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Bugs & Problems

User is offline   m210® 

#451

Yes. It should be. I just removed repeated texture in backgound and made a normal scale for it.
So, use skybox instead of skypaper :dukecigar:
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User is offline   Caleb 

#452

Thank you for the swift reply! Is this something that will change in future builds, as the original run in DOSBOX doesn't have this issue?
Another very minor thing I noticed:
1) start a new game
2) use cheat giving you all weapons and unlimited ammo
3) start a new game from there
In the second new game, you start with no weapons (as you should), but keep max ammo. This isn't so much of an issue with actual weapons, as you can pick them up regardless of your ammo count. It prevents you to pick up dynamite "for the first time" though, as the ammo is simultaneously the weapon, effectively making it impossible to use dynamite in that game at all. Starting another new game fixes this.
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User is offline   m210® 

#453

View PostCaleb, on 19 February 2018 - 03:43 AM, said:

Thank you for the swift reply! Is this something that will change in future builds, as the original run in DOSBOX doesn't have this issue?
Another very minor thing I noticed:
1) start a new game
2) use cheat giving you all weapons and unlimited ammo
3) start a new game from there
In the second new game, you start with no weapons (as you should), but keep max ammo. This isn't so much of an issue with actual weapons, as you can pick them up regardless of your ammo count. It prevents you to pick up dynamite "for the first time" though, as the ammo is simultaneously the weapon, effectively making it impossible to use dynamite in that game at all. Starting another new game fixes this.

Ok, I agree this :dukecigar: I will fix it in the next release
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User is offline   Mariusz 

#454

Voxels in New Alone In The Dark are working again. Thank you
1

#455

I confirm that the standard ingame movies stopped working, anyway it play the ones from the custom .INI's in "Autoload" without flaws. As an experiment I tried to load the Blood.ini as a custom content and the cutscenes started. Obviously they should not work in this way, something must be messed the detection. That last fix for the specific mod cinematics may be involved?

This post has been edited by Fantinaikos: 19 February 2018 - 09:37 AM

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User is offline   m210® 

#456

Just checekd it and it's working as usually...
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User is offline   fgsfds 

#457

View PostFantinaikos, on 19 February 2018 - 09:35 AM, said:

I confirm that the standard ingame movies stopped working, anyway it play the ones from the custom .INI's in "Autoload" without flaws. As an experiment I tried to load the Blood.ini as a custom content and the cutscenes started. Obviously they should not work in this way, something must be messed the detection. That last fix for the specific mod cinematics may be involved?


Why do you have .inis in autoload folder?
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#458

I did not say that I have the game Blood.ini or bloodgdx.ini in the autoload folder, they are still in the main Blood folder. Only any custom mod/map mod .ini should be in autoload folder and they work fine as the new and expanded method of load the custom content or level is intended, and they are into .zip together with all mods files anyway.

But as I said as I tried to force the game to not ignore the lines in Blood.ini selecting it as user content, the video started. But only the one from the first episode.

And yes the option is on, but is like have it off. The intro Monolith logo works in any case.

This post has been edited by Fantinaikos: 19 February 2018 - 01:46 PM

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User is offline   fgsfds 

#459

View PostFantinaikos, on 19 February 2018 - 01:22 PM, said:

Only any custom mod/map mod .ini should be in autoload folder

I don't think so. What exactly do you have in your autoload folder? Custom mods .INIs, the whole mods' folders?
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#460

I don't think to do anything wrong, these point in the changelog itself from 787 version says that it is totally possible:

1. Load zip/rff archives in main folder
6. Autoload def files in autoload folder
12. User episode from zip if map in subfolder fix
16. OGG can read from zip now
17. Defs files as INI for user maps

And it works. I even readapted the MM Edison Mansion custom map to run on Bloodgdx adding few lines inside it's own .ini, the mini-.smk plays and I added the same music the MM Deluxe version used (that is from DOTT actually).

Put the zip in autoload folder and then load the level as a user content if you don't believe me.
Attached File  MMFB.zip (2.78MB)
Number of downloads: 2

The cinematics stopped working from this version for me (I use the .smk+.wav, I don't know if the .avi are supported), casually, the changelog contain even some fixes that involves them.

