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Old 02-04-2009, 08:07 PM   #241
Zaxtor

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Re: EDuke32 snapshot thread
The music glitch is still present.

Sometime (randomly but always) music wont start.

If you use starttrack (num) a few to several times.
or
dnscotty thing a few to several times.
Music will fail to start.

When music fails to start you must quit and restart Eduke32.exe
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Old 02-04-2009, 09:09 PM   #242
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Re: EDuke32 snapshot thread
I seem to remember having a problem like that when I tried using the Mario TC in a recent build. I didn't look into it and I didn't verify whether it was my code or an Eduke32 bug.
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Old 02-04-2009, 10:36 PM   #243
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Re: EDuke32 snapshot thread
I just ran a test to be sure my code aren't the blame or not.

Test was installing a normal duke nukem atomic edition on a new folder from scratch.

clean as;
No con hack / No extracted tile.art files / no altered nothing.

I did "DNSCOTTY" 4 to 6 times and music failed to start.
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Old 02-05-2009, 12:25 AM   #244
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Re: EDuke32 snapshot thread
It's cool that some of you have been noticing the performance increases... I've been changing stuff around behind the scenes a lot in an attempt to get the gameplay side of things running faster (since the renderer is out of my league).

I didn't think it made enough of a difference to bother mentioning the changes but I guess I was wrong. Maybe a few extra FPS here and there really does add up over time and matter to people with slower computers (like myself).
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Old 02-05-2009, 12:55 AM   #245
Zaxtor

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Re: EDuke32 snapshot thread
I noticed newer Eduke32 accepts higher sprites count.

Some of my levels having an extreme amount of sprites on "one" screen and no vanishing / no crash.


Unlike Older duke causes vanishing if exceed 1010-1024 or so.
and crashes.
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Old 02-05-2009, 05:43 AM   #246
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Re: EDuke32 snapshot thread
I tried it out last night and my first thought was "OMG - the HRP shotgun has smooth animation!!!!!!!!!!!!!!" Then noticed the other 3D modeled weapons like the freezethrower had a nice smooth animation from its standing pose to its firing.

That itself was enough for me to be happy. This also meant my actors had smooth animation between different actions as well.
Of course, this probably was something implimented in a long time ago but its new to me.


Also I instantly noticed the top of the screen vision when looking all the way up / down has been corrected. (although it comes back if you stand right up next to a wall and look up but that only occurs over the wall and its nothing really so it needs no mention)




As for the music - my only issue with that is user maps always seem to start on "dethtoll.mid" even though I've changed all the music names in my user con and so there is no such track titled "dethtoll.mid" anymore for me......further more the track was not actually being played.
I've only tried user maps since the new snapshot and I always seem to use the F5 + shift F5 combo to get to another music track and that works fine as normal so for me its the starting music track that wont be played..........and its looking for a music track name which I no longer have listed in my user.con - where's it getting that from then?
Last edited by Chip; 02-05-2009 at 05:50 AM.
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Old 02-05-2009, 06:02 AM   #247
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Re: EDuke32 snapshot thread
IIRC, TerminX added a feature that will play a different track named the same as map.
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Old 02-05-2009, 09:45 AM   #248
Zaxtor

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Re: EDuke32 snapshot thread
I wonder if anyone else get the problem.

If you "dnscotty" many times in same level or different level it will cause the music not to start at all?


also starttrack 1 or many times in a level can cause music to fail to start in the next few levels after.
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Old 02-05-2009, 09:58 AM   #249
XTHX2

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Zaxtor View Post
I wonder if anyone else get the problem.

If you "dnscotty" many times in same level or different level it will cause the music not to start at all?


also starttrack 1 or many times in a level can cause music to fail to start in the next few levels after.
Yes it does, but it does even without it, I mean, I've been playing an episode for too long, and the midi musics stopped playing after awhile. Strange thing. (Ogg's play fine)
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Old 02-05-2009, 10:03 AM   #250
Zaxtor

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Re: EDuke32 snapshot thread
it does when you starttrack and then next level may not be effected but the level after the next one or later can be effected.
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Old 02-05-2009, 10:08 AM   #251
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Re: EDuke32 snapshot thread
Quote:
HELLUSER.CON:827: error: exceeded sound limit of 2560.
Can you increase the max sound limit? :/
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Old 02-05-2009, 10:14 AM   #252
Zaxtor

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Re: EDuke32 snapshot thread
You have over 2.5k of sounds

in user and def.con??

