02-08-2008, 06:11 PM | #1201 |
Re: EDuke32 thread
Thanks!
Everything works fine now. Here is the log: Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/hrp_update.zip'. Using group file 'autoload/duke3d.grp/maphacks36a.zip'. Using group file 'autoload/duke3d.grp/xxx_pack.zip'. *** Are you saying that I should delete the "Maphacks36a.zip file...? |
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02-08-2008, 06:11 PM | #1202 |
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Re: EDuke32 thread
Also if you go out of map in dnclip mode, the game crashes immediately.
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02-08-2008, 07:47 PM | #1203 | |
Re: EDuke32 thread
Quote:
Dont you mean you die straight away. Using DNCLIP has never made Duke chrash before on my system. If your using DNCLIP also use GOD MODE as well.
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02-09-2008, 02:42 AM | #1204 |
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Re: EDuke32 thread
I gave the information I know. Some sounds didn't appear from the level with the new EDuke snapshot. I made a GRP file, but nothing has changed. It's not the maps fault, because I played it in the previous day, and all those extra sounds were there. But that snapshot was buggier with the sounds, I decided to put the new one in.
You are wrong with the DNCLIP. In the Atomic Edition you can clip through the vacuum without dying in most of the case. You possibly mistaken with the parallaxed bigorbit skies in the 2nd episode. They were originally built those maps (at least the AHB made ones) for space suit use. By the way I used god mode, because it was just a search for secret places in The Dream map, not a normal play. |
02-09-2008, 03:22 AM | #1205 |
Re: EDuke32 thread
@ hummertime
You can attach logs("eduke32.log" file) so that we can have more information about your problem. If it's EDuke32 related, you can attach logs for both versions(new and old).
Last edited by Hunter_rus; 02-09-2008 at 03:28 AM.
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02-09-2008, 03:47 AM | #1206 |
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Re: EDuke32 thread
Could you post a link to the first DSound-fixed snapshot (which had some bugs)? The one in the "Sounds on Vista" topic is dead.
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02-09-2008, 04:17 AM | #1207 |
Re: EDuke32 thread
"Sounds on Vista" topic has the latest OpenAL snapshot and the link isn't dead BTW. But this snapshot is too outdated(based on September's source code). The OpenAL snapshots will be finally removed when the Music Pack is supported by latest EDuke32.
The first Direct Sound fixed snapshot is here(6th February). But I think it crashes as well. It would be nice of you if you would provide some information(log, which map, which map location) which can be useful for fixing the problem for the latest EDuke32. |
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02-09-2008, 05:28 AM | #1208 |
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Re: EDuke32 thread
I am talking about A.dream which was released by Piterplus recently. Here is it: http://files.duke4ever.eu/dukemaps/A.dream_install.zip
And sorry, the openAL snapshot was just temporarily down, now it works. I reinstalled it, and the map sounds work perfectly!!! Strange, but the sounds aren't working with older versions as well, including JonoF. Only with the OpenAL snapshot. There isn't much in it actually. New sounds, a worthless user.con which doesn't screw anything and the map file. New sounds like gameovr5.voc, octapn.voc and such and these are just silent in the map. Maybe it's a map specific thing, but strange that it works fine with one EDuke version, and screwed in the others. Here is my logfile from a rushing gameplay. I don't think it can help but watch it. From the OpenAL (working) snapshot Code:
EDuke32 1.4.0 svn (Jan 4 2008 14:42:54) Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2007 EDuke32 team Using DEF file: A.dream.def. addsearchpath(): Added C:/Users/nandi/Saved Games/eduke32_20060718/ Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6000) Loading OPENGL32.DLL Loading GLU32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Elsődleges képernyőillesztő - Creating DirectDraw object - Checking capabilities Detecting video modes: - 1280x800 8-bit fullscreen - 1024x768 8-bit fullscreen - 848x480 8-bit fullscreen - 800x600 8-bit fullscreen - 720x576 8-bit fullscreen - 720x480 8-bit fullscreen - 640x480 8-bit fullscreen - 1280x800 32-bit fullscreen - 1280x800 16-bit fullscreen - 1024x768 32-bit fullscreen - 1024x768 16-bit fullscreen - 848x480 32-bit fullscreen - 848x480 16-bit fullscreen - 