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Old 01-24-2009, 02:53 AM   #201
The Commander

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Re: EDuke32 snapshot thread
Happy B-day TX.
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Old 01-28-2009, 04:10 AM   #202
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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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Old 01-28-2009, 10:08 AM   #203
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by The Commander View Post
Obviously it was working fine in the last snapshot.
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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Old 01-28-2009, 11:15 AM   #204
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
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?
Yes, i've had to resort back to the last one till I know whats going on.

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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Old 01-28-2009, 03:10 PM   #205
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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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Old 01-28-2009, 03:33 PM   #206
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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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Old 01-28-2009, 03:41 PM   #207
Sinner

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Re: EDuke32 snapshot thread
hey TerminX any idea on when the source code will be updated? Thanks,
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Old 01-28-2009, 03:41 PM   #208
TerminX

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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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Old 01-28-2009, 11:49 PM   #209
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Re: EDuke32 snapshot thread
Thanks, this worked.
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Old 01-29-2009, 07:35 PM   #210
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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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Old 01-29-2009, 10:31 PM   #211
TerminX

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Re: EDuke32 snapshot thread
Yes, I've already gotten reports about that and fixed it for the next build.
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Old 01-31-2009, 01:25 PM   #212
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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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Old 01-31-2009, 03:00 PM   #213
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Roger View Post
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.
Try deleting every but the duke3d.grp file, I haven't a clue if that will help but I am guesses it might help. Did previous versions of eduke32 work?
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Old 01-31-2009, 04:26 PM   #214
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Re: EDuke32 snapshot thread
Previous versions worked. It still crashes with everything but the group file and EDuke32 cleared.
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Old 01-31-2009, 04:37 PM   #215
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Roger View Post
Previous versions worked. It still crashes with everything but the group file and EDuke32 cleared.
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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Old 01-31-2009, 04:43 PM   #216
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Re: EDuke32 snapshot thread
I just tried a previous version and that now doesn't work, either. I hate Vista.
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Old 01-31-2009, 06:49 PM   #217
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Roger View Post
I just tried a previous version and that now doesn't work, either. I hate Vista.
I use Vista too and I have no problems. So next you'll be hating me I guess.
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Old 01-31-2009, 08:10 PM   #218
TerminX

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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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Old 01-31-2009, 08:19 PM   #219
TerminX

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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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Old 01-31-2009, 08:21 PM   #220
DissidentRage

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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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Old 01-31-2009, 08:43 PM   #221
Sinner

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
New snapshot to fix the fog problem and whatever other minor shit I noticed: http://wiki.eduke32.com/stuff/eduke32_current.zip
Source code?
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Old 01-31-2009, 09:15 PM   #222
TerminX

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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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Old 01-31-2009, 09:40 PM   #223
Sinner

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
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.
Thanks,

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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Old 02-01-2009, 12:59 AM   #224
DeeperThought

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Re: EDuke32 snapshot thread
DNDEBUG causes a crash every time.
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Old 02-01-2009, 01:14 AM   #225
DeeperThought

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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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Old 02-01-2009, 03:22 AM   #226
Spiker

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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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Old 02-01-2009, 03:25 AM   #227
TerminX

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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.
Last edited by TerminX; 02-01-2009 at 04:21 AM.
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Old 02-01-2009, 12:35 PM   #228
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
New snapshot to fix the fog problem and whatever other minor shit I noticed: http://wiki.eduke32.com/stuff/eduke32_current.zip
Are you sure this is the right snapshot? I know it sounds silly but I just downloaded it and the modified date says the 23rd of January which is the same date as the last one.
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Old 02-01-2009, 12:48 PM   #229
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Jblade View Post
Are you sure this is the right snapshot? I know it sounds silly but I just downloaded it and the modified date says the 23rd of January which is the same date as the last one.
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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Old 02-01-2009, 01:02 PM   #230
Qbix
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Jblade View Post
Are you sure this is the right snapshot? I know it sounds silly but I just downloaded it and the modified date says the 23rd of January which is the same date as the last one.
i think the browser thinks it is the same file as the size is the same.
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Old 02-01-2009, 01:07 PM   #231
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
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.
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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Old 02-01-2009, 01:28 PM   #232
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by XTHX2 View Post
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.
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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Old 02-01-2009, 01:37 PM   #233
XTHX2

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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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Old 02-01-2009, 04:58 PM   #234
240-185

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Re: EDuke32 snapshot thread
Wow.

Is it me, or the performances have drastically increased? If so, nice work, TerminX!
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Old 02-01-2009, 05:16 PM   #235
XTHX2

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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:
Just use that new def command which imports 8-bit tiles from external textures. Whip up a script to take a list of files in a directory and automatically generate the def from it.
How can I "whip that script and generate the def file from it" ?
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Old 02-03-2009, 11:45 PM   #236
Deeves
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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Old 02-04-2009, 12:13 AM   #237
TerminX

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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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Old 02-04-2009, 12:21 AM   #238
Deeves
Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
There's a post on this page of this thread stating that you need to "mkdir obj" before you can build.
Oops, should've search the thread
Thanks!!
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Old 02-04-2009, 04:31 AM   #239
Chip

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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.

I hear people saying performance increase?
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Old 02-04-2009, 10:25 AM   #240
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Re: EDuke32 snapshot thread
Looks like it. Also there are 'new' graphics options such as a separate gama screen.
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