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Old 08-21-2008, 08:02 PM   #1
TerminX

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EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke3...t_20080821.zip

EDuke32:

Added: activatecheat CON command to trick the game into thinking a specific cheat was typed in
Added: addlogvar console command to print the value of a gamevar
Added: althud to get/setuserdef to allow forcing the althud on or off
Added: ambient light level slider in video setup and r_ambientlight cvar
Added: a menu option and cvar to control crosshair size
Added: animtilerange to .def format to allow assigning animation flags to dummytiles
Added: basic Mac OSX support
Added: cmenu CON command and current_menu special gamevar to jump to a different menu index when a menu is being drawn
Added: code to automatically replace "SPACE" in quote 13 with "OPEN"
Added: color code support to minitext
Added: CON access to tsprite via new EVENT_ANIMATESPRITES event and gettspr/settspr commands
Added: crosshairscale to get/setuserdef to allow manipulation of the crosshair size
Added: display_bonus_screen to setuserdef to allow coders to force the bonus screen to display when using startlevel
Added: drag-and-drop support for maps, CONs, GRPs, et cetera
Added: experimental software-based 3D model visibility checking (r_modelocclusionchecking)
Added: extended control over console text display via osdeditpal/osdeditshade/osdhightile/osdpromptpal/osdpromptshade/osdtextmode/osdtextshade/osdtextpal cvars and a new menu option to switch console text between "nice" sprite-based rendering and "fast" internal text rendering
Added: gettimedate CON command to get the current month/day/year/time into gamevars
Added: htflags member to get/setactor to control the spritenoshade/spritenvg/spriteshadow flags
Added: line numbers to in-game CON errors thrown when attempting to operate on invalid data and improved error messages
Added: map listing printout to "map" console command when no map name is given
Added: menu option to control multiplayer death messages and cvar r_obituaries
Added: mod directory selection to startup and unified "configuration" and "game" tabs of startup window
Added: new alternate version of the small HUD (enabled by default) and a menu option to turn it off if so desired and several hud_* cvars to control it
Added: new brightness/contrast/gamma controls and new cvars vid_brightness, vid_contrast and vid_gamma
Added: new sound configuration menu which allows changing bitrate, sample size and voices in-game
Added: obituaries to get/setuserdef to allow forcing the multiplayer obituaries on or off
Added: r_downsize cvar and texture quality slider to video settings menu, defaults to medium and allows hightile textures without the nocompress flag to be scaled down to improve performance
Added: r_fullbrights cvar to control rendering fullbright pixels for 8-bit tiles in OpenGL
Added: savemapstate/loadmapstate/clearmapstate commands to manipulate map states and GAMEVAR_FLAG_NORESET (131072) to allow specific gamevars to be preserved when the map state is loaded
Added: scriptsize CON command to set the CON script size manually to avoid resizing the chunk of memory several times at startup with large CONs
Added: setdefname CON command to set the name of the definitions file to be loaded
Added: setgamepalette CON command to change between normal/water/slime/nightvision palettes manually
Added: support for changing the crosshair color via the crosshaircolor console command
Added: support for changing the window title of a mod via the setgamename command
Added: support for colored console text
Added: support for importing configuration data from duke3d.cfg when a config specified by command line or CON isn't found
Added: support for saving/loading the state of a map separately from savegames, enabling Hexen and Half-Life style map setups
Added: vsync menu option and cvar (r_swapinterval)
Changed: adjusted framerate counter averaging
Changed: improved detection of external IP address for multiplayer
Changed: improved multiplayer text line wrapping
Changed: improved startup time on Windows
Changed: increased max sound definitions to 2560
Changed: modified ldist to return 0 instead of 1 when the points checked are the same, but changed CON divide-by-zero errors into soft errors
Changed: renamed binds.cfg to cfgname_binds.cfg, where cfgname is the name of the main configuration file in use
Changed: reworked HUD level stats display
Changed: updated user map menu
Changed: various fairly insignificant optimizations
Changed: various improvements to many other menus
Fixed: 8-bit fullscreen palette corruption bug
Fixed: autoloading from directories other than ~/.eduke32/autoload on Linux
Fixed: bounds checking for htg_t member used with getactor/setactor
Fixed: bug where a projectile's extra_rand wasn't applied with certain weapon flags
Fixed: bug where hitscan projectile trails would continue through walls after the projectile hit
Fixed: bug with console command history and added new "history" command to print out the current history
Fixed: console crash with TCs without tile 1141
Fixed: gibs not assuming the palette of the actor which spawned them in all cases
Fixed: occasional crash when spawning a sprite with no owner
Fixed: out-of-sync bug with DeathMessages = 0 in cfg
Fixed: problems with definemodelframe and nonexistent models
Fixed: problem with devistator rocket timing which caused an unintentional nerf of the devistator's damage
Fixed: problem with eshoot returning -1 when firing RPGs
Fixed: problem with invalid gamearray definitions mangling further errors in the log
Fixed: problem with model rendering when using animation blending and added option to toggle it to the video menu
Fixed: problem with weapon up/down transition when using pipebombs with PIPEBOMB_CONTROL set to PIPEBOMB_TIMER
Fixed: random CON value corruption issue which occurred dependent on the memory addresses and size of the compiled CON code
Fixed: several situations in which invalid memory access occurred while using noclip
Fixed: text spacing problem with gametext

