Bugs & Problems
#992 Posted 02 August 2019 - 12:14 AM
Then I simply copied the code of the test, changed the name of the jpg to the final and left with comment / * * / the code of the first one.
Now I am at work, I have to recheck everything when I get home.
And I think I have to install mapedit, because I'm going crazy referencing each tile.
Thanks again!!
#993 Posted 06 August 2019 - 07:32 PM
#994 Posted 19 August 2019 - 03:31 PM
#995 Posted 22 August 2019 - 01:27 PM
HMNuke93, on 19 August 2019 - 03:31 PM, said:
The broken fire hydrant on the first map stops and starts the water sound.
#996 Posted 22 August 2019 - 01:28 PM
#997 Posted 22 August 2019 - 03:04 PM
Phredreeke, on 22 August 2019 - 01:28 PM, said:
I tested both...also sometimes the "gulp" sound Duke makes when drinking water doesn't play at all.
This post has been edited by HMNuke93: 22 August 2019 - 03:16 PM
#998 Posted 23 August 2019 - 11:56 AM
Phredreeke, on 22 August 2019 - 01:28 PM, said:
1.18.1
#999 Posted 23 August 2019 - 01:13 PM
#1000 Posted 02 September 2019 - 01:57 AM
Will the software renderer improve this? I could disable Vsync but it is going to cause screen tearing on my 60hz monitor.
#1002 Posted 03 September 2019 - 04:49 PM
Here's my specs:
OS: Arch Linux
Kernel: x86_64 Linux 5.2.9-arch1-1-ARCH
Uptime: 3h 17m
Packages: 582
Shell: bash 5.0.7
Resolution: 1920x1080
DE: LXDE
WM: OpenBox
WM Theme: Arc-Clone
GTK Theme: Arc-Dark [GTK2]
CPU: Intel Core i5-7200U @ 4x 2.5GHz [55.0°C]
GPU: i915drmfb
RAM: 697MiB / 7843MiB
my java version:
openjdk version "1.8.0_222"
OpenJDK Runtime Environment (build 1.8.0_222-b05)
OpenJDK 64-Bit Server VM (build 25.222-b05, mixed mode)
The crash message:
#
# A fatal error has been detected by the Java Runtime Environment:
#
# SIGSEGV (0xb) at pc=0x00007fe30c68d2c0, pid=2183, tid=0x00007fe2c56d4700
#
# JRE version: OpenJDK Runtime Environment (8.0_222-b05) (build 1.8.0_222-b05)
# Java VM: OpenJDK 64-Bit Server VM (25.222-b05 mixed mode linux-amd64 compressed oops)
# Problematic frame:
# C 0x00007fe30c68d2c0
#
# Core dump written. Default location: /home/james/Blood One Unit Whole Blood/BuildGdx/core or core.2183
#
# An error report file with more information is saved as:
# /home/james/Blood One Unit Whole Blood/BuildGdx/hs_err_pid2183.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.jav...eport/crash.jsp
#
the error log:
https://pastebin.com/LxhFtt6X
Thanks for your time
#1004 Posted 05 September 2019 - 07:32 PM
jbrowning134, on 03 September 2019 - 04:49 PM, said:
I published a non-official test-release of buildgdx yesterday in the discord. Try this one http://m210.duke4.ne...ldGdx_1.04b.jar
#1005 Posted 06 September 2019 - 11:49 AM
m210®, on 05 September 2019 - 07:32 PM, said:
Just wanted to say that I've enjoyed playing through French Meat once again with this build,
and the only problem I've noticed was when I finished the episode the credits screen was all messed up.
Other than that everything seemed fine.
Edit: Also, when I bind the left mouse button it says "mouse10". It works fine in-game but I suppose it should be called "mouse1". Happens in both BloodGDX and DukeGDX.
