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Old 01-11-2009, 04:48 PM   #161
ilovefoxes
Re: EDuke32 snapshot thread
I have a question... how does a model know the offset of the weapon bobbing? Does it use a structure member (such as gun_pos), or does the angle is affected over models draw onscreen depending of the x-y?
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Old 01-11-2009, 05:07 PM   #162
Hendricks266
Re: EDuke32 snapshot thread
This showed up in my log file, default CONs:

Code:
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (36013 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
The first one is caused by the order of the else statements.

Code:
actor ORGANTIC TURRETSTRENGTH
  ifcount 48
    resetcount
  else
  {
    ifcount 32
    sizeto 32 32
  }
  else 
    ifcount 16
    {
      sizeto 48 18
      ifpdistl 2048
      {
        sound TURR_ATTACK
        addphealth -2
        palfrom 32 16
      }
    }
  ifhitweapon
  {
    ifdead
    {
      addkills 1
      sound TURR_DYING
      guts JIBS5 10
      killit
    }
    sound TURR_PAIN
    break
  }
  ifrnd 1
    soundonce TURR_ROAM
enda
The second one is a valid error. There is an “ifcansee” statement at the beginning of the state, but it is commented out, so there is nothing “else” to do.

Congratulations. Every default set of CON files, from v1.3D to WWII GI produces warnings in the .log file.

In addition, the uppercase bluefont B always shows up as a different texture corruption, and mirrors show the wooden backdrop for an instant before rendering correctly.
Last edited by Hendricks266; 01-11-2009 at 05:17 PM.
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Old 01-11-2009, 05:18 PM   #163
TerminX

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Re: EDuke32 snapshot thread
The code you posted contains a valid error in it--you might want to actually give it a read. ifcount 48 { do something } else { do something } else ifcount 16 { do something that can never happen, ever }

Mirrors will always show something other than the reflection for the first frame of visibility, it's just how they are. The texture problem is still being investigated.
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Old 01-12-2009, 09:04 AM   #164
Hendricks266
Re: EDuke32 snapshot thread
Hmm. I did read it, and I thought that it was just the attempt to keep things from happening afterwards. Would it work if the third else statement was moved in front of the first?
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Old 01-12-2009, 10:16 AM   #165
ilovefoxes
Re: EDuke32 snapshot thread
The correct would be:
Code:
  ifcount 48
    resetcount
  else
    ifcount 32
      sizeto 32 32
  else 
    ifcount 16
    {
      sizeto 48 18
      ifpdistl 2048
      {
        sound TURR_ATTACK
        addphealth -2
        palfrom 32 16
      }
    }
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Old 01-13-2009, 10:59 AM   #166
HellFire

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Re: EDuke32 snapshot thread
Hey i have 2 problems. I dont know if i did something wrong or if its a bug/limitation of polymost:
1- I defined a new tint as pallette 33:

Code:
tint { pal 33 red 255 green 255 blue 255 flags 1 }
I dont know why, but it only do the effect in the models, not in the hires textures. Then i changed it to pallette 3 and it worked perfect. Is it a bug or a limitation that dont allows you to define tints higher than 25/ or whatever is the "max" number?

I changed to this to work:
Code:
tint { pal 3 red 255 green 255 blue 255 flags 1 }
2- I defined an animated texture that have 29 frames and used the animtilerange comand, it worked fine. Then i defined another animated texture that have 130 frames, and it dont worked. They are defined right because all frames show in mapster, but the animation dont works.
Here is the code used:
Code:
dummytilerange 5662 5791 128 128

