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#201 |
Re: EDuke32 snapshot thread
Happy B-day TX.
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#202 |
Re: EDuke32 snapshot thread
With the latest snapshot something seems to be wrong with EVENT_DISPLAYREST, anything I try to display ingame will fail to show, but I tested it with EVENT_DISPLAYWEAPON and then it worked. But of corse I can't use this event. I can't seem to find what is causing it and the log isn't showing anything. Obviously it was working fine in the last snapshot.
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#203 |
Re: EDuke32 snapshot thread
Strange that a problem in DISPLAYREST would affect only you, since every modder uses it. Are you sure you tried the previous snapshot with everything else exactly the same?
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#204 | |
Re: EDuke32 snapshot thread
Quote:
What ill do later when I get up is try a brand new install of duke with the newest snapshot and just make a basic rotatesprite and see if it works. (im tired)
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#205 |
Re: EDuke32 snapshot thread
I've got the same problem as Commander - my DISPLAYREST stuff works fine in the 30th December version, but in the 23rd of January one it doesn't show up at all.
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#206 |
Re: EDuke32 snapshot thread
Yay, I'm one lucky man... My non-stop forgetting mind actually benefit me for once! Well, then I'll just stick with the old one till a fix.
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#207 |
Re: EDuke32 snapshot thread
hey TerminX any idea on when the source code will be updated? Thanks,
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#208 |
Re: EDuke32 snapshot thread
Looks like EVENT_DISPLAYREST won't execute in the current build without defining EVENT_DISPLAYSBAR too. Bug will be fixed in the next version. You can work around it for now by setting up EVENT_DISPLAYSBAR (and having it do nothing), even if you aren't doing any status bar stuff.
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#209 |
Re: EDuke32 snapshot thread
Thanks, this worked.
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#210 |
Re: EDuke32 snapshot thread
Just found a bug in the latest available snapshot:
All the fog palettes are messed up, the gray/white one is red, the blue looks celestial and the red is green, didnīt check the green, but i guess itīs white.
Last edited by gambini; 01-30-2009 at 07:03 PM.
Reason: mispelling
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#211 |
Re: EDuke32 snapshot thread
Yes, I've already gotten reports about that and fixed it for the next build.
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#212 |
Re: EDuke32 snapshot thread
Complete crash and burn, using the latest binaries. No HRP or mods. Goes maybe a couple seconds into the first video then becomes unresponsive.
Code:
EDuke32 1.5.0devel 20090123 addsearchpath(): Added C:/Program Files/Duke Nukem 3D/ Checking for updates... Connecting to http://eduke32.sourceforge.net Current version is 20090123... no updates available 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... Using group file 'duke3d.grp' as main group file. Compiling: GAME.CON (151194 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Resizing code buffer to 16217*4 bytes Script compiled in 17ms Compiled code size: 16209*4 bytes, version 1.4+ Pointer bitmap size: 2028 bytes 1917/11264 labels, 308/2048 variables 125/16384 quotes, 0 quote redefinitions 0/88 event definitions, 207 defined actors Initialized 32.0M cache Using .RTS file 'DUKE.RTS' Initializing OSD... Using keyboard layout 00000409 Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: Gaming Keyboard * OTHER: Gaming Keyboard * OTHER: G11 Keyboard Setting video mode 800x600 (8-bit windowed) 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 "eduke32_binds.cfg" bind <key> <string>: associates a keypress with a string of console input. Type "bind showkeys" for a list of keys and "listsymbols" for a list of valid console commands.
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#213 | |
Re: EDuke32 snapshot thread
Quote:
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#214 |
Re: EDuke32 snapshot thread
Previous versions worked. It still crashes with everything but the group file and EDuke32 cleared.
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#215 |
Re: EDuke32 snapshot thread
I notice that "worked" is in the past tense. Does the previous snapshot still work for you? If not, it's a video driver or some other issue.
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#216 |
Re: EDuke32 snapshot thread
I just tried a previous version and that now doesn't work, either. I hate Vista.
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#217 | |
Re: EDuke32 snapshot thread
Quote:
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#218 |
Re: EDuke32 snapshot thread
Try disabling DEP, the last snapshot has a couple of nasty bugs in it that could conceivably cause such crashing.