This post has been edited by RazTK: 06 September 2019 - 11:53 AM
#1006 Posted 06 September 2019 - 09:04 PM
RazTK, on 06 September 2019 - 11:49 AM, said:
Could you show me a screenshot?
RazTK, on 06 September 2019 - 11:49 AM, said:
Edit: Also, when I bind the left mouse button it says "mouse10".
I might be depends on your hardware, it's normal
#1007 Posted 06 September 2019 - 09:28 PM
#1008 Posted 07 September 2019 - 02:21 AM
m210®, on 06 September 2019 - 09:04 PM, said:
Sure:
You can reproduce it by just loading French Meat and clicking the Credits button in the main menu. Doesn't happen to me with Death Wish, FYI.
What's more weird is that when I load a savegame which is right at the boss area in the last level, the door that's supposed to open and let the bosses out doesn't open. I also don't hear Tchernobog and Caleb talk. When I load a savegame from before the boss area everything works as it should.
Here are the saves: https://mega.nz/#!6I...cJpBs8KLmk0Coa8
0 is at the boss area, 1 is before.
#1009 Posted 07 September 2019 - 02:53 AM
#1010 Posted 07 September 2019 - 02:54 AM
Also. Autoload folder does not seem to work for me in this release.
This post has been edited by Tekedon: 07 September 2019 - 02:57 AM
#1011 Posted 07 September 2019 - 04:36 AM
fgsfds, on 07 September 2019 - 02:53 AM, said:
http://www.blood.fre...episodes&id=426
To clarify, I'm using the latest build that m210 posted, v1.04b.
Edit: Sorry, it happens only after I load a savegame twice, OR start a new game of any compressed mod (a mod in a Zip file), do a save and load it. The credits screen then gets garbled.
This post has been edited by RazTK: 07 September 2019 - 05:02 AM
#1012 Posted 07 September 2019 - 08:47 AM
The "Autoload" folder does not work.
This is a test version of v1.04b.
#1013 Posted 07 September 2019 - 09:20 AM
#1014 Posted 07 September 2019 - 10:44 AM
This post has been edited by RazTK: 07 September 2019 - 10:47 AM
#1015 Posted 08 September 2019 - 07:36 PM
86232and, on 07 September 2019 - 08:47 AM, said:
Autoload algorithm has been changed, so the old archives like skybox.zip will not work. The port is searching gamename.def instead of zipname.def now.
Another issues I will check, thanks for a report
This post has been edited by m210®: 08 September 2019 - 07:36 PM
#1016 Posted 08 September 2019 - 10:36 PM
The "Autoload" folder now works. For example, there is skyboxes.zip with the skyboxes.def file and the "skyboxes" folder. I added the bloodgdx.def file to the archive, it should have a script:
include skyboxes.def
This must be done with each archive in "Autoload" - and new voxels and textures reappeared!
The ogg files are still not loading, in the log-file the message:
Can't load ogg file
Now VSync works fine for me in Polymost, a little worse in classic renderer.
#1017 Posted 09 September 2019 - 02:42 AM
RazTK, on 07 September 2019 - 10:44 AM, said:
It's another NoOne's "fix".
It's working now
#1018 Posted 09 September 2019 - 02:53 AM
m210®, on 09 September 2019 - 02:42 AM, said:
It's working now
Not to sound rude, did you by any chance looked into the savegames that I've posted earlier of the ending of French Meat not working right after loading a save? (I explained it in that post)
This post has been edited by RazTK: 09 September 2019 - 03:10 AM
#1019 Posted 09 September 2019 - 04:53 AM
RazTK, on 09 September 2019 - 02:53 AM, said:
Yes, I have checked it. At least, quicksav1.sav is working. But it's working and in 1.04c. I don't think that I can fix something in the broken savegame file
This post has been edited by m210®: 09 September 2019 - 05:05 AM
#1020 Posted 09 September 2019 - 04:59 AM
m210®, on 09 September 2019 - 04:53 AM, said:
!