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World Tour EDuke32 Compatibility Stopgap  "My package arrives."

User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#211

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

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#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

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User is online   Hendricks266 

  • Weaponized Autism

  #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.
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User is online   Jim 

#218

so firefly trooper, are you still working on a mod that adds the flamethrower and the flame projectiles?
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User is offline   Ninety-Six 

#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.
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#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
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#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

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#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 ?

https://nsa40.casimages.com/img/2019/02/23/190223072229221210.jpg

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

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User is offline   Avoozl 

#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

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User is offline   Striker 

  • Auramancer

#224

 Firefly_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 ?

https://nsa40.casimages.com/img/2019/02/23/190223072229221210.jpg

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.
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#225

 Striker, 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

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#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?
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User is offline   LeoD 

#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

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User is offline   LeoD 

#228

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

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

View PostLeoD, on 01 March 2019 - 02:46 AM, said:

I haven't tried yet, but it should be.
So it turned out to be not completely trivial. Creating an autoload compatible ep.5/stopgap zip package seems to be the best solution. I've done so and I have to say that things look better than expected. Most new textures have a reasonable size and quality. It can't be distributed in its current form, but I'll be working on that. I've also started some poor man's WorldTour HRP, since several items can easily be dealt with by re-using/modifying existing HRP stuff as it seems. (And anything else is beyond my capabilities.) Stay tuned.
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User is online   Hendricks266 

  • Weaponized Autism

  #229

If it is possible for the stopgap to live in autoload, you could create another zip file with a filename that gets sorted lexicographically later and include your own e32wt.def inside that includes my WT defs and then the HRP defs. There is a reason it just includes e32wt_content.def. ;) (I knew I should have put the cachesize directive in _content too.) If the stopgap works in autoload by repacking my 7z into a zip file then I'll issue a new version with these changes and anything else that can make it easier.
1

User is offline   LeoD 

#230

Offer appreciated, but better wait until I've figured out more details about how to combine with HRP and/or Voxel pack, so you won't have to deal with further change requests.
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User is offline   LeoD 

#231

My original approach was maphacking-driven, aiming at an EDuke32 installation outside of Steam. With eduke32.exe and autoload inside the WorldTour folder, the Stopgap only needs repackaging to e32wt_20190221.zip, indeed. I have created the necessary additional autoload packs for both HRP and Voxel Pack. They currently load e32wt.def and E32WT.CON. CODE/content seems a little more appropriate; I'll update my ZIPs once you have moved cachesize.

e32wt_hrp.zip
Spoiler
e32wt_voxel.zip
Spoiler
Currently I'm experiencing an HRP bug with explosions which does not occur with my outside-Steam Ep.5 autoload package.
Attached Image: e32wt_hrp_explosion.jpg
Needs further investigation.

This post has been edited by LeoD: 24 April 2019 - 11:56 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #232

Maintenance Release 20190425

Changes:
Now packed as .zip
cachesize moved to e32wt_content.def
3

User is offline   NY00123 

#233

View PostLeoD, on 24 April 2019 - 11:47 AM, said:

Currently I'm experiencing an HRP bug with explosions which does not occur with my outside-Steam Ep.5 autoload package.


That's interesting, it looks very similar to what I've recently observed - and still observe now - with the last release from hrp.duke4.net, using the 1.5 GRP and Polymost; It's OK in Polymer, so I originally assumed that it was just some Polymost incompatibility; Unless there's some cfg setting which has an impact.

This is how I was using the HRP (on Ubuntu), btw:

./eduke32 -l1 -v1 -g ~/GameArchives/apogee_3dr_games/duke_nukem_3d/hrp/duke3d_hrp.zip


This post has been edited by NY00123: 24 April 2019 - 10:42 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #234

I noticed that LeoD's packs contain extra code to remove the Incinerator and Firefly Trooper in addition to being voxel and HRP packs. This is getting back into the territory of redistributing the stopgap with stealth changes, which is not something I want. They should be either in the stopgap itself or configurable as their own specific patch, not stealth-included with these packs. Can we discuss these features?

Removing the pickups for a nonfunctional weapon makes some sense. Are there any cases where this disrupts item placement balance, or makes secrets confusing because there is nothing there?

What is broken about the Firefly besides the projectiles? I would rather make them shoot FIRELASER or something than remove the enemy outright.
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User is offline   LeoD 

#235

View PostHendricks266, on 25 April 2019 - 11:39 AM, said:

I noticed that LeoD's packs contain extra code to remove the Incinerator and Firefly Trooper in addition to being voxel and HRP packs. This is getting back into the territory of redistributing the stopgap with stealth changes, which is not something I want. They should be either in the stopgap itself or configurable as their own specific patch, not stealth-included with these packs. Can we discuss these features?
Packs updated, removal code disabled.

View PostHendricks266, on 25 April 2019 - 11:39 AM, said:

What is broken about the Firefly besides the projectiles? I would rather make them shoot FIRELASER or something than remove the enemy outright.
Throwing pipebombs (not to be picked up) would be nice.

This post has been edited by LeoD: 26 April 2019 - 05:17 AM

1

User is online   Hendricks266 

  • Weaponized Autism

  #236

View PostLeoD, on 26 April 2019 - 05:17 AM, said:

Packs updated, removal code disabled.

Thanks.

I don't want to leave users in the lurch as far as this functionality goes, so I look forward to hearing feedback about how to proceed in the stopgap.

View PostLeoD, on 26 April 2019 - 05:17 AM, said:

Throwing pipebombs (not to be picked up) would be nice.

Pipebombs you couldn't pick up would be an involved effort. How about MORTAR?
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User is offline   Ninety-Six 

#237

View PostHendricks266, on 25 April 2019 - 11:39 AM, said:

Removing the pickups for a nonfunctional weapon makes some sense. Are there any cases where this disrupts item placement balance, or makes secrets confusing because there is nothing there?


For what it's worth, there are already a couple of empty secrets in the "full" version.


For some reason?
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User is offline   Phredreeke 

#238

Are incinerators removed thorough CON code or maphacks? If the latter maybe they can be replaced by different pickups?
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User is offline   LeoD 

#239

View PostNinety-Six, on 26 April 2019 - 09:59 AM, said:

For what it's worth, there are already a couple of empty secrets in the "full" version.
Multiplayer pickups, maybe?

View PostPhredreeke, on 26 April 2019 - 10:21 AM, said:

Are incinerators removed thorough CON code or maphacks? If the latter maybe they can be replaced by different pickups?
CON Code. Maphacks can't do that. They can only change the visual representation of an item in terms of rotation and translation (md2/3 models only), not their model/voxel, skin, or tile number. Even if you move a pickup to infinity by maphack, it can still be collected at its original place.

View PostHendricks266, on 26 April 2019 - 09:40 AM, said:

Pipebombs you couldn't pick up would be an involved effort. How about MORTAR?
Sounds good, but needs thorough game testing. My guess is that it's too tough in confined areas with several fireflys around (Stairwell in E5L6 IIRC).

This post has been edited by LeoD: 26 April 2019 - 11:21 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #240

I published my Git history for the Stopgap on GitHub in case that makes it easier for outside contributors to create pull requests: https://github.com/Hendricks266/e32wt
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