Shadow Warrior - "New Episode"
#121 Posted 29 May 2017 - 07:45 AM
This is what I was doing when I got this error
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Number of downloads: 19
#122 Posted 29 May 2017 - 09:06 AM
I think they're video related as it causes my screen to wash out and I have to reboot to get my display back to normal.
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Number of downloads: 18
#123 Posted 29 May 2017 - 09:10 AM
PLEASE SEE LATEST PATCH https://forums.duke4...post__p__278383
WHATS FIXED:
- AUDIO: New audio fix. All audio should now play correctly and not get stopped.
WHATS NEW:
- Drek's Hi-Pal Textures.
- Mapster is now built into the exe - can be launched with RunSWEditor.bat very buggy, do NOT save out maps with it yet!
This post has been edited by icecoldduke: 29 May 2017 - 04:01 PM
#124 Posted 29 May 2017 - 09:12 AM
Forge, on 29 May 2017 - 07:45 AM, said:
This is a known bug and I can't seem to nail down the cause yet. Probably has something to do with cstat bits the engine is bashing.
Forge, on 29 May 2017 - 09:06 AM, said:
I think they're video related as it causes my screen to wash out and I have to reboot to get my display back to normal.
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What were you doing when you got that crash? See if it happens in the new patch.
This post has been edited by icecoldduke: 29 May 2017 - 09:12 AM
#125 Posted 29 May 2017 - 09:29 AM
You asked me to record my game for you and try to capture some of the weird crashes and game restarts.
Too many things on your plate?
As for the other crash - it happens just as randomly and just as frequently as the spnum crash.
#126 Posted 29 May 2017 - 09:30 AM
icecoldduke, on 29 May 2017 - 09:12 AM, said:
What were you doing when you got that crash? See if it happens in the new patch.
How's mouse support coming along?
#128 Posted 29 May 2017 - 09:34 AM
Forge, on 29 May 2017 - 09:29 AM, said:
You asked me to record my game for you and try to capture some of the weird crashes and game restarts.
Too many things on your plate?
Wasn't criticizing thanks for the bug report! The answer is its known and I'm looking into it
This post has been edited by icecoldduke: 29 May 2017 - 09:35 AM
#129 Posted 29 May 2017 - 09:34 AM
icecoldduke, on 29 May 2017 - 09:33 AM, said:
I thought there were still issues with mouse inputs, the buttons specifically.
#130 Posted 29 May 2017 - 09:36 AM
#131 Posted 29 May 2017 - 09:38 AM
Loading "sw.def"
Error: image dimensions of "swdata/hipal/sw_highpal_lookup_00.png" must be 4096x64.
Error: image dimensions of "swdata/hipal/sw_highpal_lookup_04.png" must be 4096x64.
...Error: file "swdata/redux/hires/sysfont_vrline_blue.png" does not exist
Error: file "swdata/redux/hires/sysfont_vrline_bronze.png" does not exist
Error: file "swdata/redux/hires/sysfont_vrline_grey.png" does not exist
First map. In the office with the mirror and ceiling fan. Reflection of fan has a unwanted sprite in it's middle. Looking right at the fan the extra sprite is not seen. Only happened in Polymer.
This post has been edited by Mark.: 29 May 2017 - 09:43 AM
#132 Posted 29 May 2017 - 12:04 PM
But then this happens:
Can confirm the ceiling fan has an unwanted sprite on it, and the mouse speed is incredibly high (and lowering it in options doesn't help at all).
This post has been edited by TDRR: 29 May 2017 - 12:05 PM
#134 Posted 29 May 2017 - 12:45 PM
TDRR, on 29 May 2017 - 12:04 PM, said:
Can confirm the ceiling fan has an unwanted sprite on it, and the mouse speed is incredibly high (and lowering it in options doesn't help at all).
I've only seen this bug in Polymer, doesn't happen when the game is started up in Polymost.
This post has been edited by icecoldduke: 29 May 2017 - 12:58 PM
#136 Posted 29 May 2017 - 01:35 PM
(polymost was being used to play)
This post has been edited by Forge: 29 May 2017 - 01:36 PM
#137 Posted 29 May 2017 - 01:43 PM
Forge, on 29 May 2017 - 01:35 PM, said:
(polymost was being used to play)
When you created this save game did you do a save and load before getting to this point? The value of headspritestat[1024] is very high which is the cause of crash on initial load. So the question is how the game got into this state.
