Duke4.net Forums: [WIP] World Tour EDuke32 Compatibility Stopgap - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 8 Pages +
  • « First
  • 6
  • 7
  • 8
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is online   MusicallyInspired 

  • 3,249

#211

I like it. I know it's silly but I'm still geeking out about normal-mapped lighting and love playing with it.

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble
1

User is offline   Firefly_Trooper 

  • 33

#212

Good evening! I do not know if the flamethrower code is present for this pack. I also wanted to know if there is way to see it in the CON files. Thank you !
0

User is offline   knerlington 

  • 0

#213

This isn't working for me. Using build 7299 of eDuke32 with the stopgap from the OP in this thread I get a white screen that immediately closes/crashes after trying to start.
Extracted all the eduke and stopgap files to the install dir replacing the names.h file.
0

User is offline   enderandrew 

  • 13

#214

View Postenderandrew, on 31 October 2018 - 08:22 PM, said:

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.

Out of curiosity, is this going to be treated as a bug and fixed?

This basically doesn't work out of the box with current builds. People need the -cachesize workaround, or to do what I did.
0

User is offline   Firefly_Trooper 

  • 33

#215

Hendricks ! For a month, I tried to correctly code the flamethrower, with the projectiles of the Firefly and the BOSS5. And I dropped this part of the coding, because it was so hard for my coddeur level. Moreover, it was still very boring to do. Even the code of the Firefly has been encoded with the ass. I tried the adventure to please the community and of course, for me too. I understand better what Fox and others here meant by "WTF"

These ideas were pretty good, but ultimately very average.

The World Tour will be the only MOD that will be incomplete in my project.

P.S. : I also could not add Caribbean's weapons and two others.

This post has been edited by Firefly_Trooper: 18 February 2019 - 08:45 AM

0

User is offline   Firefly_Trooper 

  • 33

#216

Hendricks! I advanced in the Firefly code. Do you want to see and test ? It is not totally finished.

I would like to have your opinion on what has been done.

;)

This post has been edited by Firefly_Trooper: 20 February 2019 - 04:28 AM

0

User is offline   Hendricks266 

  • Sperge Overlord
  • 6,312

  #217

New version: 20190221

Changelog:
Replace backslashes with slashes in e32wt_normalmaps.def to improve ease of use on case-sensitive filesystems, such as on Linux. Thanks to mwnn for the observation.
Add cachesize 160000000 to e32wt.def to resolve crash on startup issue with recent EDuke32 versions. Thanks to asdf33 for the suggestion and for determining the optimal value.

EDuke32 r7347 or later recommended, to fix an issue where EDuke32's "textures" texture cache binary storage conflicted with WT's "textures" folder. Thanks to enderandrew for the observation.

View Postasdf33, on 16 September 2018 - 12:01 AM, said:

I tried to narrow down a working CacheSize parameter range in eduke32.cfg. 160000000 works, 155000000 and below crashes. When I remove the CacheSize parameter from the config, this happens:
Cachesize = 100663296
Cacnum = 659
Cache length sum = 100663296
ERROR: CACHE SPACE ALL LOCKED UP!

So apparently, it attempts to set a cache size parameter itself that is too low.
Also, I'm getting this line in the log:
Unable to open cache file "textures" or "textures.cache": Permission denied

I thought it could be a file permissions issue, but running eduke32 as admin had no effect.

Thanks for suggesting this and for even going so far as to determine the proper value! I can confirm that 160000000 works and 155000000 is too small.

View Postmwnn, on 10 October 2018 - 12:46 PM, said:

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.

Thanks for the report. I've fixed the backslashes in e32wt_normalmaps.def -- not sure how those slipped through the cracks!

I suspect that you could leave your USER.CON unmodified and WT+Stopgap will run correctly. Both the backslashes and the case sensitivity errors in that file should be mitigated by how I redefine all the sounds and music in my CONs after #including the WT originals. I don't ship a USER.CON with the Stopgap because the package does not overwrite any WT files.

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?

Thanks for observing this. I've committed r7347 to EDuke32 to rename "textures" to "texturecache" and "textures.cache" to "texturecache.index".

