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Old 03-10-2007, 08:30 AM   #81
Mblackwell

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Re: EDuke32 thread
I only had that from one specific angle, and it goes away after a moment. Anyway, it's an improvement, and it makes our mod actually work without horrible display bugs.
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Old 03-10-2007, 11:15 PM   #82
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Re: EDuke32 thread
Quote:
Originally Posted by TerminX View Post
This snapshot does help with the problem of the cursor disappearing in mapster; now, if the model has an 8-bit tile, it will display that tile in the clipboard instead of trying to display the model. However, if there is only a dummytile command for the model with no 8-bit art, it still displays the model in the middle of the screen and the cursor disappears. Couldn't you have it put a little black box in the clipboard of the dimensions of the dummytile instead?
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Old 03-15-2007, 08:55 AM   #83
DeeperThought

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Re: EDuke32 thread
I have some midis that will play in Windows Media Player but will not play in game. They don't exceed the maximum size. Attached is an example of one that won't play (don't ask why I would want to use that ). If anyone has any theories as to why it won't play and/or what I can do about it, I'd appreciate it.

midi.rar
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Old 03-15-2007, 12:50 PM   #84
kaotic_oz

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Re: EDuke32 thread
Quote:
Originally Posted by DeeperThought View Post
I have some midis that will play in Windows Media Player but will not play in game. They don't exceed the maximum size. Attached is an example of one that won't play (don't ask why I would want to use that ). If anyone has any theories as to why it won't play and/or what I can do about it, I'd appreciate it.

Attachment 6981
Works for me.
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Old 03-15-2007, 01:14 PM   #85
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by kaotic_oz View Post
Works for me.
In that case, would you mind attaching the user.con you used to get it to work in-game? Also please let me know if you had to rename the file or anything like that. Thanks.
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Old 03-15-2007, 01:46 PM   #86
kaotic_oz

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Re: EDuke32 thread
I didn't rename the midi

Edit: Oh and please excuse the mess inside it... I haven't cleaned the garbage out of it.
Last edited by kaotic_oz; 03-28-2008 at 10:42 PM.
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Old 03-15-2007, 01:59 PM   #87
Reaper_Man

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Re: EDuke32 thread
Are there any logic loops (for, while, etc.) available? If not, are you planning on adding them into the language TX? I was testing some code that would go from about 150 lines to 10 if I could, for example:

Code:
state loopstate
    setvar i 0
    getactor[THISACTOR].extra maxspawn

    while i GREATERTHAN maxspawn:
        spawn LIZTROOP
        addvar i 1
    endwhile
ends
Not sure how well CONs would like actual operators, so operators defined as bitvalues like GREATERTHAN, LESSTHAN, EQUALTO, so on would be a suggestion.
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Old 03-15-2007, 02:28 PM   #88
TerminX

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Re: EDuke32 thread
There's a whilevarn and a whilevarvarn. You can also create loops by calling a state within itself.
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Old 03-15-2007, 02:41 PM   #89
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by kaotic_oz View Post
I didn't rename the midi

Edit: Oh and please excuse the mess inside it... I haven't cleaned the garbage out of it.
Thanks. It looks like the only thing you did differently is make it the music for E1L3 instead of E1L1. I wonder why that would matter? I won't be able to check until I get home from work.

@Reaper_Man: In case it isn't obvious, the syntax is

whilevarnvarn <var1> <var2>
{
// code
}

Edit: @Hunter_rus; n means "not equal". Maybe that's what you mean by "inverted"
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Last edited by DeeperThought; 03-15-2007 at 03:11 PM. Reason: left out the vars!
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Old 03-15-2007, 02:49 PM   #90
Hunter_rus

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Re: EDuke32 thread
I guess syntax is:
whilevarn <var> <num>
{
}

whilevarnvarn <var> <var>
{
}

n mean it is inverted.

But that should be tested for sure.
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Old 03-15-2007, 02:49 PM   #91
Reaper_Man

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Re: EDuke32 thread
As they are undocumented, going to assume that whilevarn is true if <var> is not equal to <number>, and same with whilevarvarn just with 2 variables? Also, will this run continously until whilevarn is false, like an actual loop?

