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Old 10-04-2008, 10:28 AM   #401
Hendricks266

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Re: EDuke32 thread part 3
Quote:
Originally Posted by supergoofy View Post
The wiki server is down at the moment. Earlier I was able to download eduke32_current.zip build 20081002, when the server was online.

Here is a mirror for eduke32_snapshot_20081002.zip
http://www.mediafire.com/download.php?u2fgtzmztj4
Thanks a ton. You're there when servers are down.
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Old 10-04-2008, 10:52 AM   #402
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Re: EDuke32 thread part 3
Quote:
Originally Posted by The Commander View Post
Ignore PimpUigi question, he was playing with the Duke Plus mod and the SD_Mod together which is a big no no.
Ignore Commander.
My question had nothing to do with Duke Plus, and I do not have that mod installed, or want it installed, (no offense to DukePlus or DeeperThought, as I have respect for both) I only installed it for a second to see if the brass and decals would disappear in that mod as well.
They didn't.

Only in SD will the brass and decals disappear.
They only disappear when I have "Show Framerate" disabled.
Moreover, it seems that they only disappear when I start a game with "Show Framerate" disabled.

I've double, triple, and quadruple checked it.

There's no Duke Plus on my computer.

If I start playing without "Show Framerate" enabled, brass and decals disappear.
If I then enable "Show Framerate" or simply start the game with "Show Framerate" enabled...then nothing disappears, and everything works right.
If I disable "Show Framerate" after the brass and decals are staying, they seem to stay thereafter.

It's not a big problem, and I'm not demanding it be fixed.
I'm sure there are bigger issues.

I'm just trying to do the right thing.

I don't expect people to tell other people to ignore me, and follow me around from topic to topic, like I don't go into other topics and read what they say about me, and reply to them there to begin with.
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Old 10-04-2008, 11:04 AM   #403
supergoofy

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Re: EDuke32 thread part 3
for SD_Duke you have to set Texture Quality to maximum, else you get problems
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Old 10-04-2008, 11:06 AM   #404
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Re: EDuke32 thread part 3
I also have texture quality set to maximum, and I don't compress the textures either on the pre load.

In fact I don't even have to run the game with pre load for it to run the way it's supposed to.
(but I do use preload to avoid possible problems)

I've experimented turning on compression to see if it would make the problem go away, and it had no effect.
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Old 10-04-2008, 12:05 PM   #405
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Re: EDuke32 thread part 3
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Originally Posted by PimpUigi View Post
It's not a big problem, and I'm not demanding it be fixed.
I'm sure there are bigger issues.
So why do you keep replying and letting everybody know in every thread about it just about everyday instead of giving people time to look at the problems? I would have told you the one of the many simple answers yesterday but your continuous insults towards people of lead me away from that.
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Old 10-04-2008, 12:49 PM   #406
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Re: EDuke32 thread part 3
TerminX, NAM now looks for GAME.CON and WW2GI.RTS instead of NAM.CON and NAM.RTS. In EDuke32.log, WW2GI.CON shows up as ww2gi.con. (small nitpick)
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Old 10-04-2008, 01:19 PM   #407
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Re: EDuke32 thread part 3
Quote:
Originally Posted by The Commander View Post
So why do you keep replying and letting everybody know in every thread about it just about everyday instead of giving people time to look at the problems? I would have told you the one of the many simple answers yesterday but your continuous insults towards people of lead me away from that.
I haven't been insulting anyone.
At least not on purpose (and we know internet communication isn't the clearest)

It seems like you have been insulting me however.

Quote:
Originally Posted by The Commander View Post
Oh Smack!
Quote:
Originally Posted by The Commander View Post
Go play UT3 noob

Everyone else has been very nice and helpful except for you.

And I don't think I've been rude or insulting to anyone, I try to be polite and respectful.

If I haven't been, then it's been a communication problem from my end, not typing the way I should.
I haven't intended any insults or disrespect to anyone.

But comments like the ones I've quoted are insults, and they've been directed towards me, and I don't appreciate them, nor do I appreciate you saying I've insulted others when I don't think I have.

