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#521 |
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Thanks for such an amazing port (EDUKE32) and for such retail-grade quality programming. I was playing EDUKE32 from a Ramdisk and was wondering why it took 8 seconds to load, but then found the option to turn off pre-caching. Loads instantly now, love it !
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#522 |
Re: EDuke32 snapshot thread
Here's a weird bug that i am having with the latest snapshot. I don't know what caused it.
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#524 |
Re: EDuke32 snapshot thread
That's impossible!
On an some what related note, after starting up a map the animation for the main menu's spinning nuke icon will throw in a random tile for 1 of the animations. This does not happen from the start and only happens after I play a map. Note I had deleted all that was left of any texture cache. (as far as I know)
Last edited by Chip; 04-14-2009 at 01:59 PM.
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#525 |
Re: EDuke32 snapshot thread
Ah, so im not the only one to get this. Generaly deleteing the cache will fix it (even though it comes back)
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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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#527 |
Re: EDuke32 snapshot thread
I get this occasionally on my work PC. Tends to happen when switching AA/AF modes (for prettying up screenshots). x800xt in that machine, and it tends to go away either by deleting the texcache or reverting my AA/AF settings back to what they were.
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#528 |
Re: EDuke32 snapshot thread
I am not using texture caching. So I never get this.
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#529 |
Re: EDuke32 snapshot thread
Minor changes to the startup window:
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#530 |
Re: EDuke32 snapshot thread
TerminX, why do you taunt us so?
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#531 |
Re: EDuke32 snapshot thread
What would happen if you checked the "polymer" box while starting the game in "1024 x 768 8-bit". Would the game let you do that or is that not possible?
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#532 |
Re: EDuke32 snapshot thread
It doesn't let you do that.
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#533 |
Re: EDuke32 snapshot thread
Wake up. Polymer is 32-bit exclusive. Stop living in the 8-bit world! Let's see some colors!
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#534 |
Re: EDuke32 snapshot thread
Pffft, that's nothing
![]() Spoiler:
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High Treason (My Website) (Second Site) (My YouTube) Punk's not dead - and nor is Duke! Ever get the feeling you are being ignored? |
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#535 |
Re: EDuke32 snapshot thread
^ haha you wish.
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#536 | |
Re: EDuke32 snapshot thread
Quote:
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Last edited by Dopefish7590; 04-15-2009 at 04:21 PM.
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#537 |
Re: EDuke32 snapshot thread
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live" |
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#538 |
Re: EDuke32 snapshot thread
Awesome cant wait.
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WGRealms.com |
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#539 |
Re: EDuke32 snapshot thread
where I can download this!?
in http://wiki.eduke32.com/stuff/ is the version from march 14th |
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#540 |
Re: EDuke32 snapshot thread
It hasnt been released yet, obviously.
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live" |
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#541 |
Re: EDuke32 snapshot thread
I feel happy TX listened my idea about the autoload folder
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#542 |
Re: EDuke32 snapshot thread
No, it's to make you get all excited.
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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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#543 |
Re: EDuke32 snapshot thread
For some reason I think that TerminX's old avatar would be very appropriate for Polymer.
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#544 |
Re: EDuke32 snapshot thread
Yeah, or he could loan it to Plagman.
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Tea Monster's web portfolio |
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#545 |
Re: EDuke32 snapshot thread
Plagman's should just say. "GOD"
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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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#546 |
Re: EDuke32 snapshot thread
[edit]
sorry to bother you
Last edited by supergoofy; 04-15-2009 at 09:49 PM.
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#547 |
Re: EDuke32 snapshot thread
Why are you requesting a feature that would do absolutely nothing?
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#548 |
Re: EDuke32 snapshot thread
I want a command that turns all of the fire hydrants into toilets.
...hey, it'll do something! |
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#549 | |
Re: EDuke32 snapshot thread
Quote:
Code:
onevent EVENT_GAME ifactor HYDRENT cactor TOILET endevent ![]()
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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.
Last edited by DeeperThought; 04-15-2009 at 09:39 PM.
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#550 |
Re: EDuke32 snapshot thread
Of course turn hydrants into toilets. After all, engineer is, well, an engineer
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#551 |
Re: EDuke32 snapshot thread
Requesting a key combination to remove the display of sprites in Mapster in 2D mode. If that also made them unable to be selected/copied it would be excellent too.
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#552 |
Re: EDuke32 snapshot thread
Isn't that already possible? I know it is in DOS Build.