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#219 |
Re: EDuke32 snapshot thread
New snapshot to fix the fog problem and whatever other minor shit I noticed: http://wiki.eduke32.com/stuff/eduke32_current.zip
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#220 |
Re: EDuke32 snapshot thread
Vista is a little dishonest with disabling DEP, something I thought I'd done a couple days ago. The control panel for DEP shows that it's disabled, so I looked up a more forceful means of doing so: running Command Prompt as an Administrator and running bcdedit /set nx AlwaysOff. Seemed to work. Thanks!
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#221 | |
Re: EDuke32 snapshot thread
Quote:
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#222 |
Re: EDuke32 snapshot thread
http://wiki.eduke32.com/stuff/source...c_20090131.zip
Curiously enough, the archive ended up being the exact same size as the previous source release, despite diff -urENBwb spitting out an 85000+ line diff. |
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#223 | |
Re: EDuke32 snapshot thread
Quote:
Edit: just to help some one out you have to create a empty folder intitled 'obj" in order to compile with gcc.
Last edited by Sinner; 01-31-2009 at 09:59 PM.
Reason: Adding to post
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#224 |
Re: EDuke32 snapshot thread
DNDEBUG causes a crash every time.
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#225 |
Re: EDuke32 snapshot thread
Ever noticed how the pal 0 (blue backpack and armor) liztroops in the map have green backback and armor in the game? Why is this?
EDIT: Yes the pal 0 troopers become pal 22. And they literally become that pal on map load, it isn't just the tsprpal.
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Last edited by DeeperThought; 02-01-2009 at 01:32 AM.
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#226 |
Re: EDuke32 snapshot thread
Recently many things got ****ed up with the graphics. I still can't change the resolution or render mode on the starting screen but only in game (You can change it but it doesn't have any effect). Unless it was fixed in the last version but I doubt. It's been like this for some time now. I use Vista.
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#227 |
Re: EDuke32 snapshot thread
I think that's a bug with supporting mod-specific cfg files. It probably gets overridden with whatever is in the mod's own cfg. It should be easy enough to work around.
Edit: k, it's fixed for the next build.
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Last edited by TerminX; 02-01-2009 at 04:21 AM.
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#228 | |
Re: EDuke32 snapshot thread
Quote:
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#229 |
Re: EDuke32 snapshot thread
You and Gambini both had that problem, but when everyone else downloads it the modified date is 1/31/2009 at 6:15 pm. Maybe your browser is stupid and is copying a cached file instead of downloading the new one?
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#230 |
DOSBox Advisor
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Re: EDuke32 snapshot thread
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#231 |
Re: EDuke32 snapshot thread
Yes, and I had a small issue with it because I have a tint which is an absurd color for it... Didn't know about it until I saw my little impa limpas running around in a dark red color.
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#232 |
Re: EDuke32 snapshot thread
I'm assuming the pal switch is an old thing that goes back to the original game so it won't be changed. If it is fixed I'll have to change my code around a bit.
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#233 |
Re: EDuke32 snapshot thread
Well, even putting a spritepal 0 to the eventloadactor has a second delay, and activates when the enemy sees you...
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#234 |
Re: EDuke32 snapshot thread
Wow.
Is it me, or the performances have drastically increased? If so, nice work, TerminX!
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#235 | |
Re: EDuke32 snapshot thread
Yeah it's pretty cool, I love it!
Oh and, well, I'll post it here too in case it may get your interest TerminX : Quote:
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#236 |
Re: EDuke32 snapshot thread
Anyone successfully build the latest snapshot in Linux?
I'm getting the following error: Fatal error: can't create obj/game.o: No such file or directory Failed building obj/game.o from source/game.c! This error is new, older snapshots work perfectly. Any support is appreciated ![]() Thanks! |
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#237 |
Re: EDuke32 snapshot thread
There's a post on this page of this thread stating that you need to "mkdir obj" before you can build.
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#238 |
Re: EDuke32 snapshot thread
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#239 |
Re: EDuke32 snapshot thread
I can't remember what the last snap shot I had was but it was around July so it'll be interesting to see what's happend to Eduke32 since then.
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#240 |
Re: EDuke32 snapshot thread
Looks like it. Also there are 'new' graphics options such as a separate gama screen.
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