My mod only has approx 499 or so.
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Old 02-05-2009, 10:20 AM   #253
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Re: EDuke32 snapshot thread
Come to think of that, it's impossible, I have 605 sound definitions on HELLDEFS.CON... Where the hell do 1955 of them came from? Does that also include the definitions at HELLUSER.CON? Even then, it makes no sense and could only make 1210 sounds.

PS : Your mod doesn't have to be the biggest...
Last edited by XTHX2; 02-05-2009 at 10:25 AM.
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Old 02-05-2009, 10:31 AM   #254
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by XTHX2 View Post
Come to think of that, it's impossible, I have 605 sound definitions on HELLDEFS.CON... Where the hell do 1955 of them came from? Does that also include the definitions at HELLUSER.CON? Even then, it makes no sense and could only make 1210 sounds.

PS : Your mod doesn't have to be the biggest...
I've had that error happen to me too, but I can't recall what caused it - maybe you've defined a sound with the same name as an actor or something?

Also I've noticed that midi-stopping bug as well, but I don't know if it's related to start track. It seems to happen when I DNSCOTTY a few times.
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Old 02-05-2009, 10:33 AM   #255
XTHX2

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Jblade View Post
I've had that error happen to me too, but I can't recall what caused it - maybe you've defined a sound with the same name as an actor or something?

Also I've noticed that midi-stopping bug as well, but I don't know if it's related to start track. It seems to happen when I DNSCOTTY a few times.
I do have start track stuff too, but that shouldn't effect DNSCOTTY

You maybe right with having the same name as an actor... I need to check

[EDIT] : Yep, that was the issue... However, could the limit still be increased? :/
Last edited by XTHX2; 02-05-2009 at 10:38 AM.
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Old 02-05-2009, 10:52 AM   #256
Zaxtor

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by XTHX2 View Post
Come to think of that, it's impossible, I have 605 sound definitions on HELLDEFS.CON... Where the hell do 1955 of them came from? Does that also include the definitions at HELLUSER.CON? Even then, it makes no sense and could only make 1210 sounds.

PS : Your mod doesn't have to be the biggest...

Maybe my mod doesn't have huge load of sounds but got a lot N lot of textures and very huge maps, some maps are as big as 1.2MB.

Mod takes 227,827KB (unzipped)

has 4 episode + archepisode (5 ep)
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Old 02-05-2009, 10:54 AM   #257
Zaxtor

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Post Re: EDuke32 snapshot thread
Quote:
Originally Posted by Jblade View Post
I've had that error happen to me too, but I can't recall what caused it - maybe you've defined a sound with the same name as an actor or something?

Also I've noticed that midi-stopping bug as well, but I don't know if it's related to start track. It seems to happen when I DNSCOTTY a few times.
I installed a clean duke (means no con-alteration, no extraction etc)

and I dnscotty'ed a few times in same level and some diff and music fails to start (cure for it is restart Eduke32) lol
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Old 02-05-2009, 11:18 AM   #258
XTHX2

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Zaxtor View Post
Maybe my mod doesn't have huge load of sounds but got a lot N lot of textures and very huge maps, some maps are as big as 1.2MB.