In my testing, fixing this did not resolve the cache size issue, so I went ahead with that fix at def level anyway. Fortunately it only needed 160000000 and not 800000000.
2

User is offline   Jim 

  • 29

#218

so firefly trooper, are you still working on a mod that adds the flamethrower and the flame projectiles?
0

User is online   Ninety-Six 

  • 122

#219

View PostJim, on 22 February 2019 - 11:59 AM, said:

so firefly trooper, are you still working on a mod that adds the flamethrower and the flame projectiles?


Nah, he quit the flamethrower. Though I think he's still trying to work on the firefly and the boss.
0

User is offline   Firefly_Trooper 

  • 33

#220

View PostNinety-Six, on 22 February 2019 - 03:42 PM, said:

Nah, he quit the flamethrower. Though I think he's still trying to work on the firefly and the boss.


Exactly!

I'm trying to understand how it's possible to make a projectile that works a short distance and how to set two different respawn for the second called "Fireball
0

User is offline   Firefly_Trooper 

  • 33

#221

A question for Hendricks.

Did you notice of the firefly frames, with incorrect x and yoffset? Some animations are literally sunk into the ground. And there is also a shooting animation bug, when the firefly is reflected in a mirror.

This post has been edited by Firefly_Trooper: 23 February 2019 - 08:56 AM

0

User is offline   Firefly_Trooper 

  • 33

#222

The frames surrounded in red, appear when the firefly attacks you, only when it is found back facing the mirror.

The frames surrounded in orange, have an incorrect "xoffset and yoffset", set in the DEF file.

Have you noticed that ?

Posted Image

This post has been edited by Firefly_Trooper: 23 February 2019 - 10:18 AM

0

User is online   Avoozl 

  • 18

#223

View PostMusicallyInspired, on 07 December 2018 - 05:49 AM, said:

I like it. I know it's silly but I'm still geeking out about normal-mapped lighting and love playing with it.
I was pretty much the same way when I first got into playing and modding Oblivion when I got it back in either 2006 or 2007, I would mess around a lot with the nvidia normal map plugin for Photoshop.

This post has been edited by Avoozl: 24 February 2019 - 06:18 AM

0

User is offline   Striker 

  • Auramancer
  • 1,006

#224

View PostFirefly_Trooper, on 23 February 2019 - 10:18 AM, said:

The frames surrounded in red, appear when the firefly attacks you, only when it is found back facing the mirror.

The frames surrounded in orange, have an incorrect "xoffset and yoffset", set in the DEF file.

Have you noticed that ?

Posted Image

Those problems exist in World Tour's ART files. There is no DEF for these tiles as far as I'm aware.

Also, the bug with those frames showing for the behind view, is also in WT.
0

User is offline   Firefly_Trooper 

  • 33

#225

View PostStriker, on 26 February 2019 - 10:51 AM, said:

Those problems exist in World Tour's ART files. There is no DEF for these tiles as far as I'm aware.

Also, the bug with those frames showing for the behind view, is also in WT.


Exactly!

In the new episode, I do not think I saw a Firefly with a mirror nearby. So, this is a problem not too important I think. Unless it is corrected, to exploit this enemy.

I was referring to my own files for the DEF extension. I did not say anything lol

This post has been edited by Firefly_Trooper: 27 February 2019 - 09:09 AM

0

User is offline   enderandrew 

  • 13

#226

Can I ask a stupid question?

I saw someone talk about running HRP with WT. I assume the HRP would be missing assets for any new WT sprites so it wouldn't be ideal, but the first few episodes would still be covered. I figured I'd give it a try. I put the HRP in the autoload folder like I do for EDuke32 normally, but nothing changes in game.

Is it possible to use the HRP with WT and this stopgap?
0

User is offline   LeoD 

  • 487

#227

View Postenderandrew, on 28 February 2019 - 09:00 PM, said:

I saw someone talk about running HRP with WT. I assume the HRP would be missing assets for any new WT sprites so it wouldn't be ideal, but the first few episodes would still be covered. I figured I'd give it a try. I put the HRP in the autoload folder like I do for EDuke32 normally, but nothing changes in game.
Is it possible to use the HRP with WT and this stopgap?
I haven't tried yet, but it should be. Post your eduke32.log. Btw., you'd want the latest UserMapHacks pack in your autoload, too, until an updated HRP is released.


This post has been edited by LeoD: 01 March 2019 - 02:48 AM

0

Share this topic:


  • 8 Pages +
  • « First
  • 6
  • 7
  • 8
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password


Sign in options