02-23-2007, 04:32 PM | #1 |
EDuke32 thread
http://wiki.eduke32.com/stuff/eduke3...t_20070223.zip
Continuation of http://forums.3drealms.com/vb/showthread.php?t=17505.
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Last edited by TerminX; 02-23-2007 at 07:44 PM.
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02-23-2007, 05:40 PM | #2 |
Re: EDuke32 thread
I upgraded my computer, all new motherboard (nforce 775gt) new video card (Gforce 7600gt) and new processor (pentium d dual core 2.66ghz), and after I finally got Windows to behave, not wanting to format etc; I load up EDuke32 and it seems to insists that it is widescreen. Everything is not lined up and there is a large blank space on the bottom of the screen. It only shows up in 32 bit mode with HRP. Should I re-install the HRP (or wait in this case wait for the update)? or is it something else?
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02-23-2007, 05:52 PM | #3 |
Re: EDuke32 thread
Screenshot?
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02-23-2007, 05:55 PM | #4 |
Re: EDuke32 thread
BTW: It appears to me HRP contents runs smoother with latest snapshots. I dunno if something was done to cause that effect, but it's nice to see. Lags have been reduced. Parkar seems to have noticed that effect, too. He calls it "super smooth".
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02-23-2007, 07:02 PM | #5 |
Re: EDuke32 thread
In 8-bit mode it is fine. It is only with Highres stuff. I think something broke when Windows f***ed up after I dropped in that new mobo. I should also note that I am using the newest EDuke32 snapshot and SD_Duke. I also got the same results with the previous snapshot I had before I upgraded. I am pretty sure it is on my side, not the program.
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02-23-2007, 07:09 PM | #6 |
Re: EDuke32 thread
Delete the texcache dir.
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02-23-2007, 07:24 PM | #7 |
Re: EDuke32 thread
that worked, I guess the cache being from my old card and such confused the graphics up. makes sense.
I am getting solid gray sky boxes though.
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02-23-2007, 07:45 PM | #8 |
Re: EDuke32 thread
They're fixed in today's snapshot. I copied the link to the previous one and forgot to change the '1' to a '3' after I pasted it into my post.
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02-24-2007, 04:59 AM | #9 | |
Re: EDuke32 thread
Quote:
Now, adding them to Eduke; is that something I can do myself, and if so how?
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02-24-2007, 06:13 AM | #10 |
Re: EDuke32 thread
A lot of snapshots these days.. Well, everything seems to be fine now
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02-24-2007, 11:32 AM | #11 |
Re: EDuke32 thread
where is a link to the latest snapshot?
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02-24-2007, 11:35 AM | #12 |
Re: EDuke32 thread
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02-24-2007, 12:18 PM | #13 |
Re: EDuke32 thread
sweet! thanks.
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Read the Zombie Survival Guide by Max Brooks and prepare yourself for the coming darkness |
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02-24-2007, 12:23 PM | #14 |
Re: EDuke32 thread
Is anyone else having an issue with the latest snapshot Mapster (20070223 I believe is the number) having spikes of lag at random? Ill be working on a room (in 3d mode) and one moment the fps will be say 150 then 40 seconds later bam 10 or 20 and if I check my CPU usage it jumps when that happens from around 60% to around 94-97%? (and if I play the map in Eduke32 it doesn't seem lag up)
Last edited by kaotic_oz; 02-24-2007 at 07:53 PM.
Reason: more info
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02-25-2007, 04:30 AM | #15 |
Re: EDuke32 thread
Hello,
The maximum X/Y-coordinate-range in mapster32 is now from -131072 to 131072. Is it possible to change this limit in the next snapshot of eduke32/mapster32 to a much times higher value? In one map in this thread http://forums.3drealms.com/vb/showthread.php?t=25521 are some vertrexes outside this limits. Thanks ahead. bye, FXS |
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02-25-2007, 05:58 AM | #16 |
Re: EDuke32 thread
Have the slowdown here as well, glad it might not me the map i have been working on.
Those maps where constructed in Lebuild and other rare mapping programs. They are mostly unstable and tend to produce weird effects. However it could also be the case that the author doesn't want you to edit his stuff and copied the map delibertly out of range with some kind of program. It would be kind to respect this and leave it that way. |
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02-25-2007, 12:59 PM | #17 |
Re: EDuke32 thread
I'm getting a crash and the following message (according to eduke32.txt) whenever I try to play "my" new usermap (it takes a few seconds before the level crashes):
Fatal Signal caught: SIGSEGV. Bailing out. This didn't start to happen until I added monsters and sounds. I also checked the level in JFDuke and it worked fine.
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02-25-2007, 01:08 PM | #18 |
Re: EDuke32 thread
Sure, e-mail me the map and I'll take a look at it.
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02-25-2007, 03:18 PM | #19 |
Re: EDuke32 thread
I added cl_viewbob and cl_weaponsway in the last snapshot.
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02-25-2007, 06:14 PM | #20 |
Re: EDuke32 thread
Awesome!
Many thanks for this.
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02-26-2007, 12:31 AM | #21 |
Re: EDuke32 thread
I can't get the cstat x-axis flipping to work with a certain actor. It uses 8-bit tiles, but the sprite will not flip when I change the cstat from 0 to 4, or from 257 to 261, etc. It always displays the way it looks in the .art file. Oh, and it flips on the y-axis just fine (cstat 8).
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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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02-26-2007, 11:10 AM | #22 |
Re: EDuke32 thread
What is the tilenum?
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02-26-2007, 11:17 AM | #23 |
Re: EDuke32 thread
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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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02-26-2007, 11:43 AM | #24 |
Re: EDuke32 thread
Could you post the image?