(Whoops, late post.)
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Old 03-15-2007, 04:31 PM   #92
kaotic_oz

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Re: EDuke32 thread
Quote:
Originally Posted by DeeperThought View Post
Thanks. It looks like the only thing you did differently is make it the music for E1L3 instead of E1L1. I wonder why that would matter? I won't be able to check until I get home from work.
hmmm ill try having it E1L1 and see if it acts up on mine too.

Edit: nope it seems to work as E1L1's music aswell (but it was really funny to play with it ) while im at it I'll try a couple more things to try and replicate the issue.
Last edited by kaotic_oz; 03-15-2007 at 04:37 PM. Reason: update
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Old 03-15-2007, 08:24 PM   #93
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by kaotic_oz View Post
hmmm ill try having it E1L1 and see if it acts up on mine too.

Edit: nope it seems to work as E1L1's music aswell (but it was really funny to play with it ) while im at it I'll try a couple more things to try and replicate the issue.
I've got it working now and I have (sort of) discovered what is going on, and it appears to be Microsoft's fault.

Under the audio tab of the "sounds and audio devices" control panel is a place to select the MIDI playback device. Under the volume controls for this device is a volume control for MIDI playback. I discovered that the volume was turned all the way down, preventing ALL midis from being heard in game. When I turned the volume back up, the midis would play again. Nothing wrong with that, you say? Well, I found out that if I opened a midi in Windows Media Player, afterwards the MIDI volume would be turned all the way down again. When the volume is muted, the midis would still play in WMP, but not in EDuke32. I guess WMP ignores the device volume setting but EDuke32 does not. Anyway, this means if I use WMP to play a midi, I have to then manually turn the midi volume back up on my playback device in order to hear them in-game.
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Old 03-16-2007, 04:54 PM   #94
Hendricks266
Re: EDuke32 thread
I hope this bug hasn't been fixed already, but here it goes:

Any “loadgrp” commands after the first one do not work and put a warning into the log file (at least for Mapster32).
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Old 03-16-2007, 05:03 PM   #95
kaotic_oz

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Talking Re: EDuke32 thread
Quote:
Originally Posted by DeeperThought View Post
I've got it working now and I have (sort of) discovered what is going on, and it appears to be Microsoft's fault.

Under the audio tab of the "sounds and audio devices" control panel is a place to select the MIDI playback device. Under the volume controls for this device is a volume control for MIDI playback. I discovered that the volume was turned all the way down, preventing ALL midis from being heard in game. When I turned the volume back up, the midis would play again. Nothing wrong with that, you say? Well, I found out that if I opened a midi in Windows Media Player, afterwards the MIDI volume would be turned all the way down again. When the volume is muted, the midis would still play in WMP, but not in EDuke32. I guess WMP ignores the device volume setting but EDuke32 does not. Anyway, this means if I use WMP to play a midi, I have to then manually turn the midi volume back up on my playback device in order to hear them in-game.
Ahhh it looks like once again M$ screws something up. (glad you got it "fixed" though becouse I couldn't find any reason why it wasn't working)
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Old 03-17-2007, 10:31 PM   #96
Hendricks266
Re: EDuke32 thread
I'm not sure if this is a texcache issue or what (my system hasn't changed), but whenever I run EDuke32\Mapster32 in Polymost everything is rotated and mirrored. It's really hard to describe, so take a look at this pic:

Twisted.jpg

Also, in 8-Bit Classic mode, the colors onscreen will sometimes get all inverted like a neon sign, and I have to switch resolution\BPP back and forth for it to go away. Between the polymost glitch and this, it is getting pretty hard to play Duke.
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Old 03-17-2007, 11:54 PM   #97
TerminX

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Re: EDuke32 thread
The problem in the screenshot looks like your video card is defective. If you're not sure if it's a texcache issue, why don't you, you know, delete your texcache dir? The 8-bit problem is a bug that happens when you switch from Polymost to classic.
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Old 03-18-2007, 02:38 AM   #98
dcxboxfreak

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Re: EDuke32 thread
Quote:
Originally Posted by Hendricks266 View Post
I'm not sure if this is a texcache issue or what (my system hasn't changed), but whenever I run EDuke32\Mapster32 in Polymost everything is rotated and mirrored. It's really hard to describe, so take a look at this pic:

