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Old 12-15-2008, 09:31 AM   #81
NightFright

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Re: EDuke32 snapshot thread
Hail to the shrinkbug-termin-8r!
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Old 12-15-2008, 12:45 PM   #82
HellFire

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Re: EDuke32 snapshot thread
I have a question about Mapster32:
Why screenshots isnt affected by changing the brightness (F11)?? My map is very dark, when i put the Brightness to its maximum, the screenshot looked the same... Is there a way to make screenshots brighter ?
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Old 12-15-2008, 04:35 PM   #83
TerminX

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by HellFire View Post
I have a question about Mapster32:
Why screenshots isnt affected by changing the brightness (F11)?? My map is very dark, when i put the Brightness to its maximum, the screenshot looked the same... Is there a way to make screenshots brighter ?
Yeah, there's a way. It's called Photoshop.

Or GIMP, or Paint.NET, or whatever you want.
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Old 12-15-2008, 05:46 PM   #84
Dr. Kylstien
Re: EDuke32 snapshot thread
Will there be a source/diff release soon?
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Old 12-15-2008, 07:47 PM   #86
Vinsane

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Re: EDuke32 snapshot thread
Just to say you guys don't waste any time fixing things. Duke Nukem 3D has never been better! I hope some day somebody will hire and pay you for doing what you love to do. Wishing you all the best...
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Old 12-15-2008, 10:10 PM   #87
Hendricks266
Re: EDuke32 snapshot thread
TerminX, what's the syntax for the DEF 8-bit replacement?
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Old 12-15-2008, 10:19 PM   #88
TerminX

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Hendricks266 View Post
TerminX, what's the syntax for the DEF 8-bit replacement?
tilefromtexture 26 { file "pipebomb.gif" }
tilefromtexture 2573 { file "weaponpipebomb1.gif" }
tilefromtexture 2574 { file "weaponpipebomb2.gif" }
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Old 12-17-2008, 03:51 AM   #89
Harlock
Re: EDuke32 snapshot thread
It's been a long time since i last logged into this forum. I see there has been tremendous progress and i wanted to thank all the people involved in making this old classic even better than it already was. I really appreciate all the time and effort put into eduke32, which i will play for a long time to come for sure.

Harlock
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Old 12-17-2008, 04:06 AM   #90
TerminX

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Harlock View Post
It's been a long time since i last logged into this forum. I see there has been tremendous progress and i wanted to thank all the people involved in making this old classic even better than it already was. I really appreciate all the time and effort put into eduke32, which i will play for a long time to come for sure.

Harlock
Thanks! Words of encouragement make me feel better about all the time I waste coding this shit.
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Old 12-17-2008, 06:23 AM   #91
NightFright

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Re: EDuke32 snapshot thread
At least it's good shit, if that comforts you in any way...
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Old 12-17-2008, 09:46 AM   #92
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by NightFright View Post
At least it's good shit, if that comforts you in any way...
He already knows it's good shit, what he wants to know is that people actually give a shit about the good shit. Also, encouragement means a lot more coming from someone who plays the game.
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Old 12-17-2008, 10:39 AM   #93
Hendricks266
Re: EDuke32 snapshot thread
Shit happens.

Quote:
Originally Posted by TerminX View Post
tilefromtexture 26 { file "pipebomb.gif" }
tilefromtexture 2573 { file "weaponpipebomb1.gif" }
tilefromtexture 2574 { file "weaponpipebomb2.gif" }
I know there's another command to set animation, but within this code could you do something like this, so that EDITART is truly, 100% obsolete?

Code:
tilefromtexture 26 { file "pipebomb.gif" xoffset 3 yoffset -2 transfix }
With the offsets being the shifting of the display tile and transfix replacing all instances of the fullbright pink with the transparent pink.
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Old 12-17-2008, 11:16 AM   #94
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
He already knows it's good shit, what he wants to know is that people actually give a shit about the good shit. Also, encouragement means a lot more coming from someone who plays the game.
Well, if he would accept donations already (which ive asked about before) I think he would find out how good it is.

The donations could be used to pay for eduke32.com because im sure that isn't free? Or what ever the hell he wants to spend it on.
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Old 12-17-2008, 12:32 PM   #95
Hendricks266
Re: EDuke32 snapshot thread
I think eduke32.com is run off of SourceForge, and wiki.eduke.com is run off of Plagman's French server.

