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#641 |
Re: EDuke32 thread part 3
That might be possible in the future but it's not a high priority right now.
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#642 |
Re: EDuke32 thread part 3
Thank you for that, because it will still be a while (ETA March) before id be happy with a proper release of Duke Theft Auto.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#643 |
Re: EDuke32 thread part 3
Okay, importing 8-bit tiles via the .defs is possible now. Death to editart.exe!
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#644 |
Re: EDuke32 thread part 3
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#645 |
Re: EDuke32 thread part 3
Upgrade DukePlus I guess.
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#646 |
Re: EDuke32 thread part 3
The problem is that I use the latest version (1.91) :/
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#647 |
Re: EDuke32 thread part 3
I think it's the map its self. I didn't see anything in the log saying it chrashed any hows.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#648 |
Re: EDuke32 thread part 3
Is there some specific point in the map where it always crashes? If so, it might help if you could provide a saved game file from right before the crash.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#649 |
Re: EDuke32 thread part 3
Yup, it's a specific point of the map.
Here's the save. You have to jump into the hole, you will fall into the water and three monsters should say hello to you... |
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#650 | |
Re: EDuke32 thread part 3
Quote:
But I also noticed that using the latest snapshot, there are tons of log errors. When I tried an earlier snapshot, there were no errors but it still crashed. A little investigation revealed that in the latest snapshot, when the player uses espawn, sometimes RETURN is set to -1, so when the player tries to set things on the RETURN sprite, invalid sprite ID errors are generated.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#651 |
Re: EDuke32 thread part 3
The latest snapshot (20081121) crashes when switching weapon.
Backtrace from gdb: Code:
#0 0x000000000043044e in P_AddWeaponNoSwitch (p=0x134ef400, weapon=6) at source/actors.c:113 #1 0x000000000043063a in P_AddWeapon (p=0x134ef400, weapon=69) at source/actors.c:159 #2 0x00000000004a0b0d in G_HandleSharedKeys (snum=0) at source/sector.c:3030 #3 0x0000000000415f0f in G_DoMoveThings () at source/game.c:12740 #4 0x000000000042c057 in app_main (argc=1, argv=0x7fff35722338) at source/game.c:12044 #5 0x0000000000518999 in main (argc=1, argv=0x7fff35722338) at src/sdlayer.c:204 |
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#652 |
Re: EDuke32 thread part 3
Has the loading an .art file from a .zip file bug been fixed?
Why can't I increase my anistropy when I can in SWP? |
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#653 | |
Re: EDuke32 thread part 3
Quote:
![]() You recently added a feature that plays a midi with the same name as the usermap you're playing - is it possible to do this with def files or cons as well? It's not something I need at all myself but I imagine something like that could be really handy for usermaps that use new art and stuff. In anycase though thanks for all the work you're putting into Eduke lately, it's making modding much easier. |
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#654 |
Re: EDuke32 thread part 3
The crash when falling into the water is a legitimate crash which has been fixed. Going to need more information from LoneFox to fix anything with the other one.
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#655 |
Re: EDuke32 thread part 3
I must admit that this latest version seems to bring some improved caching management or so. It runs like butter on my machine without any stuttering or mouse movement locking. Whatever it is, it is a real improvement over the gameplay to me. Thank you TX.
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#656 |
Re: EDuke32 thread part 3
*edit* Removed my wall of text. It seems the latest snapshot (eduke32_snapshot_20081121) semi-screws up OGG audio playback. Only half or so of my custom OGG tracks play, the rest seem to be ignored and the game just plays the stock .mid file instead. I can still however manually change songs until I reach my custom replacement, and it works fine.
All previous snapshots play all OGG files fine.
Last edited by Sobek; 11-25-2008 at 06:06 AM.
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#657 |
Re: EDuke32 thread part 3
A lot of stuff got changed internally... upload the defs and the oggs somewhere and I'll take a look.
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#658 |
Re: EDuke32 thread part 3
Happy to upload whatever you need, though the OGG replacements I use are all without DEF modifications. At the moment they're just sitting in their own \highres\music folder in the main Duke3d directory (it's just the easiest/fastest way for me to test the influence of different music scores on maps). They're all 128kbit/s CBR OGG's that replace existing audio, like dethtoll.ogg, stalker.ogg, grabbag.ogg and so on, all retaining the same names.
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#659 | |
Re: EDuke32 thread part 3
Quote:
Now, when I was writing that sentence I realized something and tested a bit more. The crash happens only with savegames from previous version. If I start a new game, or load a game that is saved with this version, it doesn't crash. So, it appears to be savefile compatibility problem. |
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#660 | |
Re: EDuke32 thread part 3
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#661 |
Re: EDuke32 thread part 3
I guess I forgot to prevent old saves from being loaded when I last did something which changed them. I hate it when I forget to make everyone's savegames and demos incompatible.
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#662 |
Re: EDuke32 thread part 3
It's a shame you changed your avatar, seeing as how your next snapshot is going to make us all your bitches again.
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#663 |
Re: EDuke32 thread part 3
I have an idea.
I was looking at http://wiki.eduke32.com/wiki/Palette_data_files. Is it possible to add more in-game global palette switches to LOOKUP.DAT/TABLES.DAT at index 1+(num_tables*768) for use with setgamepalette? For example, if I wanted to have the Doom palette after the VICTORY1 palette, then I would have a rotatesprite screen-cover that loaded that palette. Another example is adding in palettes to allow for correct rotatesprite replication of the addon cutscenes. |
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#664 |
Re: EDuke32 thread part 3
Snapshot discussion will be continued at http://forums.3drealms.com/vb/showthread.php?t=33763. Please post any bug reports or legitimate feature requests in their own threads with an [EDuke32] prefix from now on. Thanks!
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