Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 11-24-2008, 03:51 AM   #641
TerminX

TerminX's Avatar
Re: EDuke32 thread part 3
That might be possible in the future but it's not a high priority right now.
TerminX is offline  
Old 11-24-2008, 03:55 AM   #642
The Commander

The Commander's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
That might be possible in the future but it's not a high priority right now.
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.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 11-24-2008, 04:21 AM   #643
TerminX

TerminX's Avatar
Re: EDuke32 thread part 3
Okay, importing 8-bit tiles via the .defs is possible now. Death to editart.exe!
TerminX is offline  
Old 11-24-2008, 05:52 AM   #644
240-185

240-185's Avatar
Re: EDuke32 thread part 3
I'm playing a lot of user maps, but it seems that I can't go further in this one, because Eduke32 crashes at a certain point of this map. Here's the log: HERE

and then Eduke32 exits. I'm using the 11/22/2008 snapshot, the HRP and DukePlus mods. What's wrong with them?
240-185 is offline  
Old 11-24-2008, 05:58 AM   #645
TerminX

TerminX's Avatar
Re: EDuke32 thread part 3
Upgrade DukePlus I guess.
TerminX is offline  
Old 11-24-2008, 06:58 AM   #646
240-185

240-185's Avatar
Re: EDuke32 thread part 3
The problem is that I use the latest version (1.91) :/
240-185 is offline  
Old 11-24-2008, 07:48 AM   #647
The Commander

The Commander's Avatar
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.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 11-24-2008, 10:04 AM   #648
DeeperThought

DeeperThought's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by 240-185 View Post
The problem is that I use the latest version (1.91) :/
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.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 11-24-2008, 10:30 AM   #649
240-185

240-185's Avatar
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...
240-185 is offline  
Old 11-24-2008, 10:47 AM   #650
DeeperThought

DeeperThought's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by 240-185 View Post
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...
It does indeed crash, and I don't know why. I hope TX can help with this.

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.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 11-24-2008, 11:22 AM   #651
LoneFox

LoneFox's Avatar
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
My system is self-compiled linux x86_64 (CRUX/LFS hybrid), gcc 4.3.2.
LoneFox is offline  
Old 11-24-2008, 11:49 AM   #652
Hendricks266
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?
Hendricks266 is offline  
Old 11-24-2008, 12:31 PM   #653
Jblade

Jblade's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
Okay, importing 8-bit tiles via the .defs is possible now. Death to editart.exe!
Nice I'm sure it could come in handy for me at some point.

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.
Jblade is offline  
Old 11-24-2008, 05:11 PM   #654
TerminX

TerminX's Avatar
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.
TerminX is offline  
Old 11-24-2008, 06:09 PM   #655
Another Duke Fan

Another Duke Fan's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
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.
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.
__________________
アーティスト
Another Duke Fan is offline  
Old 11-25-2008, 05:54 AM   #656
Sobek

Sobek's Avatar
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.
Sobek is offline  
Old 11-25-2008, 06:36 AM   #657
TerminX

TerminX's Avatar
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.
TerminX is offline  
Old 11-25-2008, 07:03 AM   #658
Sobek

Sobek's Avatar
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.
Sobek is offline  
Old 11-25-2008, 10:23 AM   #659
LoneFox

LoneFox's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
Going to need more information from LoneFox to fix anything with the other one.
I start the game, load a saved game, try to switch weapon, and segmentation fault happens.

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.
LoneFox is offline  
Old 11-25-2008, 10:38 AM   #660
DeeperThought

DeeperThought's Avatar
Re: EDuke32 thread part 3
Quote:
Originally Posted by LoneFox View Post
I start the game, load a saved game, try to switch weapon, and segmentation fault happens.

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.
Savefile compatibility gets broken frequently with updates and I doubt there is any way to avoid it as long as EDuke32 is undergoing major changes.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 11-25-2008, 05:53 PM   #661
TerminX

TerminX's Avatar
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.
TerminX is offline  
Old 11-25-2008, 08:24 PM   #662
Usurper

Usurper's Avatar
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.
__________________
Meadhall of the Comitatus | RTCM
Usurper is offline  
Old 11-25-2008, 09:03 PM   #663
Hendricks266
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.
Hendricks266 is offline  
Old 11-26-2008, 06:52 PM   #664
TerminX

TerminX's Avatar
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!
TerminX is offline  
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:47 PM.

Page generated in 0.13856792 seconds (100.00% PHP - 0% MySQL) with 19 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.