I replied to you about the SD and DukePlus together thing in another thread, I was hasty installing it, and it was just to test to see if DP's decals would stay. They did.
SD's didn't.
Until I found the work around.
You telling people to ignore my posts isn't me "not giving people time" to look at the problem.
It's you telling people to ignore me.
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Old 10-04-2008, 01:26 PM   #408
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Re: EDuke32 thread part 3
for nam I use:

eduke32 -nam -gnam.grp -gnam.zip

http://rapidshare.com/files/150932001/NAM.zip.html

for ww2gi I use:

eduke32 -ww2gi -gww2gi.grp -gww2gi.zip

http://rapidshare.com/files/150932000/WW2GI.zip.html

-nam and -ww2gi are compatibility switches. you can also use -noautoload to prevent from loading HRP and other stuff in autoload folder.


NAM.zip and WW2GI.zip include the cons (with their original names, which means game.con etc. etc.)
Last edited by supergoofy; 10-04-2008 at 01:40 PM.
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Old 10-04-2008, 05:52 PM   #409
TerminX

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hendricks266 View Post
TerminX, NAM now looks for GAME.CON and WW2GI.RTS instead of NAM.CON and NAM.RTS. In EDuke32.log, WW2GI.CON shows up as ww2gi.con. (small nitpick)
It looks for NAM.CON first. The RTS problem is an actual bug, though, where I set the RTS name to NAM.RTS or WW2GI.RTS at startup if one of those games was being used and the RTS name was currently set to DUKE.RTS. This was to prevent it from overriding any custom RTS the user actually wanted to use. I forgot, however, that the game would save the RTS name to the cfg at exit, so right now if you run NAM or WW2GI the RTS in your cfg will be altered.

So, I think the solution will be to check for NAM.RTS and WW2GI.RTS (as well as DUKE.RTS) being set in the cfg at startup, and then automatically pick one of them based on the game being played but write DUKE.RTS to the cfg when done.
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Old 10-05-2008, 12:20 AM   #410
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Re: EDuke32 thread part 3
Quote:
Originally Posted by PimpUigi View Post
I haven't been insulting anyone.
At least not on purpose (and we know internet communication isn't the clearest)

It seems like you have been insulting me however.





Everyone else has been very nice and helpful except for you.

And I don't think I've been rude or insulting to anyone, I try to be polite and respectful.

If I haven't been, then it's been a communication problem from my end, not typing the way I should.
I haven't intended any insults or disrespect to anyone.

But comments like the ones I've quoted are insults, and they've been directed towards me, and I don't appreciate them, nor do I appreciate you saying I've insulted others when I don't think I have.

I replied to you about the SD and DukePlus together thing in another thread, I was hasty installing it, and it was just to test to see if DP's decals would stay. They did.
SD's didn't.
Until I found the work around.
You telling people to ignore my posts isn't me "not giving people time" to look at the problem.
It's you telling people to ignore me.
He was mean to me when I tried to help him fix his eDuke32 graphics problem as well.
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Old 10-05-2008, 12:23 AM   #411
The Commander

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Deuxsonic View Post
He was mean to me when I tried to help him fix his eDuke32 graphics problem as well.
Uh, no i wasnt? Do I have to quote my post to prove it. You had basicly told me to do what I had allready done so I just said I had allready done that. Im not going on about this pointless discussion anymore because its just filling this thread full of crap.
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Old 10-05-2008, 07:15 AM   #412
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Re: EDuke32 thread part 3
Random feature of the moment: weapon scaling



Too bad it completely does not work with the HRP models.
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Old 10-05-2008, 07:23 AM   #413
The Commander

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Re: EDuke32 thread part 3
lol, looks interesting.
Also, why are you changing the colours of Mapster back to the orignals? I liked these new colours.
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Old 10-05-2008, 07:28 AM   #414
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Re: EDuke32 thread part 3
I only changed the grid color back, because the new one was too dark to see on some monitors. I am keeping the brown walls and white wall points.
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Old 10-05-2008, 07:51 AM   #415
The Commander

