04-05-2009, 04:07 PM | #481 |
Re: EDuke32 snapshot thread
Me and some other gentlemen have been testing an upcoming TC online (those somewhat involved or enlightened can guess which one), but - strangely - it keeps going out of sync for no apparent reason. Therefore I humbly bring to this fair thread the following question: Is it possible to have the EDuke32 make more detailed reports of sync errors? If you know what I mean.
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04-05-2009, 04:16 PM | #482 |
Re: EDuke32 snapshot thread
is the tc/mod you are talking the WG mod ?
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04-05-2009, 04:29 PM | #483 |
Re: EDuke32 snapshot thread
Try the -debugsync command line parameter. This increases the sync information in each packet from 1 byte to 6 bytes and splits the sync errors up into the following categories:
player positions player horiz/health/view bobbing counter actor sprite positions projectile sprite positions sector effector sprite positions/angle/tags/wall positions/sector ceiling and floor positions random number generator values Be aware that the added data might cause lag if your connections to each other are poor. |
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04-05-2009, 04:36 PM | #484 |
Re: EDuke32 snapshot thread
Nope, it's something even better!
Anyway thanks for the suggestion TerminX! Hopefully not to be continued ('cause that would mean the issue is fixed)..
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04-05-2009, 05:03 PM | #485 |
Re: EDuke32 snapshot thread
yeah, those should help alot Thanks!
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04-06-2009, 11:36 AM | #486 |
Re: EDuke32 snapshot thread
Anyone having issues with saving using March 13 snapshot? When I choose save option ingame, the game wouldn't produce a savegame file, thus making quicksave/quickload non-functional. This goes for original Duke3D campaign as well as for mods.
It's basically the same issue Radar1013 posted earlier on, btw. Just with March 13 snapshot this time.
Last edited by NightFright; 04-06-2009 at 11:52 AM.
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04-06-2009, 12:47 PM | #487 |
Re: EDuke32 snapshot thread
working for me. and also F9 loads ok last savegame
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04-06-2009, 02:16 PM | #488 |
Re: EDuke32 snapshot thread
OK, deleting eduke32.cfg and reconfiguring the game seems to do the trick. No idea what went wrong.
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04-06-2009, 02:45 PM | #489 |
Re: EDuke32 snapshot thread
Probably a bad ModDir setting.
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04-06-2009, 04:35 PM | #490 |
Re: EDuke32 snapshot thread
Possibly. I am using ProAsm's PlayDuke launcher (v6.2). However, this also happened when directly running eduke32.exe. Deleting cfg file solved the problem in both cases.
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04-06-2009, 06:41 PM | #491 |
Re: EDuke32 snapshot thread
Because i keep listening about people that have problems to run Dukeplus without HRP (they turn off hires textures and everything gets screwed up), i thought about this:
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04-06-2009, 07:43 PM | #492 |
Re: EDuke32 snapshot thread
That's not a bad idea.
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04-06-2009, 09:45 PM | #493 |
Re: EDuke32 snapshot thread
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04-07-2009, 03:47 AM | #494 |
Re: EDuke32 snapshot thread
For a few years people were constantly begging for more modern graphics and 100% functional ROR support in Eduke32. And now it seems it's just a matter of days now when they get it.
So what would be useful apart from that to make this great game even better? Avi support? Proper colision detection? Anything else? |
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04-07-2009, 04:33 AM | #495 |
Re: EDuke32 snapshot thread
There is no way it would be .AVI best option is Theora. (as it uses Vorbis for the sound codec so that is an added bonus)
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04-07-2009, 04:36 AM | #496 |
Re: EDuke32 snapshot thread
Sloped sprites ?
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04-07-2009, 05:54 AM | #497 |
Re: EDuke32 snapshot thread
Collision detection
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04-07-2009, 05:55 AM | #498 |
Re: EDuke32 snapshot thread
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04-07-2009, 08:01 AM | #499 |
Re: EDuke32 snapshot thread
Great idea..that's what I've been missing ever since...!
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04-07-2009, 08:06 AM | #500 |
Re: EDuke32 snapshot thread
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04-07-2009, 08:16 AM | #501 |
Re: EDuke32 snapshot thread
If we had that, we wouldn't even need ROR It'd probably be easier to work with as well.
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04-07-2009, 10:26 AM | #502 |
Re: EDuke32 snapshot thread
Before seeing how the "not yet implemented" RoR is done in Mapster, that's a little too early to say I guess...
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04-07-2009, 12:58 PM | #503 |
Re: EDuke32 snapshot thread
Just make a two polygon model for the sprite you want to be sloped?
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I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
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04-07-2009, 01:04 PM | #504 |
Re: EDuke32 snapshot thread
What about the people who don't know the first thing about modeling?
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Last edited by Radar1013; 04-07-2009 at 01:39 PM.
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04-07-2009, 01:10 PM | #505 |
Re: EDuke32 snapshot thread
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04-07-2009, 01:21 PM | #506 |
Re: EDuke32 snapshot thread
Make a two polygon model and change the pitch/yaw/roll in the scripts?
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I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
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04-07-2009, 01:49 PM | #507 |
Re: EDuke32 snapshot thread
Ah, come on, you know that's not good enough. You won't be able to see the sloping in mapster, so you will constantly have to check in game, which would make building a real pain. Also, the model would not block correctly -- we want the sloped sprites to block like they were sloped floors/ceilings. Plus, you would only be able to use the textures that were defined as skins for the model(s).