This post has been edited by icecoldduke: 29 May 2017 - 01:46 PM
#138 Posted 29 May 2017 - 01:53 PM
Then I stepped on the blue, jumped to the yellow pad - jumped to the door & hit the green switch. I believe I saved again.
Then I jumped back to the yellow pad, then to where the blue is - I returned to the section where the gold key was because I had left a monster - killed it, came back to the where this save is.
So, 3 saves total. No loads that I remember. If there was a load, it would have only been 1 and probably because I fell through the floor getting from the blue pad to the yellow pad.
This post has been edited by Forge: 29 May 2017 - 01:57 PM
#139 Posted 29 May 2017 - 02:12 PM
and apply this patch (I don't really know what it actually is) would it run on the Wii? (Assuming it has higher requirements than EDuke32) (Short specs: PowerPC based CPU at 730MHz, GPU ATI GPU made with a 90 nm CMOS process clocked at 245MHz and 88MB RAM)
Sorry if this isn't the appropiate place to say anything about it, but since i can't find the EDuke32 Wii thread anymore and i think it is dead, i thought to post it on an active thread that is somewhat related.
EDIT: Works fine on Software render so MESAGL shouldn't be necessary i guess.
This post has been edited by TDRR: 29 May 2017 - 02:22 PM
#140 Posted 29 May 2017 - 02:29 PM
TDRR, on 29 May 2017 - 02:12 PM, said:
and apply this patch (I don't really know what it actually is) would it run on the Wii? (Assuming it has higher requirements than EDuke32) (Short specs: PowerPC based CPU at 730MHz, GPU ATI GPU made with a 90 nm CMOS process clocked at 245MHz and 88MB RAM)
Sorry if this isn't the appropiate place to say anything about it, but since i can't find the EDuke32 Wii thread anymore and i think it is dead, i thought to post it on an active thread that is somewhat related.
EDIT: Works fine on Software render so MESAGL shouldn't be necessary i guess.
I have no idea how the WII support works in eduke32 works. Off hand if you setup the wii project files and setup the controller stuff it should just work.
#142 Posted 29 May 2017 - 03:10 PM
icecoldduke, on 29 May 2017 - 02:46 PM, said:
not with the last snapshot.
#143 Posted 29 May 2017 - 04:00 PM
https://forums.duke4...post__p__278414
!!PLEASE DELETE ALL YOUR SAVED GAME DATA BEFORE PLAYING THIS PATCH!!!
WHATS FIXED:
- The player can now wade in water, and will no longer sink when wading.
- The player will no longer fall through reflective floors.
- Missile projectiles no longer die when flying above water
This post has been edited by icecoldduke: 30 May 2017 - 07:30 AM
#144 Posted 29 May 2017 - 04:19 PM
This post has been edited by Mark.: 29 May 2017 - 04:22 PM
#145 Posted 29 May 2017 - 04:29 PM
fireballs across water can still occasionally die in front of the player, but not all of them.
Finally played all the way through e2l1 without a random crash for the first time.
This post has been edited by Forge: 29 May 2017 - 04:30 PM
#146 Posted 29 May 2017 - 05:08 PM
Mark., on 29 May 2017 - 09:38 AM, said:
They are on my end, not sure if he grabbed thumbnails by mistake or made them small because it's wip. Either way I put in the proper sized one and can confirm that highpalookup is working. I'm 10 out of 33 pals done for lookup.dat, once a alt pal lookup is done it's fairly simply for me to generate the highpal table.
#147 Posted 29 May 2017 - 05:23 PM
Drek, on 29 May 2017 - 05:08 PM, said:
Can you re-upload the ones you did? It says the images are 1280x20
This post has been edited by icecoldduke: 29 May 2017 - 05:24 PM
#148 Posted 29 May 2017 - 05:42 PM
icecoldduke, on 29 May 2017 - 12:45 PM, said:
Is that using the showview feature which is known not to work under Polymer? Or is that just a security camera being used?
Attached File(s)
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test.jpg (26.22K)
Number of downloads: 16
This post has been edited by Mark.: 29 May 2017 - 05:58 PM
#149 Posted 29 May 2017 - 06:56 PM
#150 Posted 29 May 2017 - 06:59 PM
This post has been edited by icecoldduke: 29 May 2017 - 07:37 PM