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Re: EDuke32 thread part 3
Thats good to hear. I like the new colors makes it easier, but the best thing I like so far is the wall size while you are drawing and the real time edits of when you are changing shade and pals. But i am starting to get them "Fatal Signal Caught" errors at times in my map. But im just putting that down to my maps being so open and extremly huge which the engine isnt used or designed for. (Lucky there is the autosave )
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Old 10-05-2008, 11:44 AM   #416
Hendricks266

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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
Random feature of the moment: weapon scaling



Too bad it completely does not work with the HRP models.
lolwut? Cool.

Is there currently CON ability to draw to the title screen? You've done the menu, EoL screen, and the 3DR screen was done already (EVENT_LOGO or something like that).

How about CON access to anim.c code? Custom cutscenes please...

What identification method is used for the GRP selection system?

Is there any way that single ART tile replacement can be added? Like you make a palettized BMP, GIF, or PNG file, and with special DEF syntax, it will show up in 8-bit mode as a normal sprite? That could be very handy for modders, and for adding new features to EDuke32, like the SWP and Duke3DW status bars.
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Old 10-05-2008, 02:24 PM   #417
PimpUigi

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Re: EDuke32 thread part 3
I really like the rocket intro how it is right now. : )

I think it still looks HD enough.
(I'm crazy. lol)
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Old 10-05-2008, 04:17 PM   #418
TerminX

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Re: EDuke32 thread part 3
I don't see the point in CON access to anim.c... I mean, what are you going to do, make shitty replacement .anm files out of 320x200 pcx images and try to sync up sounds to them? Show me a replacement cutscene that's worth a crap and I'll think about it.
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Old 10-05-2008, 04:33 PM   #419
Hendricks266

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Re: EDuke32 thread part 3
You're on!

There are more reasons that this should be done. The sounds to LOGO.ANM can't be changed without messing up the menu screens. Cutscenes don't work for episodes 5-7. Maybe someone would like an intro cutscene to more than episode 4.
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Old 10-05-2008, 04:51 PM   #420
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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hendricks266 View Post
Maybe someone would like an intro cutscene to more than episode 4.
That would be cool, but only if it used a modern movie format.
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Old 10-05-2008, 05:03 PM   #421
Hendricks266

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Re: EDuke32 thread part 3
That would tie into it once support for modern movie formats is added in (MNG, MPG, the format Blood uses, or the Quake 2/Quake 3 movie thing).
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Old 10-06-2008, 04:10 PM   #422
ilovefoxes
Re: EDuke32 thread part 3
Is it just me or the pallete number is very limited? I tried I couldn't get fog to work pal 30+...
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Old 10-06-2008, 08:35 PM   #423
du8d
Re: EDuke32 thread part 3
If the build engine can blur the light's shadow edge, the light will seems to be more natural.
Think it may be an easy optimization.
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Old 10-06-2008, 10:20 PM   #424
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Re: EDuke32 thread part 3
Quote:
Originally Posted by du8d View Post
Think it may be an easy optimization.
You have no idea whether it would be easy or not.
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Old 10-07-2008, 12:06 AM   #425
TerminX

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Re: EDuke32 thread part 3
Not only does he have no idea, something which would slow the game down would never be called an optimization...
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Old 10-07-2008, 06:46 AM   #426
du8d
Re: EDuke32 thread part 3
What is a Room over Room, I see in dukemeetdoom episode 2 level 1 have Stairs over stairs, and no violet blocks shows up in the map, different from dukeplus's wooden stairs(it has violet blocks).

http://img386.imageshack.us/my.php?i...uke0000ch0.jpg
http://img171.imageshack.us/my.php?i...uke0004qh4.jpg
http://img376.imageshack.us/my.php?i...uke0005mn1.jpg
http://img376.imageshack.us/my.php?i...uke0006zj7.jpg
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Old 10-07-2008, 07:41 AM   #427
The Commander

