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Old 02-14-2008, 01:58 AM   #1
ADM

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EDuke32 thread part 2
The original thread was getting too big. Original thread is here:
http://forums.3drealms.com/vb/showthread.php?t=25577

Links:
Website: http://www.eduke32.com/
Wiki: http://wiki.eduke32.com/
Downloads: http://www.eduke32.com/downloads
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Old 02-14-2008, 08:12 PM   #2
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Re: EDuke32 thread part 2
Latest snapshots:
http://wiki.eduke32.com/stuff
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Old 02-14-2008, 08:43 PM   #3
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Re: EDuke32 thread part 2
Yeah, good thing you posted that. It's really dumb how the latest snapshots don't show up on the eDuke32 homepage.
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Old 02-14-2008, 09:11 PM   #4
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Re: EDuke32 thread part 2
They aren't official, hence why they don't show up on the main page.

Is there going to be a real official release soon? The last snapshot came with a source, so I assume you are almost there as far as final release.
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Old 02-17-2008, 03:02 AM   #5
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Re: EDuke32 thread part 2
This is what WGDM4.map looks like with the latest EDuke32 snapshot when using polymost:



Classic mode looks fine. There is nothing wrong with the map. Other maps are affected, too. Ignore the hud stuff from my mod; this happens in normal cons too. This is an old bug that was fixed a while ago, I thought, but it seems to have come back with a vengeance.
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Old 02-17-2008, 07:14 AM   #6
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Re: EDuke32 thread part 2
That happens because the tile #94 has a x/y center offset. It can be fixed in EDuke32/mapster32.
(Signed char x&y offset - EDITART key: '`', Arrows to adjust.)

It would look better in polymost if it were a skybox anyway.
Last edited by Hunter_rus; 02-17-2008 at 07:32 AM. Reason: "94 tile" -> "tile #94"
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Old 02-17-2008, 10:49 AM   #7
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Re: EDuke32 thread part 2
Hey TerminX,
If it's not too much trouble, would you please consider adding the OpenAL hack as a selectable feature in Eduke32?

Thanks in advance.
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Old 02-17-2008, 11:37 AM   #8
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Re: EDuke32 thread part 2
These OpenAL snapshots broke some things in the game by replacing sound engine by improper implementing this feature. I'm saying that because I am aware of the drawbacks. Also it isn't recommend to use these snapshots because they are based on very old source code.

I started a new sound/music project with proper OpenAL, OGG support by scratch. It is being developed by me. The good thing is, I've set this project as the main task and I'm not going to give up. The bad thing is just a bad thing.

At the current time there is no proper high quality sound/music support(and didn't before). You have to wait for a proper support.

EDIT
I can release the source code of the OpenAL snapshot by request(it's not closed). But the new sound/music project isn't based on it.
Last edited by Hunter_rus; 02-17-2008 at 11:40 AM.
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Old 02-17-2008, 04:22 PM   #9
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Re: EDuke32 thread part 2
Quote:
Originally Posted by Hunter_rus View Post
These OpenAL snapshots broke some things in the game by replacing sound engine by improper implementing this feature. I'm saying that because I am aware of the drawbacks. Also it isn't recommend to use these snapshots because they are based on very old source code.

I started a new sound/music project with proper OpenAL, OGG support by scratch. It is being developed by me. The good thing is, I've set this project as the main task and I'm not going to give up. The bad thing is just a bad thing.

At the current time there is no proper high quality sound/music support(and didn't before). You have to wait for a proper support.

EDIT
I can release the source code of the OpenAL snapshot by request(it's not closed). But the new sound/music project isn't based on it.


Will the Low Pitch Echo problem be fixed when it's released?

Also, will it be put into the next official snapshot?
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Old 02-17-2008, 04:30 PM   #10
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Re: EDuke32 thread part 2
This sound/music project hasn't(and won't) problem with the Low Pitch Echo.

It will it be put into the EDuke32 when it's done. I don't think it will be in THE NEXT EDuke32 snapshot because it may not be ready.
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Old 02-17-2008, 07:13 PM   #11
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Re: EDuke32 thread part 2
Quote:
Originally Posted by Hunter_rus View Post
That happens because the tile #94 has a x/y center offset. It can be fixed in EDuke32/mapster32.
(Signed char x&y offset - EDITART key: '`', Arrows to adjust.)

It would look better in polymost if it were a skybox anyway.
Here is an example of a map that uses a skybox (tile 80) and has the same problem. Except in this case, classic mode works, polymost with the HRP works, but it is completely broken in polymost without the HRP. The skybox does not have an x/y offset.