Mapster32:

Added: gradient background in tile selector info at bottom of screen to improve readability
Added: drag-and-drop support for maps, GRPs, et cetera
Changed: improved tile grouping support, tiles.cfg now controls the various Duke-specific actor and item related functions in 2D mode as well as 2D mode sprite colors
Changed: use underwater palette when in an underwater sector
Fixed: bug where wall coordinate editing didn't properly move both sides of a wall
Fixed: crash with previous/next map in dir shortcut keys when a .map file in the current directory is invalid
Fixed: issue in file selector where sometimes jumping to a map on the list by typing the first letter of its name would leave you at the wrong place in the map list
Fixed: possible crashes due to invalid memory access associated with the file selector
Fixed: problem where sometimes the tile selector would select the wrong tile
Fixed: problem where the tile group list wouldn't refresh after alt-tab

As usual, this is beta software. I am not responsible if it blows up your computer, burns your house down, kicks your dog, robs your house, or otherwise harms you in any way.

Thanks to everyone involved in the development of EDuke32. Have fun! Source will be out sometime in the next few days.
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Old 08-21-2008, 08:24 PM   #2
d3ad connection

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Re: EDuke32 thread part 3
Awesome. Downloading now.

Quote:
Originally Posted by TerminX View Post
Added: basic Mac OSX support
OS X? Does that mean a Mac binary is coming soon? I'd love to get EDuke32 on my laptop.
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Old 08-21-2008, 08:26 PM   #3
TerminX

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Re: EDuke32 thread part 3
There's a binary of the last version on http://www.spam-filter.de/osx/eduke32_on_os_x... I'm sure he'll put another one up after I release the source to the new version.
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Old 08-21-2008, 08:28 PM   #4
d3ad connection

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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
There's a binary of the last version on http://www.spam-filter.de/osx/eduke32_on_os_x... I'm sure he'll put another one up after I release the source to the new version.
Link isn't working at the moment, but ok. Anyway, off to check out the new features..
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Old 08-21-2008, 09:45 PM   #5
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Re: EDuke32 thread part 3
BEST. RELEASE. EVER.

It's almost unbelievable how many things have been fixed, improved, or added.