Mod takes 227,827KB (unzipped)

has 4 episode + archepisode (5 ep)
I don't think I asked you anything about it, you didn't get my point.
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Old 02-05-2009, 11:44 AM   #259
Zaxtor

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Re: EDuke32 snapshot thread
Quote:
PS : Your mod doesn't have to be the biggest...
I thought you mention biggest in (size)

Unless you mention in sounds
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Old 02-06-2009, 12:19 PM   #260
XTHX2

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Re: EDuke32 snapshot thread
Is there a def command where I can change the offsets (x/y) of DEF defined (with texture command) sprites? I tried doing it with DukeRES but nothing happens. (With also dummytile)
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Old 02-06-2009, 12:42 PM   #261
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by XTHX2 View Post
Is there a def command where I can change the offsets (x/y) of DEF defined (with texture command) sprites? I tried doing it with DukeRES but nothing happens. (With also dummytile)
[edit] setuptile

setuptile <tilenum> <x-dimension> <y-dimension> <x-offset> <y-offset>
Used in DEF files to setup the properties which are applied to the highres replacement of the tile. This allows the creation of placeholder tiles for use with definetexture\texture without having to edit .ART files. Unlike dummytile this command won't draw black squares and accepts the offsets.
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Old 02-07-2009, 07:59 AM   #262
Jblade

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Re: EDuke32 snapshot thread
the player member newowner seems to return -1 all the time now even whilst I'm using a camera when I try and access it from APLAYER...has the way it's used been changed recently?
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Old 02-07-2009, 12:07 PM   #263
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Jblade View Post
the player member newowner seems to return -1 all the time now even whilst I'm using a camera when I try and access it from APLAYER...has the way it's used been changed recently?
Yeah there's something weird about that, but I don't know if it's new. The camera can check the player's newowner and find out if it is the active camera, but if the player checks it no luck.
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Old 02-11-2009, 05:15 PM   #264
Butcher
Re: EDuke32 snapshot thread
I did a mistake posting here.
Last edited by Butcher; 02-11-2009 at 09:04 PM.
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Old 02-12-2009, 08:02 AM   #265
Jblade

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Re: EDuke32 snapshot thread
I noticed that using the mighty foot (not the quickkick) slows the player down now - is this intentional? If so, is there a way to overrride it? I used slot 0 for a temporary weapon system, and the slowing down means firing a weapon on that slot slows the player down alot now.
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Old 02-12-2009, 08:10 AM   #266
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Re: EDuke32 snapshot thread
That's actually something in the vanilla 1.5 code that was broken by Matt Saettler's original changes and fairly recently fixed by me. You should be able to override it by using a different workslike value for that weapon. The speed reduction happens if either the player is crouched, or the workslike is KNEE_WEAPON, kickback_pic is greater than 10 and on_ground is non-zero.
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Old 02-12-2009, 12:43 PM   #267
Butcher
Re: EDuke32 snapshot thread
TerminX, why don't you answer me?
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Old 02-12-2009, 02:04 PM   #268
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Re: EDuke32 snapshot thread
Trying to compile the source using GNU Make. I figured it's not worth making a thread for this.

C:\gnumake-3.81>make -f C:\eduke32\20090131\Makefile
C:\eduke32\20090131\Makefile:75: build/Makefile.shared: No such file or directory
C:\eduke32\20090131\Makefile:273: Makefile.deps: No such file or directory
make: *** No rule to make target `Makefile.deps'. Stop.


What am I doing wrong? It says the files don't exist but they're there. Irritating.
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Old 02-12-2009, 02:38 PM   #269
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Re: EDuke32 snapshot thread
You'll either need to cd to C:\eduke32\20090131\ or use `make -f C:\eduke32\20090131\Makefile -C C:\eduke32\20090131\`.
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Old 02-12-2009, 02:39 PM   #270
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Re: EDuke32 snapshot thread
Ahh, thanks! Now a new issue.

C:\gnumake-3.81>make -f C:\eduke32\20090131\Makefile -C C:\eduke32\20090131\
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
process_begin: CreateProcess(NULL, uname -s, ...) failed.
make: Entering directory `C:/eduke32/20090131'
'printf' is not recognized as an internal or external command,
operable program or batch file.
make: *** [notice] Error 1
make: Leaving directory `C:/eduke32/20090131'
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Last edited by DissidentRage; 02-12-2009 at 02:47 PM.
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Old 02-12-2009, 02:52 PM   #271
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Re: EDuke32 snapshot thread
It sounds your build environment isn't sane at all. Did you install MinGW or cygwin?
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Old 02-12-2009, 03:00 PM   #272
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Re: EDuke32 snapshot thread
Ah, I thought I had that installed a while back to satisfy requirements of something else. I guess I was mistaken.

