Bugs & Problems
#1021 Posted 09 September 2019 - 06:03 AM
http://m210.duke4.ne...ldGdx_1.04d.jar
the ogg-music fix is the next target
#1022 Posted 09 September 2019 - 07:08 AM
This post has been edited by LeoD: 09 September 2019 - 07:09 AM
#1023 Posted 09 September 2019 - 08:14 AM
LeoD, on 09 September 2019 - 07:08 AM, said:
Yeah, I also got this log on my ftp server. Thanks for your report. I will try to fix it tomorrow.
#1024 Posted 09 September 2019 - 04:44 PM
m210®, on 09 September 2019 - 06:03 AM, said:
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
#1025 Posted 10 September 2019 - 05:42 AM
86232and, on 08 September 2019 - 10:36 PM, said:
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
#1026 Posted 10 September 2019 - 07:56 AM
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.
#1028 Posted 12 September 2019 - 07:59 AM
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?
#1029 Posted 12 September 2019 - 04:47 PM
m210®, 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.
#1030 Posted 13 September 2019 - 06:05 AM
**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
#1031 Posted 14 September 2019 - 03:53 AM
#1033 Posted 15 September 2019 - 06:30 AM
Skumball, on 15 September 2019 - 03:34 AM, said:
It's normal, depends on your video driver.
#1034 Posted 16 September 2019 - 08:23 AM
- 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)
#1035 Posted 20 September 2019 - 08:04 AM
m210®, on 15 September 2019 - 06:30 AM, said:
I have a GTX 970 and tried the latest 436.30 drivers but still no joy.
#1036 Posted 21 September 2019 - 01:57 AM
This post has been edited by HenitoKisou: 21 September 2019 - 02:00 AM
#1037 Posted 21 September 2019 - 02:13 AM
"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
#1038 Posted 21 September 2019 - 04:19 AM
This post has been edited by HenitoKisou: 21 September 2019 - 04:45 AM
#1039 Posted 21 September 2019 - 05:38 AM
This post has been edited by 86232and: 21 September 2019 - 06:25 AM
#1040 Posted 21 September 2019 - 08:32 AM
-OT-
Damn Capstone Software kept Solrac in this title too. Almost sh*t myself
#1041 Posted 21 September 2019 - 11:42 AM
This post has been edited by HenitoKisou: 21 September 2019 - 11:51 AM
#1042 Posted 10 October 2019 - 09:18 AM
#1043 Posted 23 October 2019 - 12:57 PM
#1044 Posted 23 October 2019 - 05:07 PM
#1045 Posted 25 October 2019 - 08:45 AM
#1046 Posted 25 October 2019 - 09:59 AM
#1047 Posted 22 December 2019 - 09:12 AM
#1048 Posted 20 January 2020 - 01:24 PM
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