And now I can finally release DP 1.8 (later tonight).
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Old 08-21-2008, 10:16 PM   #6
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Re: EDuke32 thread part 3
"Added: animtilerange to .def format to allow assigning animation flags to dummytiles"

What is the exact usage of that? I cant seem to get it to work.
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Old 08-21-2008, 10:21 PM   #7
TerminX

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Re: EDuke32 thread part 3
animtilerange <tile1> <tile2> <speed> <type>
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Old 08-21-2008, 11:07 PM   #8
The Commander

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Re: EDuke32 thread part 3
Thats what I thought it was, but it just isnt doing anything for me.

dummytilerange 10500 10883 64 64
texture 10500 { pal 0 { file "DTA_data/Textures/Textures/GTATIL1_1.bmp" } }
TO
texture 10883 { pal 0 { file "DTA_data/Textures/Textures/GTATIL1_384.bmp" } }

animtilerange 10868 10873 15 0
animtilerange 10874 10883 15 1

Ive tried differnt numbers and speeds but i dont see any movement in the tiles.
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Old 08-21-2008, 11:09 PM   #9
TerminX

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Re: EDuke32 thread part 3
Hunter will have to tell you how it works... it's his command.
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Old 08-21-2008, 11:46 PM   #10
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Re: EDuke32 thread part 3
New HUD is made of win. Being able to see my keys and especially armor without having to stop and press minus all the time feels so luxurious! :b
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Old 08-22-2008, 12:32 AM   #11
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Re: EDuke32 thread part 3
The new small hud kicks ass.
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Old 08-22-2008, 12:37 AM   #12
ilovefoxes
Re: EDuke32 thread part 3
The new status bar is kinda cool (but I didn't expect it would replace the old one).

There are some nice things there, especially the htflags.
The only problem I had is with dynamicremap define MENUSCREEN which froze the menu, not as if it is something essential, but I was using CON to turn savestate screen with transparent background.

About the new status bar, I think there could be some commands to match the placement of a custom menu onscreen (it's looks strange with smaller screen sizes, etc).
Last edited by ilovefoxes; 08-22-2008 at 12:42 AM.
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Old 08-22-2008, 02:21 AM   #13
TerminX

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Re: EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke32_src_20080821.zip

Source is out. Note: for people building on Linux, the GTK2 version of the startup window hasn't had any of the updates from the Win32 version applied to it yet.
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Old 08-22-2008, 03:37 AM   #14
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Re: EDuke32 thread part 3
Damn good things always happen while I'm sleeping... THANKS FOR THE RELEASE!
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Old 08-22-2008, 04:59 AM   #15
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by The Commander View Post
Thats what I thought it was, but it just isnt doing anything for me.

dummytilerange 10500 10883 64 64
texture 10500 { pal 0 { file "DTA_data/Textures/Textures/GTATIL1_1.bmp" } }
TO
texture 10883 { pal 0 { file "DTA_data/Textures/Textures/GTATIL1_384.bmp" } }

animtilerange 10868 10873 15 0
animtilerange 10874 10883 15 1

Ive tried differnt numbers and speeds but i dont see any movement in the tiles.
I had tested this feature and it should work.
Notes:
1. Use "animtilerange <tile1> <tile2> 2 2" to see if anything happens.
2. It's important that <tile1> match the picnum of wall/sprite.
3. The animtilerange must be defined after dummytiles.

If it still won't work, please send me the minimal pack of your mod so I could test it.
If you will manage to solve the problem on your own, please tell me what you did to resolve it.
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Old 08-22-2008, 05:42 AM   #16
XTHX2

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Re: EDuke32 thread part 3
I don't know if this ever existed before, but what does pressing T on floor do? It made my floor look strange.
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Old 08-22-2008, 06:02 AM   #17
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Re: EDuke32 thread part 3
Most excellent update!!!! Like how you can have custom graphics loaded for specific custom maps. works really well for the P****cat map I have. The only thing is it doesn't load the custom voc files (or does the HRP just automatically override that?).
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Old 08-22-2008, 06:10 AM   #18
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Re: EDuke32 thread part 3
Quote:
Originally Posted by XTHX2 View Post
I don't know if this ever existed before, but what does pressing T on floor do? It made my floor look strange.
It controls transparency. Which is needed for the room over room/transparent water effect.
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Old 08-22-2008, 07:31 AM   #19
Chip

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Re: EDuke32 thread part 3
Quote:
kicks your dog,
Best line in the readme!!!!!