texture 5662 { pal 0 { file "data/textures/5662.tga" } }

texture 5663 { pal 0 { file "data/textures/5663.tga" } }

texture 5664 { pal 0 { file "data/textures/5664.tga" } }

texture 5665 { pal 0 { file "data/textures/5665.tga" } }

texture 5666 { pal 0 { file "data/textures/5666.tga" } }

texture 5667 { pal 0 { file "data/textures/5667.tga" } }

texture 5668 { pal 0 { file "data/textures/5668.tga" } }

texture 5669 { pal 0 { file "data/textures/5669.tga" } }

texture 5670 { pal 0 { file "data/textures/5670.tga" } }

texture 5671 { pal 0 { file "data/textures/5671.tga" } }

texture 5672 { pal 0 { file "data/textures/5672.tga" } }

texture 5673 { pal 0 { file "data/textures/5673.tga" } }

texture 5674 { pal 0 { file "data/textures/5674.tga" } }

texture 5675 { pal 0 { file "data/textures/5675.tga" } }

texture 5676 { pal 0 { file "data/textures/5676.tga" } }

texture 5677 { pal 0 { file "data/textures/5677.tga" } }

texture 5678 { pal 0 { file "data/textures/5678.tga" } }

texture 5679 { pal 0 { file "data/textures/5679.tga" } }

texture 5680 { pal 0 { file "data/textures/5680.tga" } }

texture 5681 { pal 0 { file "data/textures/5681.tga" } }

texture 5682 { pal 0 { file "data/textures/5682.tga" } }

texture 5683 { pal 0 { file "data/textures/5683.tga" } }

texture 5684 { pal 0 { file "data/textures/5684.tga" } }

texture 5685 { pal 0 { file "data/textures/5685.tga" } }

texture 5686 { pal 0 { file "data/textures/5686.tga" } }

texture 5687 { pal 0 { file "data/textures/5687.tga" } }

texture 5688 { pal 0 { file "data/textures/5688.tga" } }

texture 5689 { pal 0 { file "data/textures/5689.tga" } }

texture 5690 { pal 0 { file "data/textures/5690.tga" } }

texture 5691 { pal 0 { file "data/textures/5691.tga" } }

texture 5692 { pal 0 { file "data/textures/5692.tga" } }

texture 5693 { pal 0 { file "data/textures/5693.tga" } }

texture 5694 { pal 0 { file "data/textures/5694.tga" } }

texture 5695 { pal 0 { file "data/textures/5695.tga" } }

texture 5696 { pal 0 { file "data/textures/5696.tga" } }

texture 5697 { pal 0 { file "data/textures/5697.tga" } }

texture 5698 { pal 0 { file "data/textures/5698.tga" } }

texture 5699 { pal 0 { file "data/textures/5699.tga" } }

texture 5700 { pal 0 { file "data/textures/5700.tga" } }

texture 5701 { pal 0 { file "data/textures/5701.tga" } }

texture 5702 { pal 0 { file "data/textures/5702.tga" } }

texture 5703 { pal 0 { file "data/textures/5703.tga" } }

texture 5704 { pal 0 { file "data/textures/5704.tga" } }

texture 5705 { pal 0 { file "data/textures/5705.tga" } }

texture 5706 { pal 0 { file "data/textures/5706.tga" } }

texture 5707 { pal 0 { file "data/textures/5707.tga" } }

texture 5708 { pal 0 { file "data/textures/5708.tga" } }

texture 5709 { pal 0 { file "data/textures/5709.tga" } }

texture 5710 { pal 0 { file "data/textures/5710.tga" } }

texture 5711 { pal 0 { file "data/textures/5711.tga" } }

texture 5712 { pal 0 { file "data/textures/5712.tga" } }

texture 5713 { pal 0 { file "data/textures/5713.tga" } }

texture 5714 { pal 0 { file "data/textures/5714.tga" } }

texture 5715 { pal 0 { file "data/textures/5715.tga" } }

texture 5716 { pal 0 { file "data/textures/5716.tga" } }

texture 5717 { pal 0 { file "data/textures/5717.tga" } }

texture 5718 { pal 0 { file "data/textures/5718.tga" } }

texture 5719 { pal 0 { file "data/textures/5719.tga" } }

texture 5720 { pal 0 { file "data/textures/5720.tga" } }

texture 5721 { pal 0 { file "data/textures/5721.tga" } }

texture 5722 { pal 0 { file "data/textures/5722.tga" } }

texture 5723 { pal 0 { file "data/textures/5723.tga" } }

texture 5724 { pal 0 { file "data/textures/5724.tga" } }

texture 5725 { pal 0 { file "data/textures/5725.tga" } }

texture 5726 { pal 0 { file "data/textures/5726.tga" } }

texture 5727 { pal 0 { file "data/textures/5727.tga" } }

texture 5728 { pal 0 { file "data/textures/5728.tga" } }

texture 5729 { pal 0 { file "data/textures/5729.tga" } }