But it probably still cost(s) money for the domain name.
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Old 12-17-2008, 05:39 PM   #96
TerminX

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Hendricks266 View Post
Shit happens.



I know there's another command to set animation, but within this code could you do something like this, so that EDITART is truly, 100% obsolete?

Code:
tilefromtexture 26 { file "pipebomb.gif" xoffset 3 yoffset -2 transfix }
With the offsets being the shifting of the display tile and transfix replacing all instances of the fullbright pink with the transparent pink.
I'll have to dig into the code for editart to figure out how the offsets are stored, but it should be possible. I think they're stored in the same variable as the tile animation information so I'll probably have to adjust the functionality of animtilerange in order to get them working together.

Oh, and I do accept donations... PayPal any money the wrecked economy hasn't ass-raped you for to [email protected]. Anyone wanna help fix my overdrawn bank account? Yay for having to sell more stocks that are already falling.
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Old 12-17-2008, 05:51 PM   #97
TerminX

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Re: EDuke32 snapshot thread
Okay, the offset thing seems to work. Not gonna add the "transfix" portion as color 255 is already set to any area in the source image that is transparent.
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Old 12-18-2008, 09:54 PM   #98
ilovefoxes
Re: EDuke32 snapshot thread
Loved that tile thing. But the first thing that come to my mind is how the game get used with repeated colors, especially the glow colors.
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Old 12-18-2008, 10:35 PM   #99
DeeperThought

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Re: EDuke32 snapshot thread
Code:
case CON_IFPINVENTORY:
    {
        insptr++;
        j = 0;
        switch (*insptr++)
        {
        case GET_STEROIDS:
            if (g_player[g_p].ps->steroids_amount != *insptr)
                j = 1;
            break;
        case GET_SHIELD:
            if (g_player[g_p].ps->shield_amount != g_player[g_p].ps->max_shield_amount)
                j = 1;
            break;
        case GET_SCUBA:
            if (g_player[g_p].ps->scuba_amount != *insptr) j = 1;
            break;
ifpinventory GET_SHIELD is hardcoded to ignore the value you put in and use the max shield amount. I guess this bug probably goes back to the original source, but if it doesn't it should definitely be fixed.

It messed me up because I wanted to do an inventory hack using the shield for a mod that uses only 1.5 CON commands.
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Old 12-19-2008, 12:43 AM   #100
ilovefoxes
Re: EDuke32 snapshot thread
1) At least that doesn't apply to SHIELD actor, since:
Quote:
addinventory GET_SHIELD PIG_SHIELD_AMOUNT1
2) If you are not using SHIELD actor, why can't you just...?
Quote:
Getplayer[THISACTOR]... TEMP
addinventory GET_SHIELD 0
addvar TEMP 50
setplayer[THISACTOR]... TEMP
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Old 12-19-2008, 01:34 AM   #101
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by ilovefoxes View Post
1) At least that doesn't apply to SHIELD actor, since:
2) If you are not using SHIELD actor, why can't you just...?
As I said, I am coding for a mod that uses only the old 1.5 commands. That means no gamevars, no get/set, no eduke commands at all. And even if the ifpinventory command were fixed, it would be of no use because the mod has to work in DOS Duke and all ports. So the player just won't have any special abilities related to his armor amount.
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New map effects and various optional extras for Duke 3D.

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Old 12-19-2008, 02:04 AM   #102
The Commander

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Re: EDuke32 snapshot thread
I don't think this bug warrants a new thread.

If you use gametextz, gametext ect and try to make it display a quote that isnt defined it just crashes Eduke32 and demands I send you my cons instead of giving an error or warning on start up.

e.g.

state displaygunlist
gametextz 2822 52 100 1040 0 7 16 0 0 xdim ydim 65536
gametextz 2822 52 108 1041 0 7 16 0 0 xdim ydim 58250
gametextz 2822 52 116 1042 0 7 16 0 0 xdim ydim 58250
gametextz 2822 52 124 1043 0 7 16 0 0 xdim ydim 58250
gametextz 2822 52 132 1044 0 7 16 0 0 xdim ydim 58250
gametextz 2822 52 140 1045 0 7 16 0 0 xdim ydim 58250
ends

definequote 1040 PISTOL
definequote 1041 SHOTGUN
definequote 1042 MACHINE GUN
definequote 1043 ROCKET LAUNCHER
definequote 1044 FLAME THROWER
definequote 1055 ARMOUR

(it is ment to be 1045, but this is how I came across it.)