BETATWO.rar
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Old 02-18-2008, 02:20 AM   #12
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Re: EDuke32 thread part 2
This is another problem.
This tile has no x/y center offset but the ceiling has the y-panning of 251(press F7 on the sector). This shouldn't be screwed up but it's the second bug related to parallax. I think both problem have stayed for a long time.
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Old 02-18-2008, 02:50 AM   #13
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Re: EDuke32 thread part 2
Quote:
Originally Posted by Hunter_rus View Post
I think both problem have stayed for a long time.
Have they? Well, at any rate, I'm noticing them now because I'm trying to put together a release of a mod, and it seems like I'm swimming in problems
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Old 02-18-2008, 02:51 AM   #14
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Re: EDuke32 thread part 2
Quote:
Originally Posted by Hunter_rus View Post
That happens because the tile #94 has a x/y center offset.
This is unrelated.

I've fixed both of these sky problems. Expect the next snapshot.
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Old 02-18-2008, 07:55 AM   #16
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Re: EDuke32 thread part 2
I'm sorry for my unclear posts in this thread connected with the parallax bugs.
The reason I said that is, it was stated that the coders were aware about the problem a while ago so that I didn't expect the problem to be solved that fast. I didn't know that Plagman was working at it.

I decided to explain why it happened and how to bypass the problems. But I should have stated explicitly that the problems weren't solved and I wasn't going to fix them. I'll pay more attention to what I'm saying then how I'm saying.

Hopefully Plagman fixed them, you can forget about my suggestions.
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Old 02-18-2008, 03:34 PM   #17
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Re: EDuke32 thread part 2
There's no problem with anything you said, don't worry. I was just pointing out that, as far as I knew, the tile #94 sky problem didn't have anything to do with it having ART center offsets (and apparently it doesn't have any).
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Old 02-18-2008, 08:28 PM   #18
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Re: EDuke32 thread part 2
What's new, TerminX?
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Old 02-18-2008, 08:35 PM   #19
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Re: EDuke32 thread part 2
WB Cipher,
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Old 02-19-2008, 06:43 PM   #20
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Re: EDuke32 thread part 2
There's a new problem in the sky. Check out E4L1: the sky doesn't move any more using 8bit art with polymost (edited due to Commander's post).

Someone has also reported (but I have not confirmed), that:

- the shading of some maps now looks very irregular in polymost mode.
- if you try to see a sprite or a mask (transparent or not) behind a transparent mask or sprite they disappear once in a while
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Last edited by DeeperThought; 02-19-2008 at 07:28 PM.
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Old 02-19-2008, 06:49 PM   #21
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Re: EDuke32 thread part 2
I have a question/request, probably brought up before, for mapster32.

When mapping and choosing to use masks, blocked walls (quite a few) or walls using the number 2 to have seperate textures above and below, is it possible to tell / code mapster NOT to copy these attributes to new walls?

It actually makes mapping really annoying when every new sector has a masked wall, blocked wall or you find out the bottom texture can't be resized because "2" is applied to the top part.

Unless someone has an idea how to avoid this happening (other than leaving that stuff to last)

Cheers.
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Old 02-19-2008, 07:17 PM   #22
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Re: EDuke32 thread part 2
Quote:
Originally Posted by DeeperThought View Post
There's a new problem in the sky. Check out E4L1: the sky doesn't move any more (in both 8bit and HRP).
I just tested this and the sky does move in 8bit but doesnt in HRP which I think it never has. This was using the latest snapshot and an older snapshot as well.
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Old 02-19-2008, 07:26 PM   #23
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Re: EDuke32 thread part 2
Quote:
Originally Posted by The Commander View Post
I just tested this and the sky does move in 8bit but doesnt in HRP which I think it never has. This was using the latest snapshot and an older snapshot as well.
Try it in 8-bit polymost. It works in classic but not polymost.

EDIT: Run the game without using the HRP and turn on polymost. That's what I meant by "8-bit polymost".
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Last edited by DeeperThought; 02-19-2008 at 07:29 PM.
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Old 02-19-2008, 07:36 PM   #24
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Re: EDuke32 thread part 2
Yes, now it makes sense. Most likely a rendering problem due to being able to see up to high and down and the texture gets all stuffed up.
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Old 02-19-2008, 07:57 PM   #25
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Re: EDuke32 thread part 2
Ok, I just reinstalled Windows XP Home edition onto my computer after a fresh format... But I am having quite a large problem.

Eduke32 won't even run.

What I have done ever scince the format:

1) Installed Windows normally.
2) Installed SP2
3) Got IE7
4) Got Duke and Dukonnector and tried running Eduke32
5) Saw error
6) Installed latest DirectX
7) Tried again
8) Same error
9) Got new OpenGL
10) Same error
11) Posted problem here


Specs on this PC are:
256 MB RAM
700 MB Page file
Intel Pentium 4 running @ 1.8Ghz No overclocking
DirectX 9.0c
ATI Radeon 7000/ Radeon VE on AGP with 32 MB

Screenshot is attached

Edit: I think I found the problem... Under "dxdiag" on the sound tab, the whole thing is blank, nothing installed.
Attached Images
File Type: jpg Help.jpg (93.8 KB, 31 views)
Last edited by Dopefish7590; 02-19-2008 at 08:00 PM.
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Old 02-19-2008, 08:17 PM   #26
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Re: EDuke32 thread part 2
yeah, DX would help
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Old 02-19-2008, 08:54 PM   #27
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Re: EDuke32 thread part 2
And one more thing... I've gone back to the previous snapshot for now because of frequent crashes with the latest one. The crashes seem to be random and the log provides no useful information. I know that's not a proper bug report, but I thought I would mention it anyway.
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Old 02-19-2008, 09:08 PM   #28
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Re: EDuke32 thread part 2
@ dopefish: have you updated you audio drivers?
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Old 02-19-2008, 09:23 PM   #29
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Re: EDuke32 thread part 2
One of my map (one as i known of) did that stretchy mask trail going infinity toward the sky.