Nah, the get time and date command is great - we can now make the maps change to day / night based on the time you play them! But of course, it requires a hell of alot of hidden actor work from the cons to change the shade / shy texture and so on....

Can even make tome based events - on the 25th December the Bosses have all gone home but Santa bot from NWinter returns!!!
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Old 08-22-2008, 07:47 AM   #20
XTHX2

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Re: EDuke32 thread part 3
Could anyone edit the new commands at wiki? I need to know how to use those...

Also, Are savemapstate, loadmapstate etc for hub maps?

Also my PNG sprites seem to be *stretched* Check the screenshot below, look at the imp and the numbers.... I'm using definetexture and dummytile commands.
Attached Images
File Type: jpg duke0000.jpg (78.7 KB, 49 views)
Last edited by XTHX2; 08-22-2008 at 08:19 AM.
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Old 08-22-2008, 08:16 AM   #21
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by ZaphodB View Post
The only thing is it doesn't load the custom voc files (or does the HRP just automatically override that?).
The HRP doesn't override sound/music but Music Pack, Sound Pack, DUKE D.C. HRP do override.

In order to avoid problems, you shouldn't override default sounds/music. If you need one, you should use other filename and add a definition for it in a CON file like it was done in DEFS.CON.
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Old 08-22-2008, 08:37 AM   #22
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Re: EDuke32 thread part 3
On first run (no .cfg file exist): When I change sample rate to 48000 in sound options and choose restart sound system, it kicks me out of eduke32 without warning. I load dukeplus through commands (already added -cfg dp.cfg to my commands).

I tried many times with dp.cfg already created, but got the same bug as Radar1013 reports in next post
Last edited by supergoofy; 08-22-2008 at 09:41 AM.
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Old 08-22-2008, 08:57 AM   #23
Radar1013

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Re: EDuke32 thread part 3
I click "Restart Sound System" and game crashes.

Here is the log:
Attached Files
File Type: txt eduke32.txt (14.0 KB, 6 views)
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Old 08-22-2008, 10:39 AM   #24
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Re: EDuke32 thread part 3
While optimizing NR:IOTDM from the new snapshot, I noticed the operateactivators command is broken. I first noticed that it kept giving a con-log error about an invalid player while using my specialized switches, but then I tested it further with objects that actually use ACTIVATOR/ACTIVATORLOCKED, and they won't operate. Until it's fixed operatemasterswitches & MASTERSWITCH will work as an alternative, but I know I needed to inform everyone.

Oh and yes, I do have a check for the current player id first, so I know it's not my code when it comes to the log-error. It was fine in previous snapshots on both accounts.
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Old 08-22-2008, 10:49 AM   #25
XTHX2

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Lord Misfit View Post
While optimizing NR:IOTDM from the new snapshot, I noticed the operateactivators command is broken. I first noticed that it kept giving a con-log error about an invalid player while using my specialized switches, but then I tested it further with objects that actually use ACTIVATOR/ACTIVATORLOCKED, and they won't operate. Until it's fixed operatemasterswitches & MASTERSWITCH will work as an alternative, but I know I needed to inform everyone.

Oh and yes, I do have a check for the current player id first, so I know it's not my code when it comes to the log-error. It was fine in previous snapshots on both accounts.
I had the same issue and my commands were looking like these;

operateactivators hitag 12

That 12 was causing all those... I don't know but according to what you said, if you are using a variable to check the player id, then it shouldn't be a problem... And yes, I noticed that those commands were changed.
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Old 08-22-2008, 10:57 AM   #26
Player Lin
Re: EDuke32 thread part 3
Damn...what a HUGE update...
The Alt-status bar/new stats are so cool... and I like it!