Maybe it could be fixed to give an error at startup instead of during gameplay?
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Last edited by The Commander; 12-19-2008 at 02:06 AM.
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Old 12-19-2008, 02:42 AM   #103
TerminX

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Re: EDuke32 snapshot thread
Blame that one on Hunter_rus... it's actually supposed to be a "soft" error that gets printed in the console instead of something that crashes the game, but he didn't add the relevant code to skip past the last parameter of gametextz in the case of an error. It'll be fixed in the next snapshot.
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Old 12-19-2008, 03:00 AM   #104
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Blame that one on Hunter_rus... it's actually supposed to be a "soft" error that gets printed in the console instead of something that crashes the game, but he didn't add the relevant code to skip past the last parameter of gametextz in the case of an error. It'll be fixed in the next snapshot.
I actually noticed it a few months back but never botherd to say any thing to be honest, just that it happend to me again because of my laziness in typing numbers.
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Old 12-19-2008, 11:51 AM   #105
DeeperThought

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Re: EDuke32 snapshot thread
It turns out that disabling move flags on dead enemies has some undesirable side effects for flying enemies. Even the original actors are affected: Octabrains used to float slowly to the ground when killed, now they drop like stones. My RECONDP became frozen in air when killed, instead of crashing. I have at least two other mods with a similar actor. There's a good possibility of there being other mods with enemies that are supposed to move when killed (e.g. getting knocked backwards or into the air, or ships crashing).

I know the change was intended to fix an HRP problem, but that problem is fixed in Duke Plus, SD_Duke, and other mods, and fixing it only involves an extremely trivial modification to the original cons.
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Old 12-19-2008, 04:32 PM   #106
NightFright

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Re: EDuke32 snapshot thread
I am playing with latest snapshot and noticed that the E1L5 Battlelord is still always facing the player after death, while the Battlelord sentries from later episodes seem to be fixed. I'm not using any mod BTW (no SD_Duke, no Dukeplus or the like).
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Old 12-20-2008, 02:14 AM   #107
ilovefoxes
Re: EDuke32 snapshot thread
I guess that is because "strength 0" is only used in dead mini-Battlelord.
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Old 12-20-2008, 09:21 AM   #108
Hendricks266
Re: EDuke32 snapshot thread
The problem is in the AI command, afair. It's something like “ai AIBOSS1DEAD faceplayer”. The faceplayer needs to be removed from CONs.
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Old 12-21-2008, 02:02 AM   #109
DeeperThought

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Re: EDuke32 snapshot thread
I just noticed that the addammo command is hardcoded to switch the player to the pistol when adding pistol ammo if he is using mighty boot. I guess they figured the player was too dumb to do it himself. Kind of annoying if you have modded mighty boot to be a serious weapon. I can work around it, though.
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Old 12-21-2008, 02:09 AM   #110
ilovefoxes
Re: EDuke32 snapshot thread
Quote:
Originally Posted by Hendricks266 View Post
The problem is in the AI command, afair. It's something like “ai AIBOSS1DEAD faceplayer”. The faceplayer needs to be removed from CONs.
Yes, but in this case I am saying this because TerminX tried to fix it and now is only happening with miniboss.

I also had problems with that, but I won't expeculate on how to fix it, TerminX may think on something better than me...
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Old 12-22-2008, 10:09 AM   #111
supergoofy

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Re: EDuke32 snapshot thread
Confirmed Bug:

Lets say that you decide to set Hires Texture Quality to max. You have to delete textures and textures.cache files, otherwise you have wrong textures displayed in various cases (wrong textures on the flour etc. etc.).
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Old 12-22-2008, 06:26 PM   #112
NightFright

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Re: EDuke32 snapshot thread
Something strange, though not really disturbing I noticed with recent builds:

If you end an episode and the game returns to the Duke3D intro screen, it will show a rather random texture in fullscreen size before, e.g. #1217 (broken coke machine) - but it could be anything else. Maybe it has to do with the game not switching back to the intro screen properly, or an issue with texture caching. The effect will only be visible for a few seconds, anyway. After that, everything returns back to normal.
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Old 12-22-2008, 07:20 PM   #113
SolidSnake2017
Re: EDuke32 snapshot thread
New here but have been playing for a long while. I have been having alot of problems with software or 8bit mode. Switching to it from 32-bit causes the game to crash and starting in 8-bit I get alot of slowdown with full screen effects like when getting injured. I recently upgraded my video card and can run it witha ll the settings on high in 32-bit so it must be a software issue.
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Old 12-22-2008, 08:39 PM   #114
TerminX