Edit: Still doing it after installing MinGW.
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Old 02-12-2009, 04:56 PM   #273
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Butcher View Post
TerminX, why don't you answer me?
a) I have a life
b) EDuke32 is a hobby and I work on improving whatever I want at any given time
c) I don't get paid to code EDuke32 or to answer every question about it on the forums
d) I've spent the last day and a half fighting with the dodgy, likely failing hardware in my devel rig so that I wouldn't have to announce a hiatus from programming EDuke32
e) ROR has been asked for and discussed countless times, starting multiple threads and whining when I don't reply gets you nowhere
f) the more people whine about it, the less I care, especially if nobody has any useful patches to contribute

I have some ideas on how to implement ROR without the need of countless "helper" sprites (as in SW) which dictate which sectors can view the ROR construct, but they will have to wait.
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Old 02-12-2009, 06:18 PM   #274
Butcher
Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
I have some ideas on how to implement ROR without the need of countless "helper" sprites (as in SW) which dictate which sectors can view the ROR construct, but they will have to wait.
First of all, thank your for your reply, finally we are talking.
Last edited by Butcher; 02-12-2009 at 06:44 PM.
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Old 02-13-2009, 05:33 AM   #275
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Butcher View Post
First of all, thank your for your reply, finally we are talking.
I think everyone on the forum would appreciate it if you'd shut up.
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Old 02-13-2009, 05:45 AM   #276
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Re: EDuke32 snapshot thread
@butcher
Dude, when i came to these forums, I annoyed a lot of people, but i realised the error of my ways. The people here are great once you get to know them, but people dont take kindly to the way in which you post.
What i advise, is get some developer tools, and the source for cduke3d and EDuke32.
Try poking those about, even if you dont know C, it's worth a go, i don't know C/C++ but i often manage to get something working, if you get a workign version of it, that's a lot better than the others, people may be interested and be willing to improove it for you.
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Old 02-13-2009, 06:20 AM   #277
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Re: EDuke32 snapshot thread
The two are already merged in Eduke. All he really has to do is fix the render and hit scan bug's.

Which sounds a lot easier than it it is.
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Old 02-13-2009, 10:48 AM   #278
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Re: EDuke32 snapshot thread
What everyone is saying is, either:

1. Get a C++ Bible and start contributing something other than 'gimmee gimmee gimmee'.
2. Get a pay-pal account and start contributing something other than 'gimmee gimmee gimmee'.
3. Stop trolling (real or not, that is how it is perceived).
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Old 02-13-2009, 11:25 AM   #279
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by hightreason View Post
Dude, when i came to these forums, I annoyed a lot of people, but i realised the error of my ways. The people here are great once you get to know them, but people dont take kindly to the way in which you post.
Yeah, because you were making bullshit claims such as "EDuke32 is far inferior to JfDuke" backed by your "12-years of experience in the computer industry" and your "2 operating systems projects under the belt". Turns out people realized you were full of shit, that the screenshots of your "OS project" were a shitty high-contrast Windows XP theme and that your "engine comparable to Cryengine" was a lousy custom map for JfDuke. To be honest, you still annoy me:
  1. Your website still mentions your "PROJECT MARIA OS" ("It's at Alpha 1 stage already, you might want to see that, yo can't now, cause the page is temporarily down, beating the crap oudda vista now though with near 100% Win NT6 compatibility!" - who the **** do you think you are you kidding?)
  2. Your website still mentions "your" engine project ("Temporarily down, i made an error, and it could have become a legal issue, be back up tho!" - still full of shit, try harder)
  3. Your lungs still breathe air
Seriously, GTFO and come back after your delusions of grandeur have passed (turning 13 might help).
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Old 02-13-2009, 01:24 PM   #280
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Re: EDuke32 snapshot thread
I Plagman.
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