800x600 32-bit fullscreen - 800x600 16-bit fullscreen - 720x576 32-bit fullscreen - 720x576 16-bit fullscreen - 720x480 32-bit fullscreen - 720x480 16-bit fullscreen - 640x480 32-bit fullscreen - 640x480 16-bit fullscreen - 1024x768 8-bit windowed - 800x600 8-bit windowed - 640x480 8-bit windowed - 640x400 8-bit windowed - 512x384 8-bit windowed - 480x360 8-bit windowed - 400x300 8-bit windowed - 320x240 8-bit windowed - 320x200 8-bit windowed - 1024x768 32-bit windowed - 800x600 32-bit windowed - 640x480 32-bit windowed - 640x400 32-bit windowed - 512x384 32-bit windowed - 480x360 32-bit windowed - 400x300 32-bit windowed - 320x240 32-bit windowed - 320x200 32-bit windowed Using config file 'duke3d.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'A.dream.zip'. Compiling: GAME.CON (151133 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (43133 bytes) Duke Nukem 3D v1.4+ style CON files detected. GAME.CON: In state `blimphitstate': GAME.CON:476: warning: expected a action, found a define. Compiled code size: 16209 bytes 1903/11264 labels, 285/2048 variables 0 event definitions, 207 defined actors Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Egér * KEYBOARD: Billentyűzet - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Loading art header... initcache(): Initialised with 33554432 bytes Loading palette/lookups... mmulti: This machine's IP is 192.168.1.101 Warning: Failed including duke3d_hrp.def on line A.dream.def:1 Warning: Failed including sd_duke.def on line A.dream.def:1 Definitions file 'A.dream.def' loaded. RTS Manager Started. RTS file DUKE.RTS was not found Initializing OSD... Setting video mode 640x480 (8-bit fullscreen) - Creating primary surface - Getting back buffer - Allocating offscreen buffer - Creating palette Checking music inits... Checking sound inits... Demo demo1.dmo is of an incompatible version (116). Cache time: 1007ms E1L1: THE DREAM AMMO FOR PISTOL LARGE MEDKIT: +30 AMMO FOR ROCKET LAUNCHER! AMMO FOR PISTOL LASER TRIPBOMB! NIGHT VISION GOGGLES AMMO FOR PISTOL SMALL MEDKIT: +10 AMMO FOR SHRINKER! AMMO FOR SHOTGUN SHOTGUN BLUE ACCESS CHIP REQUIRED SMALL MEDKIT: +10 AMMO FOR CHAINGUN CANNON! DEACTIVATED ACCESS CHIP SMALL MEDKIT: +10 CHAINGUN CANNON! SMALL MEDKIT: +10 MOUSE AIMING OFF GIVING EVERYTHING!CHEATER! cheater mode: ON WARNING: SE23 i<0! AMMO FOR SHOTGUN JETPACK ON JETPACK OFF AMMO FOR SHOTGUN AMMO FOR CHAINGUN CANNON! AMMO FOR PISTOL Uninitialising DirectDraw... - Releasing palette - Releasing back-buffer surface - Releasing primary surface - Freeing offscreen buffer - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL Code:
EDuke32 1.4.0 svn (Feb 5 2008 21:25:35) Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2007 EDuke32 team Using DEF file: A.dream.def. addsearchpath(): Added C:/Users/nandi/Saved Games/eduke32_20060718/ Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6000) Loading OPENGL32.DLL Loading GLU32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Elsődleges képernyőillesztő - Creating DirectDraw object - Checking capabilities Detecting video modes: - 1280x800 8-bit fullscreen - 1024x768 8-bit fullscreen - 848x480 8-bit fullscreen - 800x600 8-bit fullscreen - 720x576 8-bit fullscreen - 720x480 8-bit fullscreen - 640x480 8-bit fullscreen - 1280x800 32-bit fullscreen - 1280x800 16-bit fullscreen - 1024x768 32-bit fullscreen - 1024x768 16-bit fullscreen - 848x480 32-bit fullscreen - 848x480 16-bit fullscreen - 800x600 32-bit fullscreen - 800x600 16-bit fullscreen - 720x576 32-bit fullscreen - 720x576 16-bit fullscreen - 720x480 32-bit fullscreen - 720x480 16-bit fullscreen - 640x480 32-bit fullscreen - 640x480 16-bit fullscreen - 1024x768 8-bit windowed - 800x600 8-bit windowed - 640x480 8-bit windowed - 640x400 8-bit windowed - 512x384 8-bit windowed - 480x360 8-bit windowed - 400x300 8-bit windowed - 320x240 8-bit windowed - 320x200 8-bit windowed - 1024x768 32-bit windowed - 800x600 32-bit windowed - 640x480 32-bit windowed - 640x400 32-bit windowed - 512x384 32-bit windowed - 480x360 32-bit windowed - 400x300 32-bit windowed - 320x240 32-bit windowed - 320x200 32-bit windowed Using config file 'duke3d.