Hmm.. I have a bug , it happens very long time.
(Since I starting to use JFDuke/eDuke32 some years ago...)

Is someone know what the hell happens on my keyboard setting screen?
I got this very long time.
I changed the key bind with the same key and the weird texture disappears but it will appear again when next time I started eDuke32.
I tried make a clean eDuke32 install but still happens.
My Duke3d.cfg looks fine at all.

Maybe it is OS problem or whatever shit happens...

(My computer spec : AMD A64 X2 3600+, 1GB RAM, MSI NX8600GT 256MB with Forceware v157.16. Windows XP Professional [T-Chinese].)
Attached Images
File Type: jpg eduke32_olddisplay_bug.jpg (81.9 KB, 42 views)
Attached Files
File Type: rar eduke32_log_and_duke3d_cfg.rar (3.0 KB, 2 views)
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Last edited by Player Lin; 08-22-2008 at 11:05 AM. Reason: fixed something up and upload my log & setup file.
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Old 08-22-2008, 11:12 AM   #27
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Re: EDuke32 thread part 3
The latest snapshot checks if the values passed to commands are legal. If they aren't, it refuses to execute them and throws the error message to the log.
The reason for this behavior is to prevent crashes due to invalid IDs.

Note: all the error are serious and could cause a crash in the previous snapshot that accepted any values. EDuke32 doesn't check non-fatal illegal values like illegal angles because they can't cause a crash.


@ mod developers
I recommend to test your mods thoroughly and fix all the errors that appears in the log. By the way, DeeperThough have already fixed all such errors for his DukePlus.
If EDuke32 won't execute a command with valid values, tell the problem command and its parameters so it will be fixed in a next snapshot.
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Old 08-22-2008, 11:24 AM   #28
Hunter_rus

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Re: EDuke32 thread part 3
@ Player Lin
The people who use DirectX with Russian interface have the same issue.
The problem is DirectX tells EDuke32 to display these key names:
Code:
пробел(space)
ввод(enter)
сер 5(gray 5)
стрелка влево(left arrow)
EDuke32 doesn't have Chinese and Cyrillic fonts so it can't display them properly. There should be a way to force DirectX to use English key names. It looks I'll have to address this problem at some point.
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Old 08-22-2008, 11:37 AM   #29
Lord Misfit

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Re: EDuke32 thread part 3
Quote:
Originally Posted by XTHX2 View Post
I had the same issue and my commands were looking like these;

operateactivators hitag 12

That 12 was causing all those... I don't know but according to what you said, if you are using a variable to check the player id, then it shouldn't be a problem... And yes, I noticed that those commands were changed.
Yeah, I saw your issue and DeeperThought's solution to use 0 as the id over on AMC, but it still doesn't really make sense for my case. I use getplayer[THISACTOR].i [gamevar] to get the correct player's SpriteID#, and yet it still both gives me the con-log error and refuses to activate the correct objects. >.>;
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Old 08-22-2008, 11:38 AM   #30
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Re: EDuke32 thread part 3
Nuclear Showdown mod doesn't work at all with the new eduke32 snapshot. And other mods have problems too. It seems there are many serious bugs in Eduke32 latest snapshot.