texture 5730 { pal 0 { file "data/textures/5730.tga" } }

texture 5731 { pal 0 { file "data/textures/5731.tga" } }

texture 5732 { pal 0 { file "data/textures/5732.tga" } }

texture 5733 { pal 0 { file "data/textures/5733.tga" } }

texture 5734 { pal 0 { file "data/textures/5734.tga" } }

texture 5735 { pal 0 { file "data/textures/5735.tga" } }

texture 5736 { pal 0 { file "data/textures/5736.tga" } }

texture 5737 { pal 0 { file "data/textures/5737.tga" } }

texture 5738 { pal 0 { file "data/textures/5738.tga" } }

texture 5739 { pal 0 { file "data/textures/5739.tga" } }

texture 5740 { pal 0 { file "data/textures/5740.tga" } }

texture 5741 { pal 0 { file "data/textures/5741.tga" } }

texture 5742 { pal 0 { file "data/textures/5742.tga" } }

texture 5743 { pal 0 { file "data/textures/5743.tga" } }

texture 5744 { pal 0 { file "data/textures/5744.tga" } }

texture 5745 { pal 0 { file "data/textures/5745.tga" } }

texture 5746 { pal 0 { file "data/textures/5746.tga" } }

texture 5747 { pal 0 { file "data/textures/5747.tga" } }

texture 5748 { pal 0 { file "data/textures/5748.tga" } }

texture 5749 { pal 0 { file "data/textures/5749.tga" } }

texture 5750 { pal 0 { file "data/textures/5750.tga" } }

texture 5751 { pal 0 { file "data/textures/5751.tga" } }

texture 5752 { pal 0 { file "data/textures/5752.tga" } }

texture 5753 { pal 0 { file "data/textures/5753.tga" } }

texture 5754 { pal 0 { file "data/textures/5754.tga" } }

texture 5755 { pal 0 { file "data/textures/5755.tga" } }

texture 5756 { pal 0 { file "data/textures/5756.tga" } }

texture 5757 { pal 0 { file "data/textures/5757.tga" } }

texture 5758 { pal 0 { file "data/textures/5758.tga" } }

texture 5759 { pal 0 { file "data/textures/5759.tga" } }

texture 5760 { pal 0 { file "data/textures/5760.tga" } }

texture 5761 { pal 0 { file "data/textures/5761.tga" } }

texture 5762 { pal 0 { file "data/textures/5762.tga" } }

texture 5763 { pal 0 { file "data/textures/5763.tga" } }

texture 5764 { pal 0 { file "data/textures/5764.tga" } }

texture 5765 { pal 0 { file "data/textures/5765.tga" } }

texture 5766 { pal 0 { file "data/textures/5766.tga" } }

texture 5767 { pal 0 { file "data/textures/5767.tga" } }

texture 5768 { pal 0 { file "data/textures/5768.tga" } }

texture 5769 { pal 0 { file "data/textures/5769.tga" } }

texture 5770 { pal 0 { file "data/textures/5770.tga" } }

texture 5771 { pal 0 { file "data/textures/5771.tga" } }

texture 5772 { pal 0 { file "data/textures/5772.tga" } }

texture 5773 { pal 0 { file "data/textures/5773.tga" } }

texture 5774 { pal 0 { file "data/textures/5774.tga" } }

texture 5775 { pal 0 { file "data/textures/5775.tga" } }

texture 5776 { pal 0 { file "data/textures/5776.tga" } }

texture 5777 { pal 0 { file "data/textures/5777.tga" } }

texture 5778 { pal 0 { file "data/textures/5778.tga" } }

texture 5779 { pal 0 { file "data/textures/5779.tga" } }

texture 5780 { pal 0 { file "data/textures/5780.tga" } }

texture 5781 { pal 0 { file "data/textures/5781.tga" } }

texture 5782 { pal 0 { file "data/textures/5782.tga" } }

texture 5783 { pal 0 { file "data/textures/5783.tga" } }

texture 5784 { pal 0 { file "data/textures/5784.tga" } }

texture 5785 { pal 0 { file "data/textures/5785.tga" } }

texture 5786 { pal 0 { file "data/textures/5786.tga" } }

texture 5787 { pal 0 { file "data/textures/5787.tga" } }

texture 5788 { pal 0 { file "data/textures/5788.tga" } }

texture 5789 { pal 0 { file "data/textures/5789.tga" } }

texture 5790 { pal 0 { file "data/textures/5790.tga" } }

texture 5791 { pal 0 { file "data/textures/5791.tga" } }

animtilerange 5662 5791 3 2
Any ideas ?
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Old 01-13-2009, 11:17 AM   #167
The Commander

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Re: EDuke32 snapshot thread
Yeah, Animation tile has a limit (not sure on correct value of it) but it cant support 130 in a single animation.
