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Bugs & Problems

User is offline   m210® 

#1021

Here is a v1.04d with some fixes
http://m210.duke4.ne...ldGdx_1.04d.jar

the ogg-music fix is the next target
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User is offline   LeoD 

  • Duke4.net topic/3513

#1022

bloodgdx_1.04d-crash.log
Spoiler


This post has been edited by LeoD: 09 September 2019 - 07:09 AM

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User is offline   m210® 

#1023

View PostLeoD, on 09 September 2019 - 07:08 AM, said:

bloodgdx_1.04d-crash.log
Spoiler



Yeah, I also got this log on my ftp server. Thanks for your report. I will try to fix it tomorrow.
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#1024

View Postm210®, on 09 September 2019 - 06:03 AM, said:

Here is a v1.04d with some fixes
http://m210.duke4.ne...ldGdx_1.04d.jar

the ogg-music fix is the next target

Sound Loops in DukeGDX now work fine. However, crosshair setting is not being saved in RedneckGDX.

This post has been edited by filipetolhuizen: 09 September 2019 - 04:55 PM

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User is offline   m210® 

#1025

View Post86232and, on 08 September 2019 - 10:36 PM, said:

Can't load ogg file

It's a consequence after libgdx update. Fixed.
Also, I tried to delete non-used classes from libgdx's library, so the jar file is a bit smaller now. I hope I haven't deleted something important :(

http://m210.duke4.ne...ldGdx_1.04e.jar

This post has been edited by m210®: 10 September 2019 - 05:44 AM

1

User is offline   86232and 

#1026

Thanks for the correction! Now external music and CD audio in ogg files work correctly, music in the menu also works - great job!
Now about the errors - in all versions 1.04 the package of models from BloodCM is not loaded, a message from the log file:

Def error: the script models.zip has errors


On version 1.03, models will load and work. I will inform you in more detail by mail.
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User is offline   m210® 

#1027

Another update: http://m210.duke4.ne...ldGdx_1.04f.jar
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User is offline   86232and 

#1028

I ran around on the maps a bit - everything seems to work on version 1.04f: MD3 models, new textures and voxels, new graphic software renderer.
Thank!
Now GDX is probably the most advanced Blood port in terms of functions and capabilities. Curious, what will be the next step, something else new or an improvement in current achievements?
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#1029

View Postm210®, on 12 September 2019 - 04:55 AM, said:


Just noticed that DukeGDX stutters near Security Screens (using Polymost) mostly after using them. It also seems to happen in most builds of eDuke32.
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User is offline   Tekedon 

#1030

Autoload folder does not work for me, no voxels or external music or skies are loaded.

**Ok so I feel a bit stupid. Checked the readme and now all def files need to be named the same as the game to be loaded. Now it works.

This post has been edited by Tekedon: 13 September 2019 - 06:17 AM

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User is offline   Tekedon 

#1031

There is no sound when killing the tentacles from the plants. There is in the original.
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User is offline   Skumball 

#1032

1.04: Unable to alter Gamma, Brightness and Contrast.
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User is offline   m210® 

#1033

View PostSkumball, on 15 September 2019 - 03:34 AM, said:

1.04: Unable to alter Gamma, Brightness and Contrast.

It's normal, depends on your video driver.
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User is online   Phredreeke 

#1034

After playing RRRA on latest BuildGDX here are some things I've noticed.

- CD music is affected by reverb, it wasn't in the original
- I got a hall of mirrors type effect with Polymost in the big room with the pit at the end of Refinery after blowing up the oil barrel
- diving down in Sunny Shores in RRRA there are some textures missing underwater in Polymost
- you lose your weapons after Sunny Shore (I presume this behaviour is carried over from vanilla RR, where you do lose your weapons in that level slot)
1

User is offline   Skumball 

#1035

View Postm210®, on 15 September 2019 - 06:30 AM, said:

It's normal, depends on your video driver.

