World Tour EDuke32 Compatibility Stopgap "My package arrives."
#211 Posted 07 December 2018 - 05:49 AM
#212 Posted 12 December 2018 - 09:54 AM
#213 Posted 28 December 2018 - 11:50 AM
Extracted all the eduke and stopgap files to the install dir replacing the names.h file.
#214 Posted 31 January 2019 - 09:11 PM
enderandrew, on 31 October 2018 - 08:22 PM, said:
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.
#215 Posted 18 February 2019 - 08:42 AM
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
#216 Posted 20 February 2019 - 04:28 AM
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
#217 Posted 21 February 2019 - 07:56 PM
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.
asdf33, on 16 September 2018 - 12:01 AM, said:
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.
mwnn, on 10 October 2018 - 12:46 PM, said:
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.
enderandrew, on 31 October 2018 - 07:30 PM, said:
-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.
#218 Posted 22 February 2019 - 11:59 AM
#219 Posted 22 February 2019 - 03:42 PM
Jim, on 22 February 2019 - 11:59 AM, said:
Nah, he quit the flamethrower. Though I think he's still trying to work on the firefly and the boss.
#220 Posted 23 February 2019 - 08:46 AM
Ninety-Six, on 22 February 2019 - 03:42 PM, said:
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
#221 Posted 23 February 2019 - 08:55 AM
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
#222 Posted 23 February 2019 - 10:18 AM
The frames surrounded in orange, have an incorrect "xoffset and yoffset", set in the DEF file.
Have you noticed that ?
This post has been edited by Firefly_Trooper: 23 February 2019 - 10:18 AM
#223 Posted 24 February 2019 - 06:17 AM
MusicallyInspired, on 07 December 2018 - 05:49 AM, said:
This post has been edited by Avoozl: 24 February 2019 - 06:18 AM
#224 Posted 26 February 2019 - 10:51 AM
Firefly_Trooper, on 23 February 2019 - 10:18 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.
#225 Posted 27 February 2019 - 09:08 AM
Striker, on 26 February 2019 - 10:51 AM, said:
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
#226 Posted 28 February 2019 - 09:00 PM
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?
#227 Posted 01 March 2019 - 02:46 AM
enderandrew, on 28 February 2019 - 09:00 PM, said:
Is it possible to use the HRP with WT and this stopgap?
This post has been edited by LeoD: 01 March 2019 - 02:48 AM
#228 Posted 23 April 2019 - 05:50 AM
enderandrew, on 28 February 2019 - 09:00 PM, said:
LeoD, on 01 March 2019 - 02:46 AM, said:
#229 Posted 23 April 2019 - 09:52 AM
#230 Posted 23 April 2019 - 12:44 PM
#231 Posted 24 April 2019 - 11:47 AM
e32wt_hrp.zip
Needs further investigation.
This post has been edited by LeoD: 24 April 2019 - 11:56 AM
#232 Posted 24 April 2019 - 09:16 PM
#233 Posted 24 April 2019 - 10:41 PM
LeoD, on 24 April 2019 - 11:47 AM, said:
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
#234 Posted 25 April 2019 - 11:39 AM
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.
#235 Posted 26 April 2019 - 05:17 AM
Hendricks266, on 25 April 2019 - 11:39 AM, said:
Hendricks266, on 25 April 2019 - 11:39 AM, said:
This post has been edited by LeoD: 26 April 2019 - 05:17 AM
#236 Posted 26 April 2019 - 09:40 AM
LeoD, on 26 April 2019 - 05:17 AM, said:
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.
LeoD, on 26 April 2019 - 05:17 AM, said:
Pipebombs you couldn't pick up would be an involved effort. How about MORTAR?
#237 Posted 26 April 2019 - 09:59 AM
Hendricks266, on 25 April 2019 - 11:39 AM, said:
For what it's worth, there are already a couple of empty secrets in the "full" version.
For some reason?
#238 Posted 26 April 2019 - 10:21 AM
#239 Posted 26 April 2019 - 11:14 AM
Ninety-Six, on 26 April 2019 - 09:59 AM, said:
Phredreeke, on 26 April 2019 - 10:21 AM, said:
Hendricks266, on 26 April 2019 - 09:40 AM, said:
This post has been edited by LeoD: 26 April 2019 - 11:21 AM