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'A.dream.zip'. Compiling: GAME.CON (151133 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (43133 bytes) Duke Nukem 3D v1.4+ style CON files detected. GAME.CON: In state `blimphitstate': GAME.CON:476: warning: expected a action, found a define. Compiled code size: 16209 bytes 1904/11264 labels, 285/2048 variables 0 event definitions, 207 defined actors Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Egér * KEYBOARD: Billentyűzet - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Loading art header... initcache(): Initialised with 33554432 bytes Loading palette/lookups... Warning: Failed including duke3d_hrp.def on line A.dream.def:1 Warning: Failed including sd_duke.def on line A.dream.def:1 Definitions file 'A.dream.def' loaded. RTS Manager Started. RTS file DUKE.RTS was not found Initializing OSD... Setting video mode 640x480 (8-bit fullscreen) - Creating primary surface - Getting back buffer - Allocating offscreen buffer - Creating palette Checking music inits... Checking sound inits... Initializing MultiVoc... - Maximum voices: 8 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 22050Hz Sample size: 8 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (116). Cache time: 122ms E1L1: THE DREAM AMMO FOR PISTOL LARGE MEDKIT: +30 cheater mode: ON MOUSE AIMING ON GIVING EVERYTHING!CHEATER! WARNING: SE23 i<0! AMMO FOR PISTOL JETPACK ON JETPACK OFF JETPACK ON JETPACK OFF Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing palette - Releasing back-buffer surface - Releasing primary surface - Freeing offscreen buffer - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL
Last edited by hummertime; 02-09-2008 at 06:12 AM.
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02-09-2008, 05:42 AM | #1209 |
Re: EDuke32 thread
I see no crash in the logs. But now I know all I need to try get your crash. I'll try.
EDIT As for the crash. I can't get the crash. Where does it happen? As for sound/music. Some sound and music work only for OpenAL snapshot. It's allowable for the music(because it's OGG) but all the VOC sounds could have been specified in the USER.CON file because any EDuke32 can play VOC.
Last edited by Hunter_rus; 02-09-2008 at 06:31 AM.
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02-09-2008, 06:15 AM | #1210 |
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Re: EDuke32 thread
Fixed.
I didn't say crash. It just the new sounds that doesn't work well in the other versions. The nightmare part of the map starts after the red keycard door when you have to enter a vent. I already know if it works at that point. Under OpenAL it gives you a strange sound, under the other versions Duke says "game over". You said it might be the special voc files to blame here? I don't really know what to do then. |
02-10-2008, 03:51 AM | #1211 |
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Re: EDuke32 thread
I think I got the problem generally with the openAL port: the shotgun! Every time I fire the shotgun, the sounds got screwed and usually replays the last sound (for example the choke of a liztroop) with slower tempo like it was underwater.
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02-10-2008, 04:02 AM | #1212 |
Re: EDuke32 thread
This snapshot was based on old EDuke32. It's too outdated and the development is discontinued. So there is no need to report about problems with it.
It has only one advantage over the latest EDuke32: support OGG for sound and music. It's expected this feature will be brought to the latest EDuke32 soon. |
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02-10-2008, 04:12 AM | #1213 | |
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Re: EDuke32 thread
Quote:
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02-10-2008, 09:16 PM | #1214 |
Re: EDuke32 thread
That mess is a model sitting on the ground. Possibly an unexploded mortar, though I'm not sure -- I am sure that the mess stayed like that until I blew up something that was on the ground. I get bizarre model distortions like this frequently, but usually it only lasts a moment because it is a short-lived sprite (e.g. a jib flying through the air). This happened only rarely on my old computer. I've heard reports from Commander and Spiker of the same thing, in two of my mods, and also in SD_Duke IIRC. Could CON code trigger this rendering error somehow?
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02-10-2008, 09:20 PM | #1215 |
Re: EDuke32 thread
Don't think so, unless it's some kind of freak problem that occurs with the pitch and roll controls that only shows up on certain models. Usually this kind of stuff is caused by a defective GPU, I think... I'm sure Plagman will chime in soon enough with his insights on the issue though.
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02-10-2008, 09:35 PM | #1216 | |
Re: EDuke32 thread
Quote:
I must disagree with that. Both DT and I both own brand new graphics cards and the chances of both of our GPU's being defective must be like 1 in a million. Must be something else to do with the renderer IMO... But I could allways be wrong
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Last edited by The Commander; 02-10-2008 at 09:50 PM.
