12-15-2008, 09:31 AM | #81 |
Re: EDuke32 snapshot thread
Hail to the shrinkbug-termin-8r!
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12-15-2008, 12:45 PM | #82 |
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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|NG|HellFire - Duke Nukem Brasil: www.dukenukem.com.br
Last edited by HellFire; 12-15-2008 at 12:51 PM.
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12-15-2008, 04:35 PM | #83 | |
Re: EDuke32 snapshot thread
Quote:
Or GIMP, or Paint.NET, or whatever you want. |
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12-15-2008, 05:46 PM | #84 |
Re: EDuke32 snapshot thread
Will there be a source/diff release soon?
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12-15-2008, 07:06 PM | #85 |
Re: EDuke32 snapshot thread
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12-15-2008, 07:47 PM | #86 |
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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My Duke Videos: "Duke Nukem in Geico Commercal" "Duke's Day Off" "Duke Nukem Animated Test" With me as the voice of Duke! Duke Nukem's "I Am Forever" Speech |
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12-15-2008, 10:10 PM | #87 |
Re: EDuke32 snapshot thread
TerminX, what's the syntax for the DEF 8-bit replacement?
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12-15-2008, 10:19 PM | #88 |
Re: EDuke32 snapshot thread
tilefromtexture 26 { file "pipebomb.gif" }
tilefromtexture 2573 { file "weaponpipebomb1.gif" } tilefromtexture 2574 { file "weaponpipebomb2.gif" } |
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12-17-2008, 03:51 AM | #89 |
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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12-17-2008, 04:06 AM | #90 | |
Re: EDuke32 snapshot thread
Quote:
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12-17-2008, 06:23 AM | #91 |
Re: EDuke32 snapshot thread
At least it's good shit, if that comforts you in any way...
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12-17-2008, 09:46 AM | #92 |
Re: EDuke32 snapshot thread
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.
__________________
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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12-17-2008, 10:39 AM | #93 | |
Re: EDuke32 snapshot thread
Shit happens.
Quote:
Code:
tilefromtexture 26 { file "pipebomb.gif" xoffset 3 yoffset -2 transfix } |
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12-17-2008, 11:16 AM | #94 | |
Re: EDuke32 snapshot thread
Quote:
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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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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12-17-2008, 12:32 PM | #95 |
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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12-17-2008, 05:39 PM | #96 | |
Re: EDuke32 snapshot thread
Quote:
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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12-17-2008, 05:51 PM | #97 |
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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12-18-2008, 09:54 PM | #98 |
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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12-18-2008, 10:35 PM | #99 |
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; 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.
__________________
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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12-19-2008, 12:43 AM | #100 | ||
Re: EDuke32 snapshot thread
1) At least that doesn't apply to SHIELD actor, since:
Quote:
Quote:
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12-19-2008, 01:34 AM | #101 |
Re: EDuke32 snapshot thread
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.
__________________
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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12-19-2008, 02:04 AM | #102 |
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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12-19-2008, 02:42 AM | #103 |
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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12-19-2008, 03:00 AM | #104 | |
Re: EDuke32 snapshot thread
Quote:
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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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12-19-2008, 11:51 AM | #105 |
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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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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12-19-2008, 04:32 PM | #106 |
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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12-20-2008, 02:14 AM | #107 |
Re: EDuke32 snapshot thread
I guess that is because "strength 0" is only used in dead mini-Battlelord.
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12-20-2008, 09:21 AM | #108 |
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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12-21-2008, 02:02 AM | #109 |
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.
__________________
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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12-21-2008, 02:09 AM | #110 | |
Re: EDuke32 snapshot thread
Quote:
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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12-22-2008, 10:09 AM | #111 |
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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12-22-2008, 06:26 PM | #112 |
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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12-22-2008, 07:20 PM | #113 |
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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12-22-2008, 08:39 PM | #114 |
Re: EDuke32 snapshot thread
Post a log or I don't really care.
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12-23-2008, 02:46 AM | #115 | |
Re: EDuke32 snapshot thread
Quote:
Anyway, I'm pretty sure that's just 'how it is'. |
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12-23-2008, 03:53 AM | #116 |
Re: EDuke32 snapshot thread
I think there should be an option in eduke32 to flash the textures cache.
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12-23-2008, 06:05 AM | #117 |
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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12-26-2008, 01:53 PM | #118 |
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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12-26-2008, 08:15 PM | #119 |
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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12-26-2008, 10:32 PM | #120 | |
Re: EDuke32 snapshot thread
Quote:
EDIT: I take it it doesnt display user art? ( DEF defined )
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything!
Last edited by The Commander; 12-26-2008 at 10:37 PM.
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