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Trequonia mod [RELEASED]  "Downloadable link."

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 6,035

  #511

I have not seen those linker errors before. I don't know why it would say anything about a shared object. Does anything different happen if you compile with LTO=0, OPTLEVEL=0, or RELEASE=0?
0

User is offline   Martin Howe 

  • 13

#512

Sadly not, either individually or together. -fPIC also makes no difference, though in some cases the messages don't suggest the option anyway.

As you have seen in other release threads I have only just discovered after a long hiatus from Duke 3D, backward compatibility is such a pain as either the mapper has to change their mod or the devs have to detect stuff and hack it in those cases. ZDoom for example has a huge list of checksums to recognise problematic .WAD files and adjust the engine's behaviour to match them. When upgrading the morphing subsystem in ZDoom a few years ago, I had to introduce loads of compatibility flags to optionally make morphing behave the way "it should have done" (due to the hacky code Raven used in Heretic and HeXen).

Time permitting I will suffer the indignity of Windows ( :P ) and see if I can use compiled .EXE from synthesis files to find which revision broke Trequonia.

In space, no-one can hear you KILL an ALIEN
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0

User is online   Zaxtor 

  • 1,243

#513

Also you entered the Trequonia's bat file to play it?


And if you don't have V1... Did you downloaded the version 1 with the texture pack and overwrite the old Trequonia grp with the Download 2 (version 2)?
And ensuring you use the eduke32 that comes with it and ignore update?

http://www.zaxtor.ne...dFrameset-4.htm
you enter and click download button.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 25 March 2018 - 01:52 AM

0

User is offline   Martin Howe 

  • 13

#514

@Zaxtor - Yes, I did thanks. All of those. ( Oh and "We brake for no-one" :P )

The main change is between r4938 and r4939. It runs with 4938, but 4939 complains too many labels are defined. The latest version, as we have seen, doesn't even get as far as that, it just crashes.

I will say that there are too many warnings from your .CON file for my liking, as they might be having some effect on the problem. However I have ZERO knowledge of CON coding so I cannot do that. The errors happen even when the mod runs successfully:

game.con:13512: warning: found `else' with no `if'.
game.con:13595: warning: found `else' with no `if'.
game.con: In state `droneshrunkstate':
game.con:14979: warning: found `else' with no `if'.
game.con: In state `pigshootenemystate':
game.con:15778: warning: found `else' with no `if'.
game.con: In state `checkboss3seekstate':
game.con:17104: warning: found `else' with no `if'.
game.con: In state `checkboss3hitstate':
game.con:17268: warning: found `else' with no `if'.
game.con: In state `boss3code':
game.con:17367: warning: found `else' with no `if'.
game.con: In state `checkliteborbnearplayer':
game.con:55077: warning: found `else' with no `if'.
game.con:55080: warning: malformed `else' branch
game.con:55211: warning: found `else' with no `if'.
game.con:55214: warning: malformed `else' branch
game.con: In state `gtroopduckstate':
game.con:79716: warning: found `else' with no `if'.
game.con:79718: warning: empty `ifactioncount' branch
game.con:79718: warning: empty `else' branch
game.con: In state `gtroopshrunkstate':
game.con:79968: warning: malformed `ifcount' branch
game.con:79968: warning: found `else' with no `if'.
game.con: At top level:
game.con:138150: warning: expected define or move, found action.
game.con: In actor `FINALBOSSBRAIN':
game.con:146306: warning: expected define, found action.


In space, no-one can hear you KILL an ALIEN
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User is offline   Martin Howe 