I have also attached the huge log:
Attached Files
File Type: rar eduke32.log.rar (71.8 KB, 1 views)
Last edited by supergoofy; 08-22-2008 at 11:46 AM.
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Old 08-22-2008, 11:40 AM   #31
XTHX2

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Re: EDuke32 thread part 3
--- OFF TOPIC ---

Hmmm, where exactly are you picking the id of the player? That might be an issue though...
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Old 08-22-2008, 11:42 AM   #32
Hunter_rus

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Re: EDuke32 thread part 3
@ Lord Misfit
Post this information.
1. The error message.
2. The command that doesn't work.
3. The values that are passed to the command.
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Old 08-22-2008, 11:50 AM   #33
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Re: EDuke32 thread part 3
Full-screen, window mode bug: It doesn't matter if I tick full screen-option or not it always launches the game as I left it last time. I can only change to full-screen or windowed mode while in game.
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Old 08-22-2008, 11:52 AM   #34
Lord Misfit

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Re: EDuke32 thread part 3
Error: Line 32380, operateactivators: Invalid player 26 [the 26 can be any number, this specfic error was logged when the player was spriteid# 26]
Command: operateactivators <gamevar for ACTIVATOR/ACTIVATORLOCKED lotag> <gamevar for player id>

Code Example:
Code:
getplayer[THISACTOR].i temp
operateactivators lotagsav temp
I have this code setup in three different situations: one part of an items flag system where one flag allows you to activate specfic effectors [operateactivators, operatemasterswitches, operaterespawns] on item pickup, one is for a customized pair of ACCESSSWITCHes[new actors, not modified], and the last instance is for all my other customized switches[handscanners, keypads, etc].
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Old 08-22-2008, 11:56 AM   #35
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Re: EDuke32 thread part 3
Quote:
Originally Posted by Lord Misfit View Post
Yeah, I saw your issue and DeeperThought's solution to use 0 as the id over on AMC, but it still doesn't really make sense for my case. I use getplayer[THISACTOR].i [gamevar] to get the correct player's SpriteID#, and yet it still both gives me the con-log error and refuses to activate the correct objects. >.>;
The sprite ID of the APLAYER sprite is not the same thing as the player ID. IIRC, the player ID is in the yvel member of the APLAYER sprite. However, unless you are in multiplayer, that should always be 0.
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Old 08-22-2008, 11:56 AM   #36
XTHX2

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Re: EDuke32 thread part 3
Hmmm, why don't you get that temp variable in the APLAYER actor... It may work.

DT's answer is better ( I remember the yvel thing now... you told me that about projectiles... Why didn't I remember that )
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Old 08-22-2008, 12:00 PM   #37
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by supergoofy View Post
Nuclear Showdown mod doesn't work at all with the new eduke32 snapshot. And other mods have problems too. It seems there are many serious bugs in Eduke32 latest snapshot.

I have also attached the huge log:
It can be broken because the latest EDuke32 doesn't execute commands with invalid values(check the log). The mod should be fixed because I don't like the idea of EDuke32 executing the commands that can cause crash. Chances of crash depends on many factors like OS, memory usage and so on. For example, EDuke32 often crashes for me on Linux so I can't play mods with buggy CONs anyway.

If this issue affects many projects that unlucky to be updated, I can add on option to allow those sloppy commands be executed.
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Old 08-22-2008, 12:00 PM   #38
DeeperThought

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Re: EDuke32 thread part 3
Quote:
Originally Posted by supergoofy View Post
Nuclear Showdown mod doesn't work at all with the new eduke32 snapshot. And other mods have problems too. It seems there are many serious bugs in Eduke32 latest snapshot.

I have also attached the huge log:
It doesn't work at all? The log shows that you entered a map and were playing so it must be working. I don't see any fatal errors in that log. They are all errors that existed before, but eduke wasn't checking for them. JBlade just needs to put in a few simple checks for invalid sector numbers and there should be no problem.

I always package my mods with a copy of EDuke32 that they are known to work well with. If you downloaded DNWMD and tried it with the latest snapshot, you would probably see errors there too, but that's not an EDuke32 bug.
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Old 08-22-2008, 12:06 PM   #39
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Re: EDuke32 thread part 3
Is it possible to change the midi device?
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Old 08-22-2008, 12:07 PM   #40
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Re: EDuke32 thread part 3
Quote:
Originally Posted by johndough View Post
Is it possible to change the midi device?
What do you mean by "Midi Device"??
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