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Old 04-05-2009, 04:07 PM   #481
Sang

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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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Old 04-05-2009, 04:16 PM   #482
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Re: EDuke32 snapshot thread
is the tc/mod you are talking the WG mod ?
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Old 04-05-2009, 04:29 PM   #483
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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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Old 04-05-2009, 04:36 PM   #484
Sang

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by supergoofy View Post
is the tc/mod you are talking the WG mod ?
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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Old 04-05-2009, 05:03 PM   #485
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Re: EDuke32 snapshot thread
yeah, those should help alot Thanks!
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Old 04-06-2009, 11:36 AM   #486
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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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Old 04-06-2009, 12:47 PM   #487
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Re: EDuke32 snapshot thread
working for me. and also F9 loads ok last savegame
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Old 04-06-2009, 02:16 PM   #488
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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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Old 04-06-2009, 02:45 PM   #489
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Re: EDuke32 snapshot thread
Probably a bad ModDir setting.
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Old 04-06-2009, 04:35 PM   #490
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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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Old 04-06-2009, 06:41 PM   #491
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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:
Attached Images
File Type: jpg nuevo eduke32.JPG (32.4 KB, 79 views)
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Old 04-06-2009, 07:43 PM   #492
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Re: EDuke32 snapshot thread
That's not a bad idea.
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Old 04-06-2009, 09:45 PM   #493
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by gambini View Post
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:
Yeah that was me. How about map selection or command line addendum too?
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Old 04-07-2009, 03:47 AM   #494
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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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Old 04-07-2009, 04:33 AM   #495
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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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Old 04-07-2009, 04:36 AM   #496
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Spiker View Post
....

So what would be useful apart from that to make this great game even better? Avi support? Proper colision detection? Anything else?
Sloped sprites ?
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Old 04-07-2009, 05:54 AM   #497
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Re: EDuke32 snapshot thread
Collision detection
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Old 04-07-2009, 05:55 AM   #498
moggimus

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Puritan View Post
Sloped sprites ?
Second on that one.
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Old 04-07-2009, 08:01 AM   #499
soulmate

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Puritan View Post
Sloped sprites ?
Great idea..that's what I've been missing ever since...!
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Old 04-07-2009, 08:06 AM   #500
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Puritan View Post
Sloped sprites ?
Another thing asked about for ages...
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Old 04-07-2009, 08:16 AM   #501
Sang

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Puritan View Post
Sloped sprites ?
If we had that, we wouldn't even need ROR It'd probably be easier to work with as well.
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Old 04-07-2009, 10:26 AM   #502
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Sang View Post
If we had that, we wouldn't even need ROR It'd probably be easier to work with as well.
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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Old 04-07-2009, 12:58 PM   #503
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Re: EDuke32 snapshot thread
Just make a two polygon model for the sprite you want to be sloped?
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Old 04-07-2009, 01:04 PM   #504
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Re: EDuke32 snapshot thread
What about the people who don't know the first thing about modeling?
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Old 04-07-2009, 01:10 PM   #505
Spiker

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Mblackwell View Post
Just make a two polygon model for the sprite you want to be sloped?
I think we would like to apply slopes to the original tiles and at any angle we want, not just one.
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Old 04-07-2009, 01:21 PM   #506
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Re: EDuke32 snapshot thread
Make a two polygon model and change the pitch/yaw/roll in the scripts?
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Old 04-07-2009, 01:49 PM   #507
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Mblackwell View Post
Make a two polygon model and change the pitch/yaw/roll in the scripts?
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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Old 04-07-2009, 04:56 PM   #508
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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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Old 04-07-2009, 05:23 PM   #509
Sang

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Mblackwell View Post
Just make a two polygon model for the sprite you want to be sloped?
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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Old 04-07-2009, 06:22 PM   #510
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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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Old 04-10-2009, 12:23 AM   #511
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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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Old 04-10-2009, 01:42 AM   #512
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
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.
I also want to expand on this with being able to change the pitch of individual sounds, currently it seems I can only change the pitch of all sounds playing at once. (this is needed to make engine rev sounds ect.)
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Old 04-10-2009, 08:31 AM   #513
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by The Commander View Post
I also want to expand on this with being able to change the pitch of individual sounds, currently it seems I can only change the pitch of all sounds playing at once. (this is needed to make engine rev sounds ect.)
Actually, you can change the pitch of an individual sound (by changing the player's pitch, starting the sound, then changing the player's pitch back to normal). What you want is to change the pitch of the sound while it is being played.

All I was asking for is something the engine already does.
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Old 04-10-2009, 03:45 PM   #514
ReaperTK
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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Old 04-10-2009, 04:06 PM   #515
Sang

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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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Old 04-10-2009, 04:45 PM   #516
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Re: EDuke32 snapshot thread
What reapertk is talking about is "skyportals". Or "3D Skybox".
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Old 04-10-2009, 05:40 PM   #517
Sang

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Re: EDuke32 snapshot thread
Yes I was already explained that (in a private chat) Nothing to see here!

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Old 04-10-2009, 06:03 PM   #518
ReaperTK
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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Old 04-13-2009, 04:56 AM   #519
kyvlle
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
Removing all instances of -fno-pic from Makefile and build/Makefile, it also fails. This time:
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
Seems to me like there's a problem with relocatable code. Any ideas on fixing this?

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Old 04-13-2009, 12:03 PM   #520
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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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