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#1 |
Guest
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Warnings in Eduke32
Hi folks,
my copy of eduke32 runs perfectly well but at loading it put a couple of warnings in the log, they're about the actor ORGANTIC and the state pigshootenemystate. In both there are references to a missing "if" with an "else" or something like this... Please help me to fix this problem...if it is a problem. Thank you! ![]()
Last edited by j smith; 03-21-2009 at 05:51 AM.
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#2 |
Re: Warnings in Eduke32
It isn't a problem and everyone will see this if they are using the original cons supplied with DN. If you are are just a casual Duke gamer you don't have anything to worry about.
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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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#3 |
Guest
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Re: Warnings in Eduke32
ehm...i'm not a casual gamer...could you explain me what i've to change in my con file to fix this?...i'm not a newbie...talk straight also in technical terms...
and also i've noted that the same couple of warnings appear when i start some expansion (i've them all: dc-nwinter-caribbean-thegate etc.)...but there are other names of actors and state...but always two: one state and one actor with missing if or else
Last edited by j smith; 03-21-2009 at 06:23 AM.
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#4 |
Re: Warnings in Eduke32
They are only warnings in the original con code when it was made by 3DR, it does not effect the gameplay in anyway. It's that the Eduke32 con compiler is more advanced and picks up on "other" things that the original con compiler could not. There is no point in fixing these warnings as it would just cause you more trouble than its worth in the long run. (if you intended to play online ect)
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#5 |
Guest
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Re: Warnings in Eduke32
OK! Thank you very much!
...and keep up the good work with DTA! |
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#6 |
Re: Warnings in Eduke32
Those particular warnings are resolved at compile time and the extra nonsense bytecode they would produce is discarded before running the game. The result of compilation should be the same whether the offending code from the original script is removed or not.
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