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04-07-2009, 04:56 PM | #508 |
Re: EDuke32 snapshot thread
Which isn't exactly hard...
Defining skins that is. In the end it's a decent alternative for most usages, even though it's not a permanent one. I could care less about sloped sprites though, what I want is box collision detection in addition to the spherical detection currently present. There are ways to fake it but none of them are good. On top of that it would be nice to have proper collision so if for instance I made a door out of a sprite/model and made it open it would properly collide with the player. Again, there are ways to fake it but it would be nice to have the reality.
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I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
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04-07-2009, 05:23 PM | #509 |
Re: EDuke32 snapshot thread
But what if you want keep it 8-bit? (by which I mean not using models or hi-res textures, just doing things like we used to before all this 3D stuff came into play..)
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04-07-2009, 06:22 PM | #510 |
Re: EDuke32 snapshot thread
The Sloped sprites idea is good. Getting 8bits polymost back (for real perspective and correct spritework visualization). But mainly, mainly i really hope the transparent tiles clipping issue gets fixed (at least in Polymer).
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04-10-2009, 12:23 AM | #511 |
Re: EDuke32 snapshot thread
I want to use CON code to make sounds play with an echo (the map effect described here), but this doesn't seem to be possible.
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04-10-2009, 01:42 AM | #512 | |
Re: EDuke32 snapshot thread
Quote:
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04-10-2009, 08:31 AM | #513 | |
Re: EDuke32 snapshot thread
Quote:
All I was asking for is something the engine already does.
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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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04-10-2009, 03:45 PM | #514 |
Re: EDuke32 snapshot thread
What about 3D skyboxes that are drawn in the map?
Find someway to designate a group of sectors/sprites as being part of the skybox. Maybe use a hi/lo tag or some other kind of flag. As for letting it know where to draw the skybox: Create a tile that's designated "skybox" or something and the renderer looks for any walls ceilings with that texture and it renders the skybox. This would really add to the immersion and would allow for great detail in the sky/landscape. I also envision having moving sectors to act as planes/ships flying overhead. |
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04-10-2009, 04:06 PM | #515 |
Re: EDuke32 snapshot thread
Unnecessary. Just find a good skybox online or create your own.
edit: d'oh okay, Jblade already explained to me that I was confusing skyboxes with environment maps. Then why does everyone refer to environment maps as Skyboxes, damnit
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Last edited by Sang; 04-10-2009 at 04:24 PM.
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04-10-2009, 04:45 PM | #516 |
Re: EDuke32 snapshot thread
What reapertk is talking about is "skyportals". Or "3D Skybox".
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I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus
Last edited by Mblackwell; 04-10-2009 at 04:49 PM.
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04-10-2009, 05:40 PM | #517 |
Re: EDuke32 snapshot thread
Yes I was already explained that (in a private chat) Nothing to see here!
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04-10-2009, 06:03 PM | #518 |
Re: EDuke32 snapshot thread
I just thought of another way it could be done. You create your skybox in mapster and save it as "whatever".map and then have something that pairs your skybox map with the maps you want to use it in. The engine could render the skybox from the starting position marked in the skybox map file.
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04-13-2009, 04:56 AM | #519 |
Re: EDuke32 snapshot thread
I have been trying to build this on Mac OS X 10.5.6, running Xcode 3.1.2 (gcc 4.0.1). It fails with a linker error:
Code:
ld: absolute addressing (perhaps -mdynamic-no-pic) used in _stripcolorcodes from eobj/libengine.a(osd.o) not allowed in slidable image Code:
Built object ../eobj/lzf_d.o Built object ../eobj/md4.o /var/folders/0M/0M-d2mP8Gwa+yiRo46YWaU+++TI/-Tmp-//cchnxVMq.s:158:non-relocatable subtraction expression, "_osdfmt" minus "L00000000005$pb" /var/folders/0M/0M-d2mP8Gwa+yiRo46YWaU+++TI/-Tmp-//cchnxVMq.s:158:symbol: "L00000000005$pb" can't be undefined in a subtraction expression /var/folders/0M/0M-d2mP8Gwa+yiRo46YWaU+++TI/-Tmp-//cchnxVMq.s:157:non-relocatable subtraction expression, "_osdtext" minus "L00000000005$pb" /var/folders/0M/0M-d2mP8Gwa+yiRo46YWaU+++TI/-Tmp-//cchnxVMq.s:157:symbol: "L00000000005$pb" can't be undefined in a subtraction expression /var/folders/0M/0M-d2mP8Gwa+yiRo46YWaU+++TI/-Tmp-//cchnxVMq.s:unknown:Undefined local symbol L00000000005$pb Failed building ../eobj/osd.o from src/osd.c! make[1]: *** [../eobj/osd.o] Error 1 make: *** [enginelib] Error 2 Cheers! |
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04-13-2009, 12:03 PM | #520 |
Re: EDuke32 snapshot thread
alright, I just tested the debugsync thing - what does the movecount number represent?
EDIT: Also, what's the significance when it's just the host who goes out of sync? (using master/slave here) I was playing with Geoffrey and Sang - I went out of sync and the debug lines told me it was related to a random thing, but those 2 had no out of sync messages.
Last edited by Jblade; 04-13-2009 at 12:14 PM.
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