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Roland SC-55 Music Packs Website - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
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#553 |
Building on Mac OS X
I have got EDuke32 to build on OS X. Here's the details:
System: Mac OS X 10.5.6 Xcode: 3.1.2 (non iPhone SDK) GCC: gcc version 4.0.1 (Apple Inc. build 5490) Get the EDuke32 sources from http://wiki.eduke32.com/stuff/eduke32_current.zip. My version is dated 2009-01-31. Also get http://wiki.eduke32.com/stuff/source...x_libs.tar.bz2. Extract both and place the "Apple" folder inside the EDuke32 source tree. Install SDL from MacPorts: libsdl libsdl-framework libsdl_mixer libsdl_mixer-framework Remember to create symlinks from the MacPorts install to /Library/Frameworks/ Changes summary: Changed the SDL paths to point to the MacPorts SDL location build/include/sdl_inc.h build/Makefile.shared Makefile Disable NOASM flags build/Makefile Force generation of PIC code (-fPIC) No RANCID_NETWORKING Makefile Changed type from int32_t to int build/include/osxbits.h The modifications are in the attached patch files. |
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#554 |
Re: EDuke32 snapshot thread
Turning on god mode while being shrunken causes EDuke32 to crash.
EDuke32 1.5.0devel 20090313 addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/ OS: Windows Vista (6.0.6001) Service Pack 1 Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/DukePlus/ Using group file 'duke3d.grp' as main group file. Using group file 'autoload/eduke32_mus.zip'. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'. Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (553002 bytes) Using DEF file: dukeplus.def. Wrote eduke32.cfg Wrote eduke32_binds.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (39364 bytes) Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes) Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes) DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER': DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else' DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes) Resizing code buffer to 32768*4 bytes Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes) Resizing code buffer to 65536*4 bytes Resizing code buffer to 131072*4 bytes DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT': DukePlus/dpcons/DUKEPLUS.CON:25542: warning: found `ifsound' outside of a local event. DukePlus/dpcons/DUKEPLUS.CON:25550: warning: found `ifsound' outside of a local event. Found 4 warning(s), 0 error(s). Resizing code buffer to 102016*4 bytes Script compiled in 79ms Compiled code size: 102008*4 bytes, version 1.4+ Pointer bitmap size: 12752 bytes 2778/11264 labels, 642/2048 variables 287/16384 quotes, 46 quote redefinitions 33/88 event definitions, 388 defined actors Initialized 32.0M cache Definitions file 'dukeplus.def' loaded. RTS file DUKE.RTS was not found Initializing OSD... Using keyboard layout 00000409 Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: USB Receiver * OTHER: USB Receiver * OTHER: USB Receiver Setting video mode 1280x1024 (8-bit fullscreen) Initializing music... Loading OpenAL32.DLL OpenAL Information: Version: 1.1 Vendor: Creative Labs Inc. Renderer: Software Initializing sound... Initializing MultiVoc... - 32 voices, 2560 byte mixing buffers Initializing DirectSound... - Primary buffer format: 2 ch, 44100Hz, 16 bits - Creating secondary buffer Executing "DukePlus/dp_binds.cfg" Setting video mode 1280x1024 (32-bit fullscreen) OpenGL Information: Version: 1.5.0 - Build 7.14.10.1437 Vendor: Intel Renderer: Intel 965/963 Graphics Media Accelerator Cache contains 132256 bytes of garbage data EOF: EDuke32 No cached tex for tile 137 pal 0. Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-606c-40, offset 0x17d5178e No cached tex for tile 137 pal 1. Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-616c-41, offset 0x17d54238 No cached tex for tile 137 pal 6. Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-666c-43, offset 0x17d569f2 No cached tex for tile 137 pal 247. Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-1576c-49, offset 0x17d59195 Cache time: 12922ms GOD MODE: ON Line 5421, cansee: Invalid sector
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#555 |
Re: EDuke32 snapshot thread
Maybe it crashed after you turned on god mode in that case, but it does not usually. I've done that lots of times when shrunken without crashing, and I did it again just now to be sure.
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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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#556 |
Re: EDuke32 snapshot thread
In Mapster32, since some build recently (not sure which one), walls now show a small line at the centre point, to show you where the halfway mark is on any given wall. I find this extremely helpfull, but there are some occasions where I really need to disable it, particularly when working with extremely small sectors - The halfway mark lines end up covering the small sectors, making moving them a bit of guesswork depending on where the cursor click decides to autosnap to first (doesn't seem to be pinpoint accurate all the time - I've had it grab points quite far away from the one I am targetting).
But yes, basically, is there any key combination in Mapster32 to disable that temporarily? |
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#557 |
Re: EDuke32 snapshot thread
Try "showheightindicators 0" in the console. Setting it to 1 will set it back to the default.
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#558 |
Re: EDuke32 snapshot thread
Eduke32 refuses to let me replace the second dethtoll.mid (the one that is defined for user maps) in the USER.con with an .ogg. All of my other defines work, but this one refuses to load ANY .ogg, it just loads the dethtoll.mid.
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live" |
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#559 |
Re: EDuke32 snapshot thread
I also experienced that .. for me it helped to switch the 3d resolution in mapster from 1650x1080 ws to 1024x768 4:3 ... maybe try this if you're also working with a widescreen.
