World Tour EDuke32 Compatibility Stopgap "My package arrives."
#271 Posted 30 March 2020 - 12:43 PM
This post has been edited by Phredreeke: 30 March 2020 - 12:44 PM
#272 Posted 31 March 2020 - 10:39 AM
#273 Posted 31 March 2020 - 10:49 AM
This post has been edited by NightFright: 31 March 2020 - 12:15 PM
#274 Posted 31 March 2020 - 11:45 PM
If turns out to be complicated I'll post it on the bug reports & help me thread, but just in case it's something really silly that can be solved in a minute.
With a fresh, untouched, unused install of WT from Steam, the Stopgap, the uncensored health files and EDuke32, EDuke32 finds both WT as it is and WT (Stopgap). I tried the latter ... resulting in tons of errors and warnings (see log file below)! The game appears to play OK.
Additionally on Linux, citing a copy of my Windows WT directory (FTP'd over to the Linux box) and using a self-compiled EDuke32, I get the additional errors listed in the second 'code' block below and 'I'm getting too old for this shit' doesn't play.
Are the warnings normal for the PC version?
And is the lack of the Linux sounds an already known issue, or should I report it as a bug?
EDIT: OK, the linux issue seems to be the hardcoded backslashes in USER.CON.
EDIT: Confirmed, replacing them with forward slashes makes it work. Is there any way EDuke32 could be modified to treat backslash path separators as forward slashes in .CON (and .DEF) code?
Windows log file:
Linux differences:
This post has been edited by Martin Howe: 01 April 2020 - 01:52 AM
#276 Posted 01 April 2020 - 01:55 AM
#277 Posted 01 April 2020 - 03:37 AM
I also had a warning about one of the normalmap defs (151_n.bmp) which was named 0151_n.bmp in my folder, but I might have done that rename by myself for consistency purposes.
This post has been edited by NightFright: 01 April 2020 - 03:41 AM
#278 Posted 01 April 2020 - 12:51 PM
Martin Howe, on 31 March 2020 - 11:45 PM, said:
Yes, these are not errors. Maybe I could add an echo statement to the Stopgap to inform the users that the sound warnings are intentional and not a problem.
Martin Howe, on 31 March 2020 - 11:45 PM, said:
EDIT: Confirmed, replacing them with forward slashes makes it work. Is there any way EDuke32 could be modified to treat backslash path separators as forward slashes in .CON (and .DEF) code?
Yes, we might as well add that in to avoid the issue on Linux.
NightFright, on 01 April 2020 - 03:37 AM, said:
Do not do this. The purpose of these definitions is to use the VOC files in the GRP instead of the fucked-with Ogg files, where available.
NightFright, on 01 April 2020 - 03:37 AM, said:
Yes, that problem is on your end. WT ships with the inconsistency.
#279 Posted 01 April 2020 - 01:08 PM
I guess the files are similar in general, besides some edited art entries IIRC. Sound files however should be the same.
I am using a copy of the Steam folder containing the maps, sounds, music, the 3 (?) new art files and cons. Nothing from the WT groupfile. Technically, the whole thing certainly works.
This post has been edited by NightFright: 01 April 2020 - 01:13 PM
#280 Posted 01 April 2020 - 01:12 PM
NightFright, on 01 April 2020 - 01:08 PM, said:
You will need to edit e32wt.grpinfo to match against the Atomic GRP instead of WT's, but other than that it will work exactly the same.
I still need to implement dependency classes instead of specifying CRC32s in the .grpinfo.
#281 Posted 01 April 2020 - 01:25 PM
#282 Posted 01 April 2020 - 01:48 PM
#!/bin/bash cp -f USER.CON e32wt.tmp1 sed -E "s/ sound\\\\+/ sound\\//" < e32wt.tmp1 > e32wt.tmp2 # Fix backslash path separators cp -f e32wt.tmp2 USER.CON rm -f e32wt.tmp*
#283 Posted 02 April 2020 - 12:16 AM
However, there is still one warning in e32wt_code.con which could be avoided: ALIEN_ELEVATOR1 (hydro43.voc) is defined twice (lines 499+616).
This post has been edited by NightFright: 02 April 2020 - 12:20 AM
#284 Posted 02 April 2020 - 02:33 AM
NightFright, on 02 April 2020 - 12:16 AM, said:
However, there is still one warning in e32wt_code.con which could be avoided: ALIEN_ELEVATOR1 (hydro43.voc) is defined twice (lines 499+616).
Already got that covered in the main script I'm using
cp -f USER.CON e32wt.tmp1 sed -E "s/ sound\\\\+/ sound\//" < e32wt.tmp1 > e32wt.tmp2 # Fix backslash path separators awk '/^definesound ALIEN_ELEVATOR1/ && !f{f=1; next} 1' < e32wt.tmp2 > e32wt.tmp3 # Fix repeated SOUND 261 definition cp -f e32wt.tmp3 WTUSER.CON rm -f e32wt.tmp*
The script is still being developed, so I'm not posting it here yet. Besides, since most people are using Windows and it uses a bunch of Unix/Linux tools ... good luck porting it to PS or CMD
#285 Posted 02 April 2020 - 03:23 PM
Another problem which is still there is case sensitivity of filenames. You may notice that you can't start episode 1 in EDuke32 after loading WT with the stopgap, for instance.