3. Fixed cutscenes for CWHHROT <- Caleb Will Have His Revenge On Toronto
5. Cutscenes palette swap fix
11. Cutscenes can playing 16bits wav file
RFS fixes

One of those may have inadvertently messed up something for me.
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#461

Ok I've found what was wrong: Since the new changes, the path system changed too.

So if your cutscenes are in main Blood folder you don't have to do something like:

CutSceneA=D:\blood\cs1.smk
CutWavA=D:\blood\cs1822m.wav
CutSceneB=D:\blood\cs2.smk
CutWavB=D:\blood\cs2822m.wav


But use lines like:

CutSceneA=\cs1.smk
CutWavA=\cs1822m.wav
CutSceneB=\cs2.smk
CutWavB=\cs2822m.wav


Same for the mods custom .ini if you want to readapt them to run on BloodGDX. Case closed

This post has been edited by Fantinaikos: 20 February 2018 - 03:43 AM

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User is offline   m210® 

#462

Yes, path's must be relative. Hello from Linux...

Quote

I don't know if the .avi are supported

smk != avi. Avi not supported

This post has been edited by M210: 20 February 2018 - 05:49 AM

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User is offline   Perro Seco 

#463

Hello. Thanks a lot for your Tekwar port. I see there are still some bugs, and I'm sure you are aware of them, but I don't think that losing weapons between levels would be one, so I think it would be better to not change that behaviour; it affects gameplay and make the subway's security checkpoints useless.

The rest of the content is very good. Including not used sound variations like NPCs' screams or gibbing sounds is a cool fix.

Just two questions: would be possible to play your port in software renderer like the original game? And is there a way to change the sky rendering mode to avoid that cut at the top? I think I read something about it in previous posts, but I didn't understand it very well.
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User is offline   Orin Lexic 

#464

What can make an .ogg file unable to be loaded?
I'm having an issue wherein the CD tracks are present in the game folder in .ogg format, but BloodGDX is unable to play them.

I've attached the log, if it's any help.

Attached File  BloodGDX.log (1.71K)
Number of downloads: 6

This post has been edited by Orin Lexic: 22 February 2018 - 03:23 PM

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#465

View PostOrin Lexic, on 22 February 2018 - 03:22 PM, said:

What can make an .ogg file unable to be loaded?
I'm having an issue wherein the CD tracks are present in the game folder in .ogg format, but BloodGDX is unable to play them.

I've attached the log, if it's any help.

Attachment BloodGDX.log


All seems in place, the only strange thing is that "bloodgdx.zip" which I presume is a copy of the BloodGDX downloadable archive that not need to be there and could mess something. If all the CD music .ogg are, as you said, in the main game folder (and if you have the check on Use "user home" folder") there should not be any problem, control also if your .ogg's are damaged somehow. I doubt a codec or audio problem of your system.
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User is offline   Orin Lexic 

#466

View PostFantinaikos, on 22 February 2018 - 04:54 PM, said:

All seems in place, the only strange thing is that "bloodgdx.zip" which I presume is a copy of the BloodGDX downloadable archive that not need to be there and could mess something. If all the CD music .ogg are, as you said, in the main game folder (and if you have the check on Use "user home" folder") there should not be any problem, control also if your .ogg's are damaged somehow. I doubt a codec or audio problem of your system.


Thoroughly checked the integrity of all of the .ogg's, nothing seems to be wrong with them.

Removed that spare BloodGDX archive (forgot I left it there). No effect there either.
I've also tried several of the "fixed" .ogg files from around the internet (the ones that fix the looping issue in DOSBOX) but to no avail.

Stumped as to what it could be. :dukecigar:
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User is offline   m210® 

#467

I think it's because I accidentally used ByteStream instead of ByteArrayStream when loading ogg file.(I don't know whats diffetents, but those streams using differents libraries)
Is it possible to use JRE8? Because JRE9 is a unfinished shit, I was convinced of this several times
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User is offline   Orin Lexic 

#468

View PostM210, on 22 February 2018 - 11:16 PM, said:

I think it's because I accidentally used ByteStream instead of ByteArrayStream when loading ogg file.(I don't know whats diffetents, but those streams using differents libraries)
Is it possible to use JRE8? Because JRE9 is a unfinished shit, I was convinced of this several times


It looks like JRE9 was the problem, the music works fine now.