I adapt one of my map to it by replacing the 1 side mask (1 and `) by a window thingy and it removed the problem.
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Old 02-19-2008, 09:44 PM   #30
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Re: EDuke32 thread part 2
You can get the panning sky back on E4L1 by typing r_parallaxskypanning 1 in the console. Keep in mind this will screw the sky on BETATWO.MAP up again unless you also use r_parallaxskyclamping 0 (which will make the sky repeat upwards, which looks stupid).
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Old 02-20-2008, 10:41 AM   #31
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Irritated Re: EDuke32 thread part 2
Quote:
Originally Posted by Mr.Fibbles View Post
@ dopefish: have you updated you audio drivers?
No clue where to get the drivers.
Its just an onboard card, Windows update doesn't seem to find it... Neither does Install new hardware or anything else I've tried.

@Commander: I have DX, just not a sound card driver.
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Old 02-20-2008, 12:53 PM   #32
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Re: EDuke32 thread part 2
You did not mention your motherboard.
Get make and Chipset number off the board and check with Google.
The sound drivers are always part of the mobo drivers.
I also recently reformated with Xp pro and all I did was copy the Duke3d.grp file into the eduke folder and everything worked 100% except the sound which was a minor duke3d.cfg problem.
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Old 02-20-2008, 01:11 PM   #33
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Re: EDuke32 thread part 2
Quote:
Originally Posted by DeeperThought View Post
And one more thing... I've gone back to the previous snapshot for now because of frequent crashes with the latest one. The crashes seem to be random and the log provides no useful information. I know that's not a proper bug report, but I thought I would mention it anyway.
It's a serious bug. Being aware of the changes, I think this bug report isn't going to be much helpful for the coders. You should provide enough information so that the coders would be able to reproduce the crash.
When does it crashes? Does it crashes on the certain maps? With standard CONs? Without HRP? In classic mode?

@ Dopefish7590
The failed "DirectSoundCreate" function in the DSOUND.DLL file. It seems to be rather a driver problem than a DirectSound problem because I doubt that this file is broken. I'm not sure though.
Does other DirectSound games work properly?
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Old 02-20-2008, 01:43 PM   #34
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Re: EDuke32 thread part 2
Sounds do not work in Windows. Period. No games have sound or anything. Eduke32 works without sound enabled, but not with.

@ Proasm
I will check my motherboard for a number.
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Old 02-20-2008, 02:01 PM   #35
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Re: EDuke32 thread part 2
Get thee to Device manager! Start- RHM click on 'My Computer' - hardware - Device manager

check for yellow exclamation marks and questions marks.

go to MB manufacturer's (or system manufacturer's ) website and get the WinXP sound drivers for your board/system.
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Old 02-20-2008, 02:41 PM   #36
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Re: EDuke32 thread part 2
Already done, no marks in Device Manager... And an easier way to get to the Device Wanager is by holding the Windows button and pressing "Pause/Break". then going to the Hardware tab.

Also, Im still @ school. I need to wait until I get home before doing this MoBo driver search. See my previous post directed at Proasm.
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Old 02-20-2008, 03:18 PM   #37
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Re: EDuke32 thread part 2
My MoBo came with all sorts of software (I never use) including stuff from RealTek which is where I go for my Audio drivers (had to update them recently).

I am still not sure why a crash that did not exist previously appears when a new driver is available. That makes no sense, unless games are aware that there are new drivers available. . .
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Old 02-20-2008, 04:36 PM   #38
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Re: EDuke32 thread part 2
Quote:
Originally Posted by Dopefish7590 View Post
Sounds do not work in Windows. Period. No games have sound or anything. Eduke32 works without sound enabled, but not with.

@ Proasm
I will check my motherboard for a number.
You need to go into your BIOS settings when you start your computer and turn onboard sounds on. Ive had this problem before and this is what I had to do to fix it.
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Old 02-20-2008, 05:28 PM   #39
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Re: EDuke32 thread part 2
Heh, I didn't think about the BIOS, I'll give that a try.
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Old 02-20-2008, 06:12 PM   #40
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Re: EDuke32 thread part 2
Quote:
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Heh, I didn't think about the BIOS, I'll give that a try.
Ill be interested to know if this fixed it or not.
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