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Old 01-13-2009, 11:18 AM   #168
HellFire

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Re: EDuke32 snapshot thread
Strange, because the animation you do in .ART supports it.
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Old 01-13-2009, 02:09 PM   #169
Usurper

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by HellFire View Post
Strange, because the animation you do in .ART supports it.
It most certainly does not. 64 frame max.
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Old 01-13-2009, 02:15 PM   #170
DeeperThought

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Re: EDuke32 snapshot thread
If you need more frames than that, you can use CON defined animations and string multiple animations together.
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Old 01-13-2009, 03:06 PM   #171
DeeperThought

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Re: EDuke32 snapshot thread
How about adding a new sprite flag so that actors other than the player can spawn decals from their bullets?
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Old 01-13-2009, 04:37 PM   #172
HellFire

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Usurper View Post
It most certainly does not. 64 frame max.
Oh, youre right, my mistake.

DT, i know nothing about con coding, can you make a sample code for me or if you know a place that i can find an example of that code ?
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Old 01-13-2009, 06:29 PM   #173
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by HellFire View Post
Oh, youre right, my mistake.

DT, i know nothing about con coding, can you make a sample code for me or if you know a place that i can find an example of that code ?
I could, but it occurs to me that if what you want is animation on a texture for a wall, floor or ceiling, then the code would have to be pretty fancy. Animation on sprites is done via the action commnd, which is used all over the place in the original CONs, and has an entry in the wiki.
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Old 01-15-2009, 09:03 PM   #174
misfitx
Re: EDuke32 snapshot thread
hey, i have no coding experience whatsoever.. but as a fan of eduke32 i have a question..

is anything being done to fix the parallaxed skybox in polymost? if i remember correctly.. the top of the sky box is missing and shows up as gray.. (im not on my computer at the moment so i can't tell)
Last edited by misfitx; 01-15-2009 at 09:08 PM.
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Old 01-15-2009, 11:58 PM   #175
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by misfitx View Post
hey, i have no coding experience whatsoever.. but as a fan of eduke32 i have a question..

is anything being done to fix the parallaxed skybox in polymost? if i remember correctly.. the top of the sky box is missing and shows up as gray.. (im not on my computer at the moment so i can't tell)
There is nothing wrong with the skyboxes, your defs file must be messed up.
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Old 01-16-2009, 09:40 AM   #176
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by The Commander View Post
There is nothing wrong with the skyboxes, your defs file must be messed up.
He was talking about the 8-bit skyboxes when using polymost without the HRP. DEF files got nothing to do with it.
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Old 01-16-2009, 09:50 AM   #177
misfitx
Re: EDuke32 snapshot thread
this is what im talking about
Attached Images
File Type: jpg duke0000.jpg (172.5 KB, 62 views)
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Old 01-17-2009, 02:05 PM   #178
ilovefoxes
Unhappy Re: EDuke32 snapshot thread
I have a request to do:

The tint applied with RGB modifier in some cases looks low quality. Would it be possible to "colorize", instead of changing RGB values?