I have a GTX 970 and tried the latest 436.30 drivers but still no joy.
0

#1036

Software/Classic not exactly working correctly. First it displayed gradient-like dithering in fullscreen, then after switching to Polymost and Classic again it gives tutti frutti all the time. It works only in windowed mode without broken colors or gradient artifact. Also if you could make possible non standard fps like in older GDX builds for ex. 35, 45 etc

This post has been edited by HenitoKisou: 21 September 2019 - 02:00 AM

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User is offline   86232and 

#1037

Strange ... I have weaker video adapters GTX 750ti (PC) and GT 740M / Intel HD Graphics 4000 (laptop) - at 1.04 everything works and adjusts:
"Polymost" renderer - Gamma, Brightness and Contrast.
"Classic" renderer - Gamma.

However, there is another problem - if I select the "Classic" renderer in the launcher, then the game is frozen in the menu on the "new game" option. If I launch the launcher through the "Polymost" renderer and select "Classic" on the map, then the process of changing the renderer works well. :(

This post has been edited by 86232and: 21 September 2019 - 02:50 AM

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#1038

EDIT. I got workaround by simply adding custom resolution of 640x400 60Hz 32bit in graphic properties and it seems fixed but without that it looked like:
Posted Image
Posted Image

This post has been edited by HenitoKisou: 21 September 2019 - 04:45 AM

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User is offline   86232and 

#1039

Yes, this works for the first run with the Classic renderer. It is necessary to choose a lower resolution in the launcher, it works for me even for 1600 × 900 (the resolution of my monitor is 1920 × 1080).

This post has been edited by 86232and: 21 September 2019 - 06:25 AM

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#1040

Running Witchaven on BuildGDX for the first time. The movements seem quirky (like Wolfenstein 3D) if compared to vanilla.
-OT-
Damn Capstone Software kept Solrac in this title too. Almost sh*t myself :( :P :D
0

#1041

I need to add every resolution, even native and supported ones as custom in order for Classic renderer to recognize it, even 800x600 or 1024x768. Can't add 1280x720 and above though.

This post has been edited by HenitoKisou: 21 September 2019 - 11:51 AM

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User is offline   Tekedon 

#1042

When throwing spraycan.. when it's flying through the air.. it has no sound. It has in original.
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#1043

id just like to say that the classic renderer now gives me a black screen, with blood at least, ill have to try with duke, and redneck ect. but i doubt itl work
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User is online   Phredreeke 

#1044

What OS and Java version are you using? I found that Java 8 resulted in a black screen on Windows while Java 12 worked.
0

#1045

Anything beyond jre-8u151 32bit gives me massive CPU and memory usage, even JRE included with BuildGDX so some people might not want update it if it works as it is.
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User is online   Phredreeke 

#1046

Classic renderer is a lot more demanding than Polymost so in that case it probably wouldn't run well anyway. More so on a 32-bit system. I don't have a 32-bit system to test on myself, but CL102 on the Blood Discord got 5-10 FPS on an Athlon XP with BloodGDX software renderer.
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#1047

Just tested latest version of RedneckGDX and the crosshair setting has been fixed. However, some sounds volume like Leonard's talking and shooting are too low even at the highest volume. Enemies shooting sounds are louder than the player's.
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User is offline   NightFright 

  • The Truth is in here

#1048

Does DukeGDX support ifcrc in def files? I am trying to make the Duke3D Fixes pack compatible, but it yields errors with widescreen.def.

Link to def:
https://github.com/N.../widescreen.def

It uses xoff, yoff and ifcrc. The latter is important to support addons like Life's A Beach since it replaces weapons and some widescreen tiles from the original game must be overridden.

This post has been edited by NightFright: 20 January 2020 - 01:32 PM

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User is online   Phredreeke 

#1049

ifcrc is supported but DukeGDX already comes with widescreen weapon tiles out of the box.
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User is offline   NightFright 

  • The Truth is in here

#1050

I see. Then the easiest solution for this is probably to simply not load widescreen.def at all. Thanks for the hint!
0

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