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Old 05-02-2009, 07:30 PM   #601
Radar1013

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Re: EDuke32 snapshot thread
i tried it 3 times and eduke32 crashes every time i throw a pipebomb:

EDuke32 1.5.0devel 20090313
Application parameters: -game_dir DukePlus -forcegl
GL driver blacklist disabled.
addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/
addsearchpath(): Added DukePlus/
OS: Windows Vista (6.0.6001) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (553002 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (39364 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes)
DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER':
DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else'
DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch
Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes)
Resizing code buffer to 32768*4 bytes
Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes)
Resizing code buffer to 65536*4 bytes
Resizing code buffer to 131072*4 bytes
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:25542: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:25550: warning: found `ifsound' outside of a local event.
Found 4 warning(s), 0 error(s).
Resizing code buffer to 102016*4 bytes
Script compiled in 78ms
Compiled code size: 102008*4 bytes, version 1.4+
Pointer bitmap size: 12752 bytes
2778/11264 labels, 642/2048 variables
287/16384 quotes, 46 quote redefinitions
33/88 event definitions, 388 defined actors
Initialized 32.0M cache
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Using keyboard layout 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
* OTHER: USB Receiver
* OTHER: USB Receiver
* OTHER: USB Receiver
Setting video mode 1280x1024 (32-bit fullscreen)
OpenGL Information:
Version: 1.5.0 - Build 7.14.10.1437
Vendor: Intel
Renderer: Intel 965/963 Graphics Media Accelerator
Cache contains 142426 bytes of garbage data
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
Version: 1.1
Vendor: Creative Labs Inc.
Renderer: Software
Initializing sound...
Initializing MultiVoc...
- 32 voices, 2560 byte mixing buffers
Initializing DirectSound...
- Primary buffer format: 2 ch, 44100Hz, 16 bits
- Creating secondary buffer
Executing "DukePlus/dp_binds.cfg"
EOF: EDuke32
Cache time: 14672ms
Fatal Signal caught: SIGSEGV. Bailing out.

4887: 2480 sizeto 0 0
4890: 2481 else 390119004
4892: 2482 sizeto 32 32
4895: 31337 }
4896: 31337 }
4897: 2485 else 390119024
4899: 2486 killit
4900: 2488 ends 5 0 390118588 0
4905: 2490 state 390118596
4907: 2490 enda 5 0 390118588 0
4912: 2491 state 390118596
4914: 2491 enda 0 0 0 0
4919: 2494 ifcount 24 390119180
4922: 31337 {
4923: 2496 ifpdistl 844 390119176
4926: 31337 { current actor: 80 (2271)
g_errorLineNum: 2490, g_tw: 4
UDP networking uninitialized successfully.

Uninitializing MultiVoc...
Uninitializing DirectSound...
Uninitializing OpenAL...
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...
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Old 05-02-2009, 07:40 PM   #602
TerminX

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Re: EDuke32 snapshot thread
Upgrade your video drivers and stop using that savegame.
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Old 05-03-2009, 02:21 PM   #603
LAW

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Re: EDuke32 snapshot thread
Why do I have to set resolutions higher than 640x480 in the cfg file? Or am I missing sth?
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Old 05-04-2009, 03:40 PM   #604
perwel2
Re: EDuke32 snapshot thread
when the new eduke32 'll be released? with that lighting effects
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Old 05-04-2009, 03:41 PM   #605
Nimoy

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Re: EDuke32 snapshot thread
Stupid question.
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Old 05-04-2009, 10:13 PM   #606
Blade Nightflame

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by perwel2 View Post
when the new eduke32 'll be released? with that lighting effects
Wait.
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Old 05-05-2009, 01:24 AM   #607
perwel2
Re: EDuke32 snapshot thread
Quote:
Originally Posted by Blade Nightflame View Post
Wait.
OK! thanks!

better than this stupid answer
Quote:
Originally Posted by Nimoy View Post
Stupid question.
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Old 05-05-2009, 02:22 AM   #608
sirlemonhead

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Re: EDuke32 snapshot thread
I think "wait" should be taken as a given in fairness
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Old 05-05-2009, 10:45 AM   #609
Mikko Sandt

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Re: EDuke32 snapshot thread
Is it possible to make it so that an ogg named dethtoll.ogg is played across all usermaps? (The ogg would have priority over similarly named midis.) As it is now, the ogg filename must match the map filename.

(It'd also have to be so that in case there's an ogg file with a map name that ogg would have priority over dethtoll when played in its "own" map.)
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Old 05-05-2009, 11:03 AM   #610
TerminX

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Re: EDuke32 snapshot thread
Yeah, but not right now. Too busy coding undo support for Mapster!