E32WT_CODE.CON can be edited, but a solution will be required for EDuke32 itself if this also applies to other files for which there's no such easy fix, and also for eventually removing the dependency on the stopgap.
#286 Posted 24 April 2020 - 01:14 PM
With the implementation of the flamethrower, does that mean any changes for modders regarding implementing new weapons?
#287 Posted 04 June 2020 - 03:30 AM
appendevent EVENT_INIT redefinequote 117 Warning: You are not using the latest version of World Tour. echo 117 endevent[size=2][/size]
Nevermind.
This post has been edited by Searinox Navras: 04 June 2020 - 03:36 AM
#289 Posted 28 October 2020 - 11:23 AM
#291 Posted 28 October 2020 - 01:06 PM
Phredreeke, on 28 October 2020 - 11:31 AM, said:
Ok, thanks. Just one more question - is there a way to play mods or use custom content with the stopgap? For example when I use custom .ogg files in the non-stopgap WT+eduke32 (as seen in this pic: https://i.imgur.com/AiTrgJr.png) the custom sounds correctly play in the game. But when I use the stopgap the game ignores the custom sounds and only plays the default sounds.
This post has been edited by randir14: 28 October 2020 - 01:22 PM
#292 Posted 30 November 2020 - 02:42 PM
The GitHub page says to type in (without quotes) "setvar commentary <value>" and for "value" you type in any number from 0 to 2. 0 is off, 1 is on, and 2 (which seems to be the default) is on, but don't allow playback. I'm typing in "setvar commentary 0" to try and turn it off but it doesn't work. Do I need to surround the number with the "<" and ">" signs for it to work, or is this just a bug? I'd like to at least have the option of playing this chapter using the EDuke32 exe if I can (even though the lighting isn't as good), but I can't bring myself to do so with those inane bubbles just floating around like that.
#294 Posted 30 November 2020 - 04:17 PM
Jimmy, on 30 November 2020 - 02:56 PM, said:
Yep, the latest of the latest. Made sure to download it when I downloaded the Stopgap mod itself, just to be safe. Even though the mouse control is INFINITELY better with the mod, it still feels a tad off when played through the Steam executable. Not to mention if you want to play with the crosshair, you can't adjust the size of it... for some reason. So you either have a huge glaring crosshair, or none at all lol
#295 Posted 30 November 2020 - 04:27 PM
"setvar: 'commentary' is not a game variable!"
This post has been edited by Chozo Ghost: 30 November 2020 - 04:29 PM
#296 Posted 30 November 2020 - 04:28 PM
Chozo Ghost, on 30 November 2020 - 02:42 PM, said:
If this happens, and if all the text says something like #Episode1 instead of L.A. Meltdown then the Stopgap is not loading properly. Make sure you've followed the installation instructions correctly and selected the correct entry in the startup window.
#297 Posted 30 November 2020 - 04:34 PM
Hendricks266, on 30 November 2020 - 04:28 PM, said:
I'm pretty sure I followed the instructions on the GitHub page to the letter, so I'm wondering what could have gone wrong, though that does seem to be what could be causing the issue.
Another funny issue I see is that the episode titles don't even show up in the menu at all. They are selectable, and the levels seem to play just fine, but the text itself is invisible.
Any idea what I could have done wrong during the installation process?
EDIT: Turns out I was selecting the wrong entry! I was selecting the standard WT entry instead of the one labelled stopgap. This one works perfectly, AND the devcom bubbles seem to be off by default! Excellent!
This post has been edited by Chozo Ghost: 30 November 2020 - 04:35 PM
#298 Posted 09 January 2021 - 05:44 PM
First one is the "GOG" version. There i have installed the Eduke32, everything works fine there!
The second version is from Steam "World Tour". Done the same thing and dosen't work:/ (latest build with stopgap,enabled polymer,autoload folder etc..)
I mean, I can boot normally, but polymer doesn't work like in the GOG duke version.
Here is the "Eduke32 WT log" i hope it helps...
Attached File(s)
-
eduke32.log (30.86K)
Number of downloads: 486
This post has been edited by szaman: 09 January 2021 - 05:53 PM
#299 Posted 12 April 2021 - 01:15 PM
#300 Posted 29 April 2021 - 10:15 PM
NightFright, on 12 April 2021 - 01:15 PM, said:
Idk if this can somehow help you, but if you use the Stopgap with a revision like 6308 (Polymer on), it will use a good amount of WT lights, exception for the "shadows" on stuff like the ventilation ducts.
Also, looks like if you put WT maps in a folder with an old revision of eduke32 (+Duke3d.grp) ie: r4593, r6927, r7395 (Polymer on), it will use WT lights (as it works with the Stopgap), surprisinling it works with the HRP too.
Just avoid Alien World Order episode, as maps are broken if you plan to use them without the Stopgap (or E5L1 is broken at least).
This post has been edited by The Battlelord: 29 April 2021 - 10:29 PM