Let's say I am using a color of value R 100% G 50% B 50% (light red). While it will look fine in a gray or yellow wall, if my mod use too much blue walls, it will looks like just as dark walls, instead of purple (blue + red).

I have made a example image to show what I mean.


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Old 01-18-2009, 04:07 PM   #179
supergoofy

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Re: EDuke32 snapshot thread
feature request:
TerminX can you add a command switch to disable texture caching?

e.g. eduke32 -notexcache

something like that?
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Old 01-18-2009, 04:17 PM   #180
Hendricks266
Re: EDuke32 snapshot thread
Rather than that, how about a command switch that will execute console commands, that could potentially be used for this? Like:

Code:
eduke32 -console "set r_texcache 0"
Last edited by Hendricks266; 01-18-2009 at 04:24 PM.
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Old 01-18-2009, 04:23 PM   #181
NightFright

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Re: EDuke32 snapshot thread
Another neat idea would be to precache all available highres textures before actually loading any level. That way, you would have a fully cached game even before starting the actual game. Could come in handy for rebuilding cache file, too.
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Old 01-20-2009, 09:12 AM   #182
Piterplus

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Thumbs up Re: EDuke32 snapshot thread
Maybe this is old news, but only now I have noticed that famous "San Andreas" textures misalignment bug is gone .
Attached Images
File Type: jpg SanAndreas.jpg (67.3 KB, 53 views)
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Old 01-20-2009, 09:41 AM   #183
Plagman

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Re: EDuke32 snapshot thread
Yeah, hunter fixed it a while ago. It was also happening in the projection room of E1L1, IIRC.
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Old 01-20-2009, 09:18 PM   #184
Radar1013

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Re: EDuke32 snapshot thread
yeah it might be fixed on other comps but now i'm getting the problem on mine.
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Old 01-20-2009, 09:33 PM   #185
Plagman

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Re: EDuke32 snapshot thread
That shouldn't happen. What version are you running? Can you post a screenshot?
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Old 01-20-2009, 09:43 PM   #186
The Commander

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Re: EDuke32 snapshot thread
Maybe he has updated his drivers or his card also, don't forget to refresh/delete your tex cache, though im still not sure if thats needed with the new caching system. (If it is then a page on the eduke wiki might need to be updated.)
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Old 01-22-2009, 07:00 PM   #187
Zaxtor

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Re: EDuke32 snapshot thread
Also theres a music glitch (music wont start sometimes)

when u shift+F5 a lot it does it sometimes.

Also When you have starttrack (number) works.
But sometimes when you goto next level music doesn't start at all.

U have to like restart Eduke to fix or something.

Dunno if any1 else encounter this bug.
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Old 01-23-2009, 04:39 AM   #188
TerminX

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Re: EDuke32 snapshot thread
New snapshot: http://wiki.eduke32.com/stuff/eduke32_current.zip

Mostly internal changes... optimizations, better Windows 7 support, et cetera.
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Old 01-23-2009, 07:06 AM   #189
RichardStorm
Re: EDuke32 snapshot thread
Damn.. i have a bug with the last two snapshots (only using edited cons) : when i run eduke and i want to play a map, the second time i do this ( selecting it, starting an episode or going to the next level) the game crashes with this (from eduke32.log) :
Code:
Fatal Signal caught: SIGSEGV. Bailing out.