Attachment 7010

Also, in 8-Bit Classic mode, the colors onscreen will sometimes get all inverted like a neon sign, and I have to switch resolution\BPP back and forth for it to go away. Between the polymost glitch and this, it is getting pretty hard to play Duke.
I've also got that problem! When I play in polymost everything is mirorred and screwed up (what you see in the pic). When i play in 8-bit classic everything is fine and works perfectly. Please TerminX can you fix it, i wanna play in polymost again.
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Old 03-18-2007, 05:36 AM   #99
FXS
Re: EDuke32 thread
Hello,

Is it possible to rise the limit of "Camera"-Sprites to a higher value in E-Duke32?
My level has over 400 Camera-sprites, and the 100 last camera-sprites will crash eduke32 if a security-sreen is visible, after the screen was used.
http://home.debitel.net/user/franz-x..._balloon_b.zip

How much is the limit for the camera-sprites, i can use in eduke32?

Thanks for answer ahead.

bye,
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Old 03-18-2007, 06:27 AM   #100
FXS
Re: EDuke32 thread
Hello,

I think there is an other problem with the cameras, last week i had 387 cameras in my level, there was no crash with the cameras.
I removed in my current lelvel with the problem over 300 cameras to only 90 cameras, the security-screens crashes E-Duke32 again. Only some of the newest cameras have problems after the security-screen was used (Eduke don't crash by using, Eduke crashes after using, when the security-screen is visible as texture).

Thanks for reading and answers ahead.

bye,
FXS
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Old 03-18-2007, 08:40 AM   #101
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by dcxboxfreak View Post
I've also got that problem! When I play in polymost everything is mirorred and screwed up (what you see in the pic). When i play in 8-bit classic everything is fine and works perfectly. Please TerminX can you fix it, i wanna play in polymost again.
It might be helpful if you could identify when the problem started. What is the first snapshot where the problem occurs? Also, neither of you have said what kind of video card you are using.
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Old 03-18-2007, 10:38 AM   #102
dcxboxfreak

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Re: EDuke32 thread
I started with the lastest snapshot (20070309). My graphics card, or do i have to say chipset is: intel 82810E graphics controller (yeah i know it's crap.) but the previous snapshots didn't had this problem.
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Old 03-18-2007, 11:18 AM   #103
Hendricks266
Re: EDuke32 thread
Intel 82810E Integrated Graphics Card (32MB)? That's my exact card!

I think it started with the March 3rd snapshot, although it could've been the latest (March 9th) one.
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Old 03-18-2007, 11:23 AM   #104
dcxboxfreak

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Re: EDuke32 thread
yeah it could be that it was with the 20070303 snapshot, cuz i wasn't sure about it. I Hope it can be fixed!
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Old 03-18-2007, 01:14 PM   #105
Mr.Fibbles

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Re: EDuke32 thread
both of you have the same graphics card. . . . . .
that may be the issue since no one else is experiencing it. . .
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Old 03-22-2007, 03:31 AM   #107
Stu Redman

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Re: EDuke32 thread
Thank you !
Btw: I know that writing docu sucks, but couldn't we provide better feedback if you told us what you changed ?

Ah, I see. It tries to connect to eduke32.com now and just got blocked in my firewall. Em - this could be regarded as hostile behaviour nowadays I'm afraid... And there is no info in the log about the connection if it succeeds, only if it fails.
I do trust you that it is only to check for updates, but it still leaves some strange taste in my mouth...
Last edited by Stu Redman; 03-22-2007 at 04:10 AM.
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Old 03-22-2007, 07:26 AM   #108
Plagman

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Re: EDuke32 thread
This feature has been here for a while now. EDuke32 asks you if you want to check for new releases at startup when you first launch a version that has this functionality so I don't really see what your problem is.
Just set CheckForUpdates to 0 in your duke3d.cfg if you're uneasy with that.
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Old 03-22-2007, 08:18 AM   #109
Stu Redman

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Oh No Re: EDuke32 thread
You're right of course. What happened is that the update timer ran out just when I tried out the new snapshot. And when I run the old snapshot for cross checking, it didn't connect again, because it had just reset the timer.
And I had at some time clicked "ok", and forgot all about it. Sorry !
Behaviour as it is (first ask, then connect) is exactly as it should be.
I suppose it only searches for official releases, since the old snapshot doesn't tell about the new one available ?
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Old 03-22-2007, 08:26 AM   #110
TerminX

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Re: EDuke32 thread
Yeah, it only searches for official releases.
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Old 03-22-2007, 04:22 PM   #111
NightFright

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Re: EDuke32 thread
Hmmm... is it possible to add the "zadd" parameter for maphacks? This would be a great way to fix the flipped versions of #603 in Ep.3.

