Forum Archive

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

Notices

 
 
Thread Tools
Old 04-22-2005, 09:06 AM   #1
3D Master
Guest
Weird glitch hud models
I just finished E2L4, and in E2L5 the hud models are gone. You can still fire, and the pipe bomb suddenly falls, the devastator missiles fire, but there's just nothing there. A new game brings them back. Quit, restart and then load in E2L5 and they are still gone. Dnscotty from E2L5 to any level and they're back again, so I'm guessing they'll be back when I finish E2L5 and I arrive in E2L6, but am not sure of this. Will deliver report once I finish it, which will take a little while...

...I'm finishing up chapter 7 of my Duke FF over in the Duke Nukem forum which I will post later tonigh, and just decided to play a little piece as diner is almost ready. Anyway, anyone understand this? What it is? How it happened? And how to make sure it doesn't happen again - imagine this happening when all the weapons are models.
 
Old 04-22-2005, 09:08 AM   #2
Parkar

Parkar's Avatar
Re: Weird glitch hud models
You have just found another sprite 0 maphack. Since all hud sprites use sprite number 0 fixing the first sprie on the map ****s the weapons as well.

yeap, nv googles are sprite 0 as well. just reomve that line from the maphack to fix it.
Parkar is offline  
Old 04-22-2005, 10:57 AM   #3
3D Master
Guest
Re: Weird glitch hud models
Now a blue access mechanism is half in the wall and sticking out though, of course, I don't know if was doing that before I removed the hack.
 
Old 04-22-2005, 11:20 AM   #4
Parkar

Parkar's Avatar
Re: Weird glitch hud models
It most probably was since the hack that was the problem was a pair of nv goggles.
Parkar is offline  
Old 04-22-2005, 11:42 AM   #5
3D Master
Guest
Re: Weird glitch hud models
In that case, it needs another map hack, heh.
 
Old 04-30-2005, 11:49 AM   #6
Chip

Chip's Avatar
Re: Weird glitch hud models
And so, I stumble upon this thread to say there is another map hack in order "E3l...whatever" (Tier drops)
Chip is offline  
Old 05-06-2005, 11:03 AM   #7
crazyjoe17
Re: Weird glitch hud models
i have the solution to this whole problem.....just get eduke32 and edit it somehow...
crazyjoe17 is offline  
Old 05-06-2005, 11:48 AM   #8
Parkar

Parkar's Avatar
Re: Weird glitch hud models
Quote:
crazyjoe17 said:
i have the solution to this whole problem.....just get eduke32 and edit it somehow...
Edit what somehow? The map (wich one? (cant reditribute the maps anyway)) edit eduke32?
Parkar is offline  
Old 05-06-2005, 11:49 AM   #9
Parkar

Parkar's Avatar
Re: Weird glitch hud models
Quote:
Chip said:
And so, I stumble upon this thread to say there is another map hack in order "E3l...whatever" (Tier drops)
Could you perhaps be a bit more specific?
Parkar is offline  
Old 05-06-2005, 03:03 PM   #10
Chip

Chip's Avatar
Re: Weird glitch hud models
It has allready been explained.

But if you want to re-visit my original comments then click the link below.

http://forums.3drealms.com/ubbthreads/sh...p;page=0#838697
Chip is offline  
Old 05-06-2005, 03:17 PM   #11
Parkar

Parkar's Avatar
Re: Weird glitch hud models
Ok, then its been noticed already.
Parkar is offline  
Old 05-06-2005, 07:43 PM   #12
DukeAtomic
Guest
Re: Weird glitch hud models
OK I've read through this thread and I know what bug it is you're talking about (I get it on E1L2, and probably others but I haven't checked). So how exactly can you fix it? I've tried adding a sprite 0 line to the E1L2 map hack and it doesn't rotate the models at all. And without it, it doesn't work then either. I've also tested it on E1L1 and the models rotate properly, but it still doesn't affect E1L2 (not that I expected it to, but its just as well to check). Any help?
 
Old 05-06-2005, 07:51 PM   #13
Parkar

Parkar's Avatar
Re: Weird glitch hud models
You are suposed to remove any sprite 0 hacks not add them.
Parkar is offline  
Old 05-06-2005, 07:54 PM   #14
Dr. Kill

Dr. Kill's Avatar
Re: Weird glitch hud models
Quote:
Parkar said:
You are suposed to remove any sprite 0 hacks not add them.
how did those come about anyway, since they only mess things up.
Dr. Kill is offline  
Old 05-07-2005, 03:22 AM   #15
Parkar

Parkar's Avatar
Re: Weird glitch hud models
Probably cos they were made before there were any 3dmodels in the hud so no one noticed it. The pack was never realy tested that much after adding them so it was never noticed. Its this kind of stupid errors I woud like to avoid in the next version by having at least one week (preferably more) of just testing it before releaseing it.
Parkar is offline  
Old 05-07-2005, 08:11 PM   #16
DukeAtomic
Guest
Re: Weird glitch hud models
Ah I found it! There was one hidden away in the map hack between two other defs (for the same model).
 
Old 05-31-2005, 01:56 PM   #17
Awesoken

Awesoken's Avatar
Re: Weird glitch hud models
FYI: the "sprite 0 maphack" bug is fixed in the latest JonoF release (20050531). HUD models now use a separate animation state index from the world sprites, meaning you can safely re-enable the map hacks for sprite index 0.

There will still be issues when you have 2 or more HUD models on screen though. <font color="black">Advanced users only : ) To correct for this, I put a system in place so you can assign a unique id to each HUD function call (rotatesprite). Unfortunately, the hacks must be applied to the source code itself. First, you find the rotatesprite call that is drawing the HUD piece that you're interested in. Then, put this right before the call: "guniqhudid = 1;" ... or choose any unique number from 0 to MAXUNIQHUDID-1, but preferrably not 0 since that is the default. After the rotatesprite call, you should set guniqhudid back to 0.</font><font color="#666666">: )</font>
__________________
-Ken S.
Awesoken is offline  
Old 05-31-2005, 07:26 PM   #18
Killd a ton

Killd a ton's Avatar
Re: Weird glitch hud models
yay
__________________
hell-angel: "I would sig this if I had the room."

Duke 3D art to do list
New and improved.
Killd a ton is offline  
Old 06-05-2005, 06:02 PM   #19
TerminX

TerminX's Avatar
Re: Weird glitch hud models
Quote:
Awesoken said:
Advanced users only : ) To correct for this, I put a system in place so you can assign a unique id to each HUD function call (rotatesprite). Unfortunately, the hacks must be applied to the source code itself. First, you find the rotatesprite call that is drawing the HUD piece that you're interested in. Then, put this right before the call: "guniqhudid = 1;" ... or choose any unique number from 0 to MAXUNIQHUDID-1, but preferrably not 0 since that is the default. After the rotatesprite call, you should set guniqhudid back to 0.
Neat trick. I've now implemented it via CONs in EDuke32 -- I figured I might as well, considering I give direct access to rotatesprite anyway.
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 12:41 PM.

Page generated in 0.16574407 seconds (100.00% PHP - 0% MySQL) with 18 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.