22120: 31337 } 
22121:  1129 ends  0 5 1 1 1 0 188952168 0 0
22131:  1133 state  188951992
22133:  1134 enda  0 188952168 0 0
22138:  1137 state  188951992
22140:  1138 enda  0 0 8 0
22145:  1141 ifpdistl  3084 188952292
22148:  1142 ifrnd  24 188952292
22151:  1143 spawn  661               //  ( ** )
22153:  1144 enda  0 0 0 0 0 1current actor: 7 (1255)
g_errorLineNum: 4146, g_tw: 124
UDP net deinitialized successfully.
661... water bubbles ?? ( never used by me )

...when at the same time my project works perfectly with older snapshots .

//EDIT Oh, i was forgiving... i wait with patience for a zoom function (for sniping^^) .
Last edited by RichardStorm; 01-23-2009 at 07:19 AM.
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Old 01-23-2009, 08:38 AM   #190
NightFright

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Re: EDuke32 snapshot thread
I like the new loading status in new EDuke32 build (percentage loaded & X/Y textures loaded). Logfile now shows following error message:

Code:
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Well, I think it's nothing bad (warnings and no errors, anyway), and I'm using original v1.5 Atomic .grp from CD, but I am always confused when something pops up that hasn't been there before, forgive me.
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Old 01-23-2009, 09:33 AM   #191
Hendricks266
Re: EDuke32 snapshot thread
It's been that way since the test build.
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Old 01-23-2009, 10:38 AM   #192
NightFright

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Re: EDuke32 snapshot thread
Well, no problem, then. THX!
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Old 01-23-2009, 01:10 PM   #193
TerminX

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by RichardStorm View Post
Damn.. i have a bug with the last two snapshots (only using edited cons) : when i run eduke and i want to play a map, the second time i do this ( selecting it, starting an episode or going to the next level) the game crashes with this (from eduke32.log) :
Code:
Fatal Signal caught: SIGSEGV. Bailing out.

22120: 31337 } 
22121:  1129 ends  0 5 1 1 1 0 188952168 0 0
22131:  1133 state  188951992
22133:  1134 enda  0 188952168 0 0
22138:  1137 state  188951992
22140:  1138 enda  0 0 8 0
22145:  1141 ifpdistl  3084 188952292
22148:  1142 ifrnd  24 188952292
22151:  1143 spawn  661               //  ( ** )
22153:  1144 enda  0 0 0 0 0 1current actor: 7 (1255)
g_errorLineNum: 4146, g_tw: 124
UDP net deinitialized successfully.
661... water bubbles ?? ( never used by me )

...when at the same time my project works perfectly with older snapshots .

//EDIT Oh, i was forgiving... i wait with patience for a zoom function (for sniping^^) .
Send your CONs to [email protected], thanks.
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Old 01-23-2009, 01:47 PM   #194
Puritan

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Re: EDuke32 snapshot thread
Seems that the save function is broken again.
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Old 01-23-2009, 02:05 PM   #195
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Puritan View Post
Seems that the save function is broken again.
Seems to work fine. What are you talking about?
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Old 01-23-2009, 02:26 PM   #196
supergoofy

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Re: EDuke32 snapshot thread
try to delete the texture cache files (2 files - textures and textures.cache) and try to reload your saved game


[edit]
Yes DeeperThought, that message was for Puritan
Last edited by supergoofy; 01-24-2009 at 06:55 AM.
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Old 01-23-2009, 02:41 PM   #197
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by supergoofy View Post
try to delete the texture cache files (2 files - textures and textures.cache) and try to reload your saved game
Are you talking to Puritan?
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XP based weapon upgrades, progressive difficulty, and more.
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Old 01-23-2009, 02:56 PM   #198
TerminX

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Re: EDuke32 snapshot thread
Maybe he's talking about the internal version number increasing again, forcing a break in savegame compatibility.
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Old 01-23-2009, 03:02 PM   #199
Puritan

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Re: EDuke32 snapshot thread
I'm just a messenger from here.
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Old 01-23-2009, 04:47 PM   #200
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
better Windows 7 support, et cetera.
I knew I should have tested something on Windows 7...
If I had a spare HDD I would....
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