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Re: EDuke32 snapshot thread
Post a log or I don't really care.
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Old 12-23-2008, 02:46 AM   #115
Sobek

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by supergoofy View Post
Confirmed Bug:

Lets say that you decide to set Hires Texture Quality to max. You have to delete textures and textures.cache files, otherwise you have wrong textures displayed in various cases (wrong textures on the flour etc. etc.).
Fairly certain that's not a bug per se, that's how it acted with the previous texcache system too. If you changed drivers or videocard (or a few other things that I recall doing but have no idea what they were), the texcache directory would need to be flushed. Something to do with alternating texture storage / cache formats?

Anyway, I'm pretty sure that's just 'how it is'.
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Old 12-23-2008, 03:53 AM   #116
supergoofy

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Re: EDuke32 snapshot thread
I think there should be an option in eduke32 to flash the textures cache.
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Old 12-23-2008, 06:05 AM   #117
TerminX

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Re: EDuke32 snapshot thread
The cache gets flushed when the texture quality is changed. I'll add in a call to polymost_glreset() and actually delete the files as well just to make sure.
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Old 12-26-2008, 01:53 PM   #118
Orcus
Cool Re: EDuke32 snapshot thread
Originally Posted by TerminX
Try windowed mode. Vista seems to have some problems with running the software renderer in fullscreen mode, and Intel's GL driver is generally crap so it's blacklisted in EDuke32. However, you can try setting the BUILD_FORCEGL environment variable to force usage of the driver anyway. If BUILD_FORCEGL works for you, type "glinfo" in the console and post your log again -- that way, I can add an exception to the blacklist for your specific driver version.

I forced the driver and it works! The number of resolutions I can choose from is however limited.

This is my output of glinfo:

OpenGL Information:
Version: 2.0.0 - Build 7.15.10.1576
Vendor: Intel
Renderer: Intel 965/963 Graphics Media Accelerator
Maximum anisotropy: 2.0
BGRA textures: supported
Non-x textures: supported
Texure compression: supported
Clamp-to-edge: supported
Multisampling: not supported
Nvidia multisample hint: not supported
ARBfp fragment programs: supported
Depth textures: supported
Shadow textures: supported
Frame Buffer Objects: supported
Rectangle textures: supported
Multitexturing: supported
env_combine: supported
Vertex Buffer Objects: supported
Extensions:
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_blend_color GL_EXT_abgr
GL_EXT_texture3D GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap GL_EXT_draw_range_elements
GL_SGIS_texture_lod GL_EXT_rescale_normal
GL_EXT_packed_pixels GL_EXT_separate_specular_color
GL_ARB_multitexture GL_EXT_texture_env_combine
GL_EXT_bgra GL_EXT_blend_func_separate
GL_EXT_secondary_color GL_EXT_fog_coord
GL_EXT_texture_env_add GL_ARB_texture_cube_map
GL_ARB_transpose_matrix GL_ARB_texture_env_add
GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays
GL_NV_blend_square GL_ARB_texture_compression
GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic
GL_ARB_texture_border_clamp GL_ARB_point_parameters
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc
GL_ARB_shadow GL_ARB_window_pos
GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_ARB_vertex_program GL_EXT_texture_rectangle
GL_ARB_fragment_program GL_EXT_stencil_two_side
GL_ATI_separate_stencil GL_ARB_vertex_buffer_object
GL_EXT_texture_lod_bias GL_ARB_occlusion_query
GL_ARB_fragment_shader GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two
GL_ARB_vertex_shader GL_NV_texgen_reflection
GL_ARB_point_sprite GL_EXT_blend_equation_separate
GL_ARB_depth_texture GL_ARB_texture_rectangle
GL_ARB_draw_buffers GL_ARB_pixel_buffer_object
GL_WIN_swap_hint GL_EXT_framebuffer_object
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Old 12-26-2008, 08:15 PM   #119
TerminX

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Re: EDuke32 snapshot thread
http://wiki.eduke32.com/stuff/eduke32_current.zip

Press backspace to activate textured 2D mode in Mapster32.
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Old 12-26-2008, 10:32 PM   #120
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
http://wiki.eduke32.com/stuff/eduke32_current.zip

Press backspace to activate textured 2D mode in Mapster32.


EDIT: I take it it doesnt display user art? ( DEF defined )
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