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02-11-2008, 12:12 AM | #1217 |
Re: EDuke32 thread
Yeah I have that happen to me every now and then as well. It usually occurs when jibs spawn after explosions and sometimes projectiles. On my comp they mostly look like the texture of the particular jib or projectile that is supposed to be there, just so large that they fill up the entire screen. They seem to rotate a little sometimes as well.
They usally disappear within a second or two, or if I rotate the mouse left or right off screen and back again. I can't say it's a massive problem, but it does happen at least once a session. |
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02-11-2008, 01:42 AM | #1218 |
Re: EDuke32 thread
Yeah like it was said before, exactly the same happens to me, And I also have a new and very good graphic card.
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02-11-2008, 03:55 AM | #1219 |
Re: EDuke32 thread
I experienced this stuff when playing Piterplus jr.'s Moonbase episode with sd_duke. Blewing up the turrets and gibbing enemies sometimes spawned squares with the ground or wall texture.
My graphic card is not new at all ,it's a 64MB Radeon x600.
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02-11-2008, 04:46 AM | #1220 |
Re: EDuke32 thread
Maybe it has something to do with ATI cards? Because mine is also an ATI. Not sure about DT's or Spiker's though.
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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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02-11-2008, 09:25 AM | #1221 | |
Re: EDuke32 thread
Quote:
I'm not sure if gt1750 is talking about the same thing, since "spawning squares" sounds a little different.
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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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02-11-2008, 09:36 AM | #1222 |
Re: EDuke32 thread
NVIDIA GeForce 8400 GS
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02-11-2008, 12:04 PM | #1223 |
Re: EDuke32 thread
Mine is an NVIDIA GeForce 7600 GS. And I sometimes get the same problem you lot have been getting.
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02-11-2008, 02:53 PM | #1224 |
Re: EDuke32 thread
Well not exactly squares. It wasn't as wild as on your screenshot, but it was there. I'll try to grab a screen when I play Duke again.
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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02-11-2008, 03:06 PM | #1225 |
Re: EDuke32 thread
It think I know what you mean, actually. There is a model used in SD_Duke (or at least it used to be), "plane.md3", which is a simple plane used for smoke and blood effects. I've been using it too, and it definitely exhibits the problem sometimes.
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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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02-11-2008, 04:34 PM | #1226 |
Re: EDuke32 thread
I haven't noticed that glitch before.
I was trying hard to get that glitch with SD_Duke and WMD mods. After placing lots of monsters and shooting everywhere I noticed several times some huge debris models(I thing it was "scrap?.md3"). I happened only several times. Even though it was hard to get that, I could see that limits of sprites weren't reached, lots monsters and shooting just increase a chance of that glitch. It happens so rarely for me that I can't investigate it more. It looks like a random memory corruption but it would rather crash due dynamically allocated arrays. Is it that glitch or it's something another? How to increase a chance of glitch? |
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02-11-2008, 05:18 PM | #1227 |
Re: EDuke32 thread
I noticed it happening a lot in redrock.map using my latest (unreleased) version of DNWMD. That screenshot that I posted was from that map, and it happens a lot in that area near those boxes. I can't imagine why the map would have anything to do with it.
I am trying to make it happen less, even though I don't know what's causing it. I am replacing the plane.md3 model with a sprite. Also, when I change pitch and roll on models, instead of just adding to the number, I will check the number and if it is > 2047, I subtract 2048 first (in case overflow was causing a glitch).
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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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02-11-2008, 05:29 PM | #1228 |
Re: EDuke32 thread
I don't know what causes it, but I think I know how to make it stop:
set r_animsmoothing to 0.
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02-11-2008, 07:37 PM | #1230 | |
Re: EDuke32 thread
Quote:
Is there something else required to disable smoothing? Also, why would smoothing cause the models to become giant?
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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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02-12-2008, 07:13 PM | #1231 |
Re: EDuke32 thread
You can disable it altogether on your client using the command dood! mentioned. Can you reproduce those issues with smoothing disabled? The answer to that question will help me track the problem down.
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02-12-2008, 10:35 PM | #1232 |
Re: EDuke32 thread
I'm having trouble reproducing it at all right now, because I eliminated the model that it happened with most often. Maybe someone else who is using an older (i.e. released) version of one of the affected mods can try this?
Open the console and type: r_animsmoothing 0 You can tell if smoothing is disabled by going to a mirror (such as the one in E1L1) and switching the jetpack on and off. Without smoothing, Duke's legs move instantly.
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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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02-14-2008, 01:58 AM | #1233 |
Re: EDuke32 thread
Thread too large. Part 2 available here:
http://forums.3drealms.com/vb/showthread.php?t=30513 |
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