  • 13

#515

For the devs, here is a log of running a debug build of the latest revision:
Reading symbols from ./eduke32...done.
(gdb) r
Starting program: /home/martin/Downloads/trequonia/eduke32 -gTrequonia.grp -xgame.con
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe7344700 (LWP 4202)]
[New Thread 0x7fffe6b43700 (LWP 4203)]
EDuke32 r6789
Built Mar 25 2018 11:32:00, GCC 7.2.0, 64-bit 
Using /usr/local/share/games/eduke32/ for game data
Application parameters: -gTrequonia.grp -xgame.con 
Using CON file "game.con".
Using /home/martin/Downloads/trequonia/ for game data
Using /home/martin/.config/eduke32/ for game data
Initializing SDL 2.0.6
Using "x11" video driver
Searching for game data...
Using "duke3d.grp" as main game data file.
Using file "Trequonia.grp" as game data.
Compiling: game.con (8407103 bytes)
Including: DEFS.CON (226014 bytes)
Including: USER.CON (170462 bytes)
game.con: In state `troopcode':
game.con:13512: warning: found `else' with no `if'.
game.con:13595: warning: found `else' with no `if'.
game.con: In state `droneshrunkstate':
game.con:14979: warning: found `else' with no `if'.
game.con: In state `pigshootenemystate':
game.con:15778: warning: found `else' with no `if'.
game.con: In state `checkboss3seekstate':
game.con:17104: warning: found `else' with no `if'.
game.con: In state `checkboss3hitstate':
game.con:17268: warning: found `else' with no `if'.
game.con: In state `boss3code':
game.con:17367: warning: found `else' with no `if'.
game.con: In state `checkliteborbnearplayer':
game.con:55077: warning: found `else' with no `if'.
game.con:55080: warning: malformed `else' branch
game.con:55211: warning: found `else' with no `if'.
game.con:55214: warning: malformed `else' branch
game.con: In state `gtroopduckstate':
game.con:79716: warning: found `else' with no `if'.
game.con:79718: warning: empty `ifactioncount' branch
game.con:79718: warning: empty `else' branch
game.con: In state `gtroopshrunkstate':
game.con:79968: warning: malformed `ifcount' branch
game.con:79968: warning: found `else' with no `if'.
game.con: At top level:
game.con:138150: warning: expected define or move, found action.
game.con: In actor `FINALBOSSBRAIN':
game.con:146306: warning: expected define, found action.
Relocating compiled code from to 0x0000555566a51830 to 0x00005555675d53e0

Thread 1 "eduke32" received signal SIGSEGV, Segmentation fault.
0x00005555555ebf8c in C_GetNextValue (type=type@entry=1) at source/duke3d/src/gamedef.cpp:2201
2201        	*g_scriptPtr = parse_decimal_number();


In space, no-one can hear you KILL an ALIEN
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0

User is online   Zaxtor 

  • 1,243

#516

I only get too many labels defined from the wrong Eduke32.

If you have any game.con or confiles of my mod outside the Trequonia.grp file (delete them)
Grp file already have em inside the grp.

PS
even I get warnings and no errors.
Warnings has no impact.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 25 March 2018 - 11:11 AM

0

User is offline   TheDragonLiner 

  • 263

#517

Hello !

Sorry to bump up the thread but I got a "problem" with the musics >_>

I downloaded V2 from Zaxtor's website and overwrote all the files that asked for it, namely the grp. and it seems to work perfectly.

BUT when I reach the alternate level of ANWR I have the midi music of Faces of Death which I'm pretty sure is not normal, and since nobody reported that I'm wondering if there's something wrong with my build :(
I don't know if it's the same with the other alternate levels but it sounds probable ...

Is it normal or is there something I forgot to do ?

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#518

Alternative route like

The Arctic Cave?

Did you delete all the Con Files "outside the mod grp"?

Cus if not it will ignore the confile inside the mod.

Deep cave when you go by alternative route uses same soundtrack as the secret Arctic forest level by Level 1

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 02 July 2018 - 08:30 AM

0

User is online   Zaxtor 

  • 1,243

#519

I ran tests and works fine.
If the error still occurs, I'll download the file from my site and test it again.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 263

#520

Sorry for the late reply, I've been absent >_>

Well I didn't know there had to be things deleted but oddly enough I have no Con files in my Trequonia directory O_o I got some Data files, Cfg and Cache but no Con o_O
Unless there's a specific thing I need to check out ? Maybe in the grp itself but I wouldn't want to bust it up ...

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#521

Some caches can be nuissance
like I had some weird bugs when I had that texture file (no type file)
and effected the secret level and player fell to his death.

deleted the file.
Worked fine.

grp is fine.

Dunno if cfg can do that.

texture file can do that.

PS
if is zero byte it shouldn't pose any problems

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 03 July 2018 - 11:37 PM

0

User is offline   TheDragonLiner 

  • 263

#522

View PostZaxtor, on 03 July 2018 - 11:36 PM, said:

Some caches can be nuissance
like I had some weird bugs when I had that texture file (no type file)
and effected the secret level and player fell to his death.

deleted the file.
Worked fine.

grp is fine.

Dunno if cfg can do that.

texture file can do that.

PS
if is zero byte it shouldn't pose any problems


So I should delete the texture files ?

Texture is 0 bytes and Texture Cache is only 1 byte >_>

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#523

1 byte dunno if will do any harms.

So did you removed any texture files .

(not textures folder files)?

If yes did you retest.

I don't think loading saves will alter.

Trick is like dnclip, test it faster etc.
Ill test it myself by the files from my site

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is online   Zaxtor 

  • 1,243

#524

Tested, from file downloaded from site.
Everything works fine.

2 textures file don't come with it.