Syntax should be like:
sprite 592 angoff 768 zadd 20

(I found that zadd 20 is the correct value to get the flipped model to the floor, just like zadd -13 is needed to attach it to ceiling correctly via model definitions.)
Last edited by NightFright; 03-22-2007 at 06:02 PM.
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Old 03-22-2007, 08:20 PM   #112
DeeperThought

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Re: EDuke32 thread
The eventloadactor command seems to be broken in the latest snapshot. I have actors that use it, and behave differently depending on their hitags and lotags. This works fine with the previous snapshot, but now their hitag and lotag vars are not being set.
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Old 03-23-2007, 06:22 AM   #113
Tea Monster

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Re: EDuke32 thread
Quote:
Originally Posted by NightFright View Post
Hmmm... is it possible to add the "zadd" parameter for maphacks? This would be a great way to fix the flipped versions of #603 in Ep.3.

Syntax should be like:
sprite 592 angoff 768 zadd 20

(I found that zadd 20 is the correct value to get the flipped model to the floor, just like zadd -13 is needed to attach it to ceiling correctly via model definitions.)
The last two ceiling aligned models I have put into the game show similar problems. I think it is a problem with the game itself. You have to move the model way off its center point to get it to register correctly in the game if it is ceiling-aligned.

None of the floor-aligned sprite replacements seem to suffer from this.

This would explain why the slime babe works on floor alignment, but not on ceiling allignment.

I asked about this in a separate thread, but nobody has replied to it yet.
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Old 03-23-2007, 07:30 AM   #114
NightFright

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Re: EDuke32 thread
Errr... #603 wouldn't be displayed correcly ceiling-aligned, too, if it didn't use zadd -13 in characters.def, so it's messed up, too.

I would really appreciate the ability to use xadd, yadd and zadd in maphacks. There are quite a few models which need to be fixed.
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Old 03-24-2007, 08:46 AM   #116
DeeperThought

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Re: EDuke32 thread
With the latest snapshot, I'm seeing actors turning gradually, even though I am setting their angles to turn instantly. For example, I change an actor's angle by 1024, and it appears to rotate over a period of a second (even though it it moves in the correct direction right away). I can see how this could be nice for enemies in some cases, but it is already causing problems for me. I have actors which are moving platforms that the player stands on. They change direction by turning (usually 1024 degrees), but you are not supposed to be able to see them rotating. Also, I wonder what will happen with bots who turn and fire very quickly -- will they be shooting in a direction even though the they are rendered as not having turned that far yet?
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Old 03-24-2007, 09:02 AM   #117
NightFright

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Re: EDuke32 thread
Hmmm... When I shoot slimer eggs, they are rotating a bit the first time they're hit. Dunno if they did this b4 already, but now they do, that's for sure. *LOL*
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Old 03-24-2007, 09:10 AM   #118
Plagman

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Re: EDuke32 thread
It's just a rendering feature so the gameplay won't be affected in any way. It was designed to make the original enemies look better even though their code didn't do any smooth rotation/movement but it obviously will cause problems in certain cases. To disable it, type "cl_angleinterpolation 0" in the console. If non-zero, this cvar value will affect the speed of the actual interpolation (default is 50).
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Old 03-24-2007, 09:21 AM   #119
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by Plagman View Post
To disable it, type "cl_angleinterpolation 0" in the console. If non-zero, this cvar value will affect the speed of the actual interpolation (default is 50).
I need to be able to disable in cons. Is cl_angleinterpolation a member of the userdef struct, or what?
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Old 03-24-2007, 09:29 AM   #120
Plagman

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Re: EDuke32 thread
No, it's not.
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