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Re: EDuke32 thread part 3
Wiki still down.
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Old 10-07-2008, 08:36 AM   #428
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Re: EDuke32 thread part 3
Quote:
Originally Posted by du8d View Post
What is a Room over Room, I see in dukemeetdoom episode 2 level 1 have Stairs over stairs, and no violet blocks shows up in the map, different from dukeplus's wooden stairs(it has violet blocks).

http://img386.imageshack.us/my.php?i...uke0000ch0.jpg
http://img171.imageshack.us/my.php?i...uke0004qh4.jpg
http://img376.imageshack.us/my.php?i...uke0005mn1.jpg
http://img376.imageshack.us/my.php?i...uke0006zj7.jpg
This is what happens when someone who doesn't know build ask something

Try to find a document about build tricks and you will learn what that is.
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Old 10-07-2008, 08:55 AM   #429
ilovefoxes
Re: EDuke32 thread part 3
I think I found a small bug: I can't edit a map outside Mapster directory, it keep creating a copy.

Edit: Setuptile not working? >_<
Last edited by ilovefoxes; 10-07-2008 at 04:46 PM.
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Old 10-08-2008, 06:09 AM   #430
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Re: EDuke32 thread part 3
Quote:
Originally Posted by The Commander View Post
Wiki still down.
The server is back up for good; the wiki will be back up shortly.
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Old 10-08-2008, 06:20 AM   #431
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Re: EDuke32 thread part 3
Yeah!
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Old 10-08-2008, 08:31 AM   #432
Geoffrey
Re: EDuke32 thread part 3
Since more and more neat features are getting added to eduke, would this be the time to re-ask if the screenshot key can be changed via the cfg? Or would that still clutter the game up?
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Old 10-08-2008, 09:55 AM   #433
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Re: EDuke32 thread part 3
You should be able to use a the "bind" command to do that.
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Old 10-08-2008, 01:55 PM   #434
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Re: EDuke32 thread part 3
Speaking of binding commands...I was wondering how to bind the current F7 command to F.

DNview, or View Mode...I'm having trouble binding that to F.
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Old 10-08-2008, 02:51 PM   #435
supergoofy

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Re: EDuke32 thread part 3
the wiki server is up, but it has the old snapshot and not the newer eduke32_snapshot_20081002.zip
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Old 10-08-2008, 03:17 PM   #436
PimpUigi

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Re: EDuke32 thread part 3
I was looking through the wiki, but couldn't find any help binding the F7 View Mode command.

I can bind other things just fine though.
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Old 10-08-2008, 11:47 PM   #437
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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
That bug was fixed in the latest win32 snapshot (and in a few before it, actually). Source will probably be out after the wiki server is back up.
That's a little ambiguous. So is eduke32_src_20080924 supposed have this bug corrected and it's just my system behaving stupid, or should I wait for a more recent version?
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Old 10-09-2008, 09:01 PM   #438
the warlock
Re: EDuke32 thread part 3
Hey, I've got the weirdest crash in the Linux version of EDuke32. If I ever load up a saved game and then walk either backwards or to the right, the game immediately crashes with a segmentation fault. This doesn't happen for moving forwards or left, and it doesn't happen if I start a new game (but it does happen if I start a new game and then load). Does anyone have any idea why this would happen or how to fix it? eduke32.log is not particularly helpful.
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Old 10-09-2008, 09:30 PM   #439
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Re: EDuke32 thread part 3
I really need to release a new archive of the source code soon. It happens because I screwed up when implementing something involving heavy use of pointers.
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Old 10-10-2008, 04:12 PM   #440
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Re: EDuke32 thread part 3
Possible bug in eduke32:

I put a nukebutton with lotage 32767 on a wall, tile# 442, overtile# 1107 (took a while to figure that out, as it was not a masked wall or dual-textured wall and was not visible). It would not work. (Tile 1107 isn't a doortile, is it? no mention in defs.con)

I changed the overtile# to 0 and then it worked.

Something is funny (or 1107 has a special internal meaning I don't know about--though grepping 1107 in an (older) eduke32 source directory came up with nothing).
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