Such as cache and the file with no "type"

So remove both.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   Forge 

  • 6,694

#525

View PostTheDragonLiner, on 01 July 2018 - 12:01 AM, said:

Is it normal or is there something I forgot to do ?

Did you start a new game, or did you start a game from a save?
Save files store information. If you played from a save, then that's your problem.
Otherwise you should just install to a new clean directory instead of over-writing old game directories.
1

User is online   Zaxtor 

  • 1,243

#526

Yes old saves may not change despite you removed those caches.

The V2 of mod can safely overwrite V1.

texture folders are up to date for V2,
V2 doesn't require new textures.

Start new game.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 263

#527

I'm currently re-downloading V2 in order to make a clean re-install.

It's weir because I don't have any texture folder or con files in my folder. Deleting texture no type and Cache didn't solve the problem and they regenerated themselves.
I don't have any texture folder anywhere.

And I started a new game since I hadn't played it in a while, I think I had even deleted my save files too >_>

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#528

if they regenerate after you installed V2 you should be ok cus is up to date cache.

Also texture folders u keep em

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 04 July 2018 - 04:41 AM

0

User is offline   TheDragonLiner 

  • 263

#529

So I reused my original V1 download and clean installed it then V2 in it, overwriting anything it asks for and the problem still isn't solved >_>

I am currently re-downloading V1 in order to see if it's any different from my original one because I really don't have ANY texture folder, the only texture things I have are those 2 self-regenerating files. When my download will be done in 2 hours I'll be able to report ...

BTW Did you make any modification to the V1 download when you released V2 or is it the same as before ?

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#530

If you download from scratch.

Download V1.


Then download V2, overwrite the Trequonia.grp

Make sure there are no con files outside nor texture(no type) and nor texture.cache.

Well I dunno if "grpfiles.cache" can be a nuissance or not.


V1 was never changed after it was added on MSandt's site. (dont think so)

V2 had fixes.

Ill download V1 and then put V2 run another test

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 04 July 2018 - 06:09 AM

0

User is online   Zaxtor 

  • 1,243

#531

Will take about 30 mins for download to finish of V1.

I'm downloading it and pretending I'm a random Dukester who downloads the mod for very first time, including V2.
Will install and test it.

Also will make sure all those potential files such as.

grpfiles.cache
texture.cache
texture


are not there.

Also no con outside.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is online   Zaxtor 

  • 1,243

#532

Error was found.
Was a Def file not updated.
probably didn't go in the V2 file or something for some odd reason.

I will fix it

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 04 July 2018 - 07:18 AM

0

User is online   Zaxtor 

  • 1,243

#533

Download this file meanwhile.
I'll Contact Sandt to add the mod's folder


Should work outside.
If not.
you can use "GrpStudio" and insert the file into the grp

Attached File(s)



Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 04 July 2018 - 07:30 AM

0

User is offline   TheDragonLiner 

  • 263

#534

View PostZaxtor, on 04 July 2018 - 07:30 AM, said:

Download this file meanwhile.
I'll Contact Sandt to add the mod's folder


Should work outside.
If not.
you can use "GrpStudio" and insert the file into the grp


Odd, I tried putting the new def either outside or inside the grp file and it doesn't change anything, I still got midi music on the new maps O_o I tried on both my regular build and the new clean one T_T

I rebmember there had been problems concerning eduke cfg at the beginning, do you think it may be related ? Though I believe you fixed that in the V2 ?

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#535

It fixed my problem when I downloaded V1, then V2 to overwrite grp of V1.

So guess you must download the grpstudio and load the grp and put the thing in it and save.

Attached File(s)



Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 263

#536

View PostZaxtor, on 04 July 2018 - 08:02 AM, said:

It fixed my problem when I downloaded V1, then V2 to overwrite grp of V1.

So guess you must download the grpstudio and load the grp and put the thing in it and save.


I DID use Grp studio and put the new def in place of the original one and it didn't solve the problem At least it didn't create any new one >_>

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#537

Weird,

Did it spawn any cache files?

if yes, delete em, except the 0 byte
Delete any con / def outside the mod.



Works for me tho.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 263

#538

View PostZaxtor, on 04 July 2018 - 08:18 AM, said:

Weird,

Did it spawn any cache files?

if yes, delete em, except the 0 byte
Delete any con / def outside the mod.



Works for me tho.


It spawned a Texture Cache file but as I said before there's not a single Con file in my folder(s), The only con files I saw were in the grp and nowhere else O_o

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 1,243

#539

if it spawns a new texture cache after you put the def file in and started loading.
it's an "up to date cache"

it should work.

If doesn't work then it's an unknown error and have to wait for the thing to be updated on msdn

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

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