13

#201

I decided to give this a try with the latest EDuke32 release from 10-28-2018 (r7138).

I drop that in my World Tour folder, and then the stop gap, and then the uncensored health patch. I fire up EDuke32 and I can pick the stopgap, or Atomic Edition.

If I select the stop gap, it crashes and here are my logs:

https://paste.ubuntu.com/p/VRgTBBXRY9/

If I select Atomic Edition (WT) it starts up, but I have no Episode Titles, Level Titles, and I see the commentary icons everywhere. I see there is a console command to turn the commentary icons off, but I presume the game should load the Episode Titles and Level Titles so something probably isn't loading correctly if those are missing.

Here is my log from that:

https://paste.ubuntu.com/p/ThPSQNGd5D/
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User is offline   Ninety-Six 

  • 56

#202

View Postenderandrew, on 31 October 2018 - 07:57 AM, said:

I decided to give this a try with the latest EDuke32 release from 10-28-2018 (r7138).

I drop that in my World Tour folder, and then the stop gap, and then the uncensored health patch. I fire up EDuke32 and I can pick the stopgap, or Atomic Edition.

If I select the stop gap, it crashes and here are my logs:

https://paste.ubuntu.com/p/VRgTBBXRY9/


Yeah that's a known issue.

View PostNinety-Six, on 15 September 2018 - 02:55 AM, said:

I had that same problem when trying to set that up on another computer. In the end the only workaround I could find was loading it up via a batch file with a "-cachesize 400000000" parameter, and just kept changing the number to some other ludicrously large number until it worked.



View PostDecember Man, on 20 September 2018 - 05:18 PM, said:

I use 800000000.


This should help.
1

User is offline   enderandrew 

  • 13

#203

I notice that it wants to use a file named "textures" as a cache file, but there is a folder named textures there and I think that is the problem. If I remove/rename the textures folder and allow EDuke32 to create a file named textures then I don't need:

-cachesize 800000000

To start it up. But then it also throws errors of these files being missing since I renamed that folder:

Error: file "textures/skybox/CLOUDYOCEAN/CLOUDYOCEAN_FR.tga" does not exist
Error: file "textures/skybox/CLOUDYOCEAN/CLOUDYOCEAN_FR.tga" does not exist
etc.
etc.

Is it possible to have EDuke32 use a texture cache with a different file name?

This post has been edited by enderandrew: 31 October 2018 - 07:33 PM

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User is offline   Forge 

  • 7,411

#204

View Postenderandrew, on 31 October 2018 - 07:30 PM, said:

I notice that it wants to use a file named "textures" as a cache file, but there is a folder named textures there and I think that is the problem. If I remove/rename the textures folder and allow EDuke32 to create a file named textures then I don't need:

-cachesize 800000000

To start it up. But then it also throws errors of these files being missing since I renamed that folder:

Error: file "textures/skybox/CLOUDYOCEAN/CLOUDYOCEAN_FR.tga" does not exist
Error: file "textures/skybox/CLOUDYOCEAN/CLOUDYOCEAN_FR.tga" does not exist
etc.
etc.

Is it possible to have EDuke32 use a texture cache with a different file name?

go to the def folder and edit the skybox.def file - replace the instances of "textures" directory links with the new directory name that you changed it to

This post has been edited by Forge: 31 October 2018 - 08:32 PM

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User is offline   enderandrew 

  • 13

#205

I renamed the textures folder to hires and the changed the links i these three files:

e32wt_content.def
e32wt_normalmaps.def
def\skybox_data.def

Then all the textures load, there are no errors about not being able to write to a texture cache and I don't need -cachesize 800000000 to start it up.
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User is offline   eqagunn 

  • 0

#206

While playing through "The Birth" episode, in "Shop-N-Bag" level (E4L3) the texture for red ceiling button behind yellow card access gates was missing. Shooting the spot works as intended.

However, when I load the map through the console, the button is there.
My setup is WT-2016-11-02 + EDuke32-win64-2018-11-18 + Stopgap-2017-04-09 + HRP-5.4

I have attached my save file if anyone is interested.

Attached File(s)



This post has been edited by eqagunn: 29 November 2018 - 05:40 PM

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User is offline   Ninety-Six 

  • 56

#207

Does it show up if you reach the level normally without the HRP?
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User is offline   eqagunn 

  • 0

#208

View PostNinety-Six, on 29 November 2018 - 09:12 PM, said:

Does it show up if you reach the level normally without the HRP?

Did a quick god+noclip without hrp, button was there. Did it again without stopgap, button was missing. So hrp is to blame.
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User is offline   VGA 

  • 13

#209

Why do so many people in the Duke3D community use HRP? It's not like that in the Doom community. Although thinhs may change with the Neural Upscale project, heh!
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User is offline   Trooper Dan 

  • Duke Plus Developer
  • 3,254

#210

View PostVGA, on 06 December 2018 - 08:49 PM, said:

Why do so many people in the Duke3D community use HRP?


It's not really that many. It seems like a lot because a disproportionate number of HRP users have problems and then post about them. A vocal minority in other words.
1

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