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Nobody steals our chicks and lives ! |
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#560 |
Troubles compiling EDuke on Windows
Hey Guys,
Maybe someone can help me building EDuke on Windows. Here is what I did: - Get Microsoft Visual Studio 2008 Express (http://www.microsoft.com/express/download/) - Get Free MASM (http://www.masm32.com/) - Get the latest source (http://wiki.eduke32.com/stuff/source...c_20090131.zip) (without the latest diff) - Get OpenAL SDK (http://connect.creativelabs.com/open...L11CoreSDK.zip) - Get Ogg Vorbis SDK (http://www.vorbis.com/files/1.0.1/wi...2sdk-1.0.1.zip) - Get latest DirectX SDK, i.e. March 2009 (http://www.microsoft.com/downloads/d...displaylang=en) Then I installed all this stiff in relevant places. I had to modify the 2 MSVC Makefiles: The one in the top level folder: Code:
# EDuke32 Makefile for Microsoft NMake ... DXROOT=c:\code\dxsdk MSSDKROOT="C:\Program Files\Microsoft Visual Studio 9.0\VC PLATFORMSDK="C:\Program Files\Microsoft Visual Studio 9.0\VC\PlatformSDK VORBISROOT=c:\code\oggvorbis-win32sdk-1.0.1 ALROOT=C:\code\OpenAL ENGINEOPTS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL /DUSE_OPENAL /DRANCID_NETWORKING CC=cl AS=ml LINK=link /opt:nowin98 /nologo /opt:ref MT=mt CFLAGS= /MD /J /nologo $(flags_cl) \ /I$(ALROOT)\include /I$(INC) /I$(EINC)\ /I$(SRC)\jmact /I$(SRC)\jaudiolib /I$(MSSDKROOT)\include" /I$(PLATFORMSDK)\include" /I$(VORBISROOT)\include \ /DNOCOPYPROTECT /D "_CRT_SECURE_NO_DEPRECATE" -W2 $(ENGINEOPTS) \ /I$(DXROOT)\include /DRENDERTYPEWIN=1 LIBS=user32.lib gdi32.lib shell32.lib dxguid.lib winmm.lib wsock32.lib comctl32.lib \ /NODEFAULTLIB:libFLAC.lib /NODEFAULTLIB:glu32.lib /NODEFAULTLIB:LIBCMT.lib /NODEFAULTLIB:LIBCMTD.lib ... Code:
... DXROOT=c:\code\dxsdk MSSDKROOT="C:\Program Files\Microsoft Visual Studio 9.0\VC PLATFORMSDK="C:\Program Files\Microsoft Visual Studio 9.0\VC\PlatformSDK # ENETROOT=$(SRC)\enet ... LINK=link /opt:nowin98 /opt:ref /nologo CFLAGS=$(CFLAGS) /nologo /MD /J $(flags_cl) $(TARGETOPTS) /I$(INC) /I$(DXROOT)\include /I$(MSSDKROOT)\include" /I$(PLATFORMSDK)\include" # /I$(ENETROOT)\include" ASFLAGS=/nologo /coff /c EXESUFFIX=.exe !ifdef DEBUG CFLAGS=$(CFLAGS) /DDEBUGGINGAIDS !endif # the tools kextract$(EXESUFFIX): $(OBJ)\kextract.$o $(OBJ)\compat.$o $(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib $(MT) -manifest [email protected] -outputresource:$@ kgroup$(EXESUFFIX): $(OBJ)\kgroup.$o $(OBJ)\compat.$o $(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib $(MT) -manifest [email protected] -outputresource:$@ transpal$(EXESUFFIX): $(OBJ)\transpal.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o $(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib $(MT) -manifest [email protected] -outputresource:$@ wad2map$(EXESUFFIX): $(OBJ)\wad2map.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o $(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib $(MT) -manifest [email protected] -outputresource:$@ wad2art$(EXESUFFIX): $(OBJ)\wad2art.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o $(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib $(MT) -manifest [email protected] -outputresource:$@ ... Then I got it to build. However, when I launch the game, It crashed right from the beginning... I had to comment the Code:
G_PlayAnim("logo.anm",5); Code:
void CPlayRunSkipDump(uint8_t *srcP, uint8_t *dstP) Once commented, the game started but it's completely screwed ... Some textures are missing, I can't shoot at enemies even if they are right in fron of me, in fact it's really hard to describe. I can provide my eduke32.exe if anyone request. So I'm wondering what you guys use to build the game on windows, because the fact I had to change add the Vorbis/OpenAL in the Makefiles makes me think you're not using these to build your snapshots, or I got something wrong ... Can anyone help me ? Thanks
Last edited by tsug303; 04-18-2009 at 04:24 AM.
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