Thanks, M210! :dukecigar:
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User is offline   Phredreeke 

#469

This place still glitches.

https://i.imgur.com/lVmk9UG.jpg
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User is offline   daMann 

#470

Thanks for BloodGDX so much. I am in full TC mode right now (that's what us old guys call mods, kids) resurrecting our Bloodlines project and it is making testing super easy... I even had two Mapedits open last night to get the Tx and Rxs for an effect just right for one of my maps....

I can't find this so gotta ask... is there any idea on the fix on slanted floors and ROR? I was trying to build a barn and the roof just wasn't right... its fine, workarounds, but just asking if possible.

Again, thanks!
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User is offline   m210® 

#471

Can you show me a screenshot with this bug?
Anyway, if eduke32 developers can't fix such problem in Polymost, I especially can't.
Btw, some places have a bugs, because I added a helping tweak for drawing the most ROR sectors...maybe your ROR will drawing correctly without this tweak, but other RORs will be broken again
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User is offline   Caleb 

#472

Encountered a bug in E6M3:

1) Go into the vent leading to the dagger key.
2) If you don't crouch, the crosshair moves off center (up) and jitters when the vent gets more narrow.
3) Pressing "Crouch" resolves this issue. Releasing crouch reproduces the bug instantly.

Not sure what it could depend on, so just letting you know some info: Slope Tilting and Auto Aim are off. Crosshair is on.
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User is offline   m210® 

#473

It's a aim correction
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User is offline   beer 

#474

Hey M210 .. thanks for your work on BloodGDX. I am on Linux (Solus) and there are a few issues, mostly just minor stuff. And if you don't want to fix issues specific to my distro/desktop environment because it's a bit of an edge case, I'd understand

* The UI is cut off on my desktop environment (budgie desktop, default in Solus) - SEE SCREENSHOT
* The task bar in my desktop environment appears above the game window when Borderless is selected at my native resolution - SEE SCREENSHOT
* I have no main menu sound.. but I'm not sure if there's supposed to be any
* There is no music with either the gervill or real time sequencer selected - but no errors present in debug output
* The "portable" button says appdata, VERY minor thing... but appdata is only a windows thing - SEE SCRRENSHOT


Otherwise the game seems to run great.

Posted Image

Posted Image

java -version

Quote

openjdk version "1.8.0_172-solus"
OpenJDK Runtime Environment (build 1.8.0_172-solus-b00)
OpenJDK 64-Bit Server VM (build 25.172-b00, mixed mode)


java -jar BloodGDX.jar (with Gervill selected as midi synth)

Quote

BUILD engine by Ken Silverman (http://www.advsys.net/ken)
BloodGDX v0.789 by [M210®] (http://m210.duke4.net)
Current date March 02, 2018 14:31:24
Running on Linux (version 4.15.6-58.current)
with JRE version: 1.8.0_172-solus

Checking new version...
You are using the last version
Initializing resource archives
Found 678 files in BLOOD.RFF archive
Found 1747 files in SOUNDS.RFF archive
Version >= v1.10 found
Loading INI file
Initializing Build 3D engine
Loading palettes
Loading translucency table
Loading gamma correction table
Creating standard color lookups
Loading tiles
Initializing dynamic fire
Loading cosine table
Initializing view subsystem
Initializing status bar
Initializing weapon animations
Initializing control system
Initializing timer
Initializing network users
Initializing sound system
Gervill initialized
OpenAL Soft initialized
with max voices: 48
OpenAL version: 1.1 ALSOFT 1.15.1
ALC_EXT_EFX enabled.
Midi volume set to 56
Change music volume 0.4392157
Initializing SEQ animation
Initializing fade effects
Initializing on-screen display system
Initializing cutscenes
Initializing menu system
Searching for addition content...
Found 7 files in gui.rff archive
Initializing def-scripts...
Initializing autoload folder
GeForce GTX 970/PCIe/SSE2 4.6.0 NVIDIA 390.25 initialized
***** Heap utilization statistics [MB] *****
on id : create
Total Memory: 175
Free Memory: 150
Used Memory: 24
Max Memory: 3572
Could not load wav file: logo811m.wav


This post has been edited by beer: 02 March 2018 - 12:42 PM

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User is offline   daMann 

#475

View PostM210, on 27 February 2018 - 02:04 AM, said:

Can you show me a screenshot with this bug?
Anyway, if eduke32 developers can't fix such problem in Polymost, I especially can't.
Btw, some places have a bugs, because I added a helping tweak for drawing the most ROR sectors...maybe your ROR will drawing correctly without this tweak, but other RORs will be broken again


Oh understand, friend. I will try and capture a shot next time it shows. BloodGDX is AWESOME for testing our TC and editing out, though... its amazing how quick it is to load up maps, I can have mapedit open on one screen and Blood GDX on the other... make a change, then instantly load it in GDX for testing. Its so much easier than 15 years ago :) B) :) :) :P
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User is offline   m210® 

#476

View Postbeer, on 02 March 2018 - 12:40 PM, said:

but appdata is only a windows thing

Why? It's just an "application data"...with saves and log file.

I can't help with borderless screen, but UI bug I can fix.

If you don't hear midi music, try to install something like BASSMIDI
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User is offline   Mere_Duke 

#477

A few questions:

1) How get MIDI working? What exactly I need to install / setup? (cue/bin/ogg plays just well)
2) Are there any command line options to load zips (like /g "myzip.zip" for eduke)? It is useful for loading custom weapons (so far there is no way to do it conveniently; you need to manually set up you weapons before the game started by compiling specific rff files.).
3) Why folders/subfolders in zip files are not recognized by the game? For example, I have a .zip with a "cutscene" folder, and in an .ini file the path looks like "cutscene/EP1A.SMK", and the game doesn't play a cutscene. What are the "virtual path" of these zipped files?

This post has been edited by Mere_Duke: 03 March 2018 - 09:01 PM

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#478

So I changed my OS a couple of days ago to Win10, ran the launcher, configured it, pressed play bloodgdx, and then it just types something in the log and closes itself. Java is running in the background when that happens.

Here's the log if it helps:

BUILD engine by Ken Silverman (http://www.advsys.net/ken)
BloodGDX v0.789 by [M210®] (http://m210.duke4.net)
Current date March 04, 2018 17:57:55
Running on Windows 10 (version 10.0)
with JRE version: 1.8.0_161

Checking new version...
You are using the last version
Initializing resource archives
Found 678 files in BLOOD.RFF archive
Found 1747 files in SOUNDS.RFF archive
Version >= v1.10 found
Loading INI file
Initializing Build 3D engine
Loading palettes
Loading translucency table
Loading gamma correction table
Creating standard color lookups
Loading tiles
Initializing dynamic fire
Loading cosine table
Initializing view subsystem
Initializing status bar
Initializing weapon animations
Initializing control system
Initializing timer
Initializing network users
Initializing sound system
Dummy midi synth initialized
OpenAL Soft initialized
with max voices: 32
OpenAL version: 1.1 ALSOFT 1.15.1
ALC_EXT_EFX enabled.
Initializing SEQ animation
Initializing fade effects
Initializing on-screen display system
Initializing cutscenes
Initializing menu system
Searching for addition content...
Found 7 files in gui.rff archive
Initializing def-scripts...
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User is offline   m210® 

#479

View PostMere_Duke, on 03 March 2018 - 09:01 PM, said:

A few questions:

1) How get MIDI working? What exactly I need to install / setup? (cue/bin/ogg plays just well)
2) Are there any command line options to load zips (like /g "myzip.zip" for eduke)? It is useful for loading custom weapons (so far there is no way to do it conveniently; you need to manually set up you weapons before the game started by compiling specific rff files.).
3) Why folders/subfolders in zip files are not recognized by the game? For example, I have a .zip with a "cutscene" folder, and in an .ini file the path looks like "cutscene/EP1A.SMK", and the game doesn't play a cutscene. What are the "virtual path" of these zipped files?


1) You need to choose midi sync in launcher and choose music type = midi in game audio menu.
2) No yet. Some zip files can load from autoload folder, but not mods.
3) Zip file after load will converted to virual groupfile without subfolders. I will fix path in INI files then. In current version your pathes can write as "/EP1A.SMK"


Quote

Java is running in the background when that happens.

It happes because you had a crash, midi threads don't closing automaticly after unknown exception. Why exception was unknown? I don't know
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#480

Just a trivial visual bug (if is not just my impression or my system thing): The pitchfork seems not to turn "bloody" after using it.
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