And of course by "too busy coding it," I mean "it totally works, I'm just adding features to it and working the kinks out."
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Old 05-05-2009, 11:20 AM   #611
Spiker

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Re: EDuke32 snapshot thread
"Ctrl + Z" is the only reasonable key combination for that feature. I wonder how many moves you can retrace? 10? more? less?
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Old 05-05-2009, 11:51 AM   #612
TerminX

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Re: EDuke32 snapshot thread
How many levels of undo? I guess that depends on how much RAM you have.
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Old 05-05-2009, 12:07 PM   #613
Spiker

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
How many levels of undo? I guess that depends on how much RAM you have.
2.5 GB should be sufficient I hope
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Old 05-05-2009, 12:33 PM   #614
Jblade

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Re: EDuke32 snapshot thread
Is it going to set itself based on the RAM or will there be an option/config line? I don't really worry about that kind of stuff, I'm just curious
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Old 05-05-2009, 12:41 PM   #615
TerminX

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Re: EDuke32 snapshot thread
"I guess that depends on how much RAM you have" means there isn't a limit right now.
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Old 05-05-2009, 02:37 PM   #616
Chip

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Spiker View Post
2.5 GB should be sufficient I hope
About 3 steps back then!
But really I can't imagine it ever exceeding anymore then 30MB, unless this stuff is far more memory intense then what I think it is or you decide to work on a map 24/7 with no exiting Mapster32 at any point.
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Old 05-05-2009, 04:14 PM   #617
TerminX

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Re: EDuke32 snapshot thread
Oh, it can pretty easily exceed 30 megs, especially on maps that get close to the sector/wall/sprite limits. The memory usage could be reduced, but it would be at the cost of speed.

---------- Post added at 03:14 PM ---------- Previous post was at 01:54 PM ----------

Minor 2d mode UI update:

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Old 05-05-2009, 04:45 PM   #618
Nimoy

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by perwel2 View Post
OK! thanks!

better than this stupid answer
Not really, if you had read the thread it's release date is WID.
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Old 05-05-2009, 06:28 PM   #619
Mr.Fibbles

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Minor 2d mode UI update:
How does that work with RoR?
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Old 05-05-2009, 07:47 PM   #620
TerminX

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Re: EDuke32 snapshot thread
Um... it has nothing to do with RoR.
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Old 05-05-2009, 07:49 PM   #621
Mr.Fibbles

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Re: EDuke32 snapshot thread
Well, the colored view. It shows the floor of the map, I am wondering how..sorry, Sector over Sector works with that. I mix those up.
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Old 05-06-2009, 05:49 AM   #622
lycanox

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Re: EDuke32 snapshot thread
I think he is asking how maps like Tier drops will be displayed.
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Old 05-06-2009, 08:01 AM   #623
Chip

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Re: EDuke32 snapshot thread
The same way they do with the current Mapster32 but now with graphical sprites! (You can actually see sectors lapping in that screen shot - next to the blue key door ("T" shape path) at the top of the screen where the water channel crosses over the top of all that)

Anyway - cool, it'll make finding that lonely un-named sprite easier oh and I assume these sprites only become graphical when using that graphical mode? (which to be honest I never use.... )
Last edited by Chip; 05-06-2009 at 08:04 AM.
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Old 05-06-2009, 11:29 AM   #624
Sang

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Re: EDuke32 snapshot thread
That's not the update, that has been in for some time. The update is that the actual interface has changed, meaning that big data bar at the bottom of the screen now has reduced width. Or something, I'm not sure, at least the interface change is easily noticeable and has nothing to do with graphics showing up now.
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Old 05-06-2009, 12:54 PM   #625
Mr.Fibbles

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Chip View Post
The same way they do with the current Mapster32 but now with graphical sprites! (You can actually see sectors lapping in that screen shot - next to the blue key door ("T" shape path) at the top of the screen where the water channel crosses over the top of all that)
I see that now. Didn't notice that before. I was hoping it would do something like that where you could see the lower level.

Sang, my version of Mapster doesn't have colored floors in 2d mode. I am pretty sure I have the latest version.
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Old 05-06-2009, 01:38 PM   #626
HellFire

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Re: EDuke32 snapshot thread
Thats because you must press backspace to activate it. TX wasnt talking about that in his post, he was talking about the new interface, which i think its a lot better than the older one (y) but a "windows style" menu would look better in my opinion.
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Old 05-07-2009, 09:35 AM   #627
Chip

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Re: EDuke32 snapshot thread
So seeing the visuals of sprites are not new? I don't remember seeing them the last time I went into that graphical mode.
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Old 05-07-2009, 03:06 PM   #628
lycanox

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Re: EDuke32 snapshot thread
Is it possible to make the quake command work even if the player is using the jet pack?
Now it just does nothing.
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