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02-26-2007, 11:55 AM | #25 |
Re: EDuke32 thread
Here it is. It's ripped from a Robotech TC. That's the first frame of an actor that has basically the same frame arrangement as LIZMAN. I have it doing some pretty cool stuff, but the walking animation does not look good from the front; it looks like it's limping. I was hoping that by changing the cstat after each step, I could get it to look better.
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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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02-26-2007, 02:29 PM | #26 |
Re: EDuke32 thread
At the top of your code, to you have something like:
Code:
useractor <enemy\notenemy> <actor name> <strength> fall cstat 257 … Code:
state <actor name>code fall cstat 257 … That (or something similar) could be the problem. You should check through your code with the “Find” command for cstat's, cstator's, and setactor[THISACTOR].cstat <var>'s to see if something that is executing every tic is conflicting your custom setting. |
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02-26-2007, 02:40 PM | #27 |
Re: EDuke32 thread
to DeeperThought
Do you have this problem in mapster?
Last edited by Hunter_rus; 02-26-2007 at 02:45 PM.
Reason: english
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02-26-2007, 07:39 PM | #28 |
Re: EDuke32 thread
@Hendricks266: Yes, I have checked through all of the code that it uses, including the states and events, and I have not found any place that would reset the cstat constantly or otherwise cause the problem. I have also checked for code that would set the cstat on it externally.
@Hunter_rus: No, I do not have the problem in mapster; it can be flipped on the x axis just fine.
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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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02-26-2007, 08:18 PM | #29 |
Re: EDuke32 thread
@DeeperThought: can you set the cstat at all? Does cstator 2 work? Also, maybe try removing all code from the actor and seeing if you can do the x-flip, then add it back in bit by bit until the problem appears.
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02-26-2007, 08:36 PM | #30 | |
Re: EDuke32 thread
Quote:
EDIT: The x-flip cstat works only if the actor has no action. But as soon as I set an action -- even if it's one that has only one frame, like the frozen action -- the sprite no longer responds to the x-flip. I have tried this with simple code that is doing nothing else. Any theories?
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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.
Last edited by DeeperThought; 02-26-2007 at 08:50 PM.
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02-26-2007, 11:57 PM | #31 |
Re: EDuke32 thread
I believe I have found a few weird bugs. Forgive me if these have been reported as unfixable; I am new around here and have not been keeping up with the entire development cycle. I created a thread about them but thought it appropriate to move them here.
My mouse movement in eduke is really strange. I searched the forums and found this thread. This guy describes my problem perfectly, except he was not using eduke. I can't move my mouse quickly or it does not move at all. The game is playable in single player, but if I ever wanted to play Dukematch this would not do. Also, sometimes when I fire and let go of the mouse button, Duke will keep firing until I click again to make him stop. Using RPG's during this sequence has gotten me killed more than once. Sometimes clicking does not fire at all. I've tried disabling all mods and video details and even going to 8-bit but nothing solves this problem. While playing co-op on Come Get Some, sometimes monsters (any kind) kill you in one shot. I have died at full health at least 25 times due to these weird spawns. Is this normal? Vital computer specs are AMD64 4000+, Nvidia 7600GT, 1gig RAM and a Razer Copperhead mouse. Running on Windows with 1440x900 widescreen, all detail/AA/filtering set to max. All bugs appear when running EDuke by itself with no mods. Thanks for your help. I'll post any other bugs I find in here. |
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02-27-2007, 12:06 AM | #32 |
Re: EDuke32 thread
Idea for TX:
Would it be possible to implement a findrandactor CON command that would work like findnearactor except it would return a random actor within the specified range? I dont know about others, but such a command would be useful to me. Such as in DukeCTF. |
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02-27-2007, 12:35 AM | #33 | |
Re: EDuke32 thread
Quote:
The way it works now is actually very close to what you describe. The findnearactor command will find the actor with the lowest sprite ID in the specified range. You can write a state that does what you want, but it requires sifting through all the sprite IDs, picking out all of the ones with the right tilenum, statnum and distance to the actor running the state, and then choosing one of those at random.
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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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02-27-2007, 08:10 AM | #34 |
Re: EDuke32 thread
I would really like to finally see these 2 old bugs with long gray beards fixed:
- With full HUD, a small red/green line remains on the upper rim of the status bar when you get hurt/collect a pickup etc. - Looking up/down eventually will cause the "hall of mirrors" effect. This could be fixed quickly by limiting viewing angle just by few degrees. Well since these issues have been floating around for centuries now, this means it's not so easy to fix with just another snapshot. Just reminding newbies b4 they start complaining again. |
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02-28-2007, 10:56 AM | #35 |
Re: EDuke32 thread
Is there a way to make a skin that animates without making the model cycle through different palettes? If we could designate a certain tile as a skin, then it should be possible, because the tile could be one that has an animation defined on it in EDITART (even if the tile is being replaced using definetexture).
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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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02-28-2007, 02:23 PM | #36 |
Re: EDuke32 thread
Still having a choppy sound issue here. Didnt happen when I was running XP but the sound chops (like DOS Duke3d.exe did in XP) a bit with Vista.
Could be because Creative's drivers are still beta, I should try it on another machine.
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02-28-2007, 02:27 PM | #37 |
Re: EDuke32 thread
I've heard that from a few people and, honestly, I blame Vista. It probably has something to do with Microsoft raping DirectSound. Can you show me the portion of your eduke32.log that relates to the sound system?
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02-28-2007, 09:12 PM | #38 |
Re: EDuke32 thread
TerminX, I'm not sure if you're aware of these problems yet:
- Dual-core processors speed up the main menu in away it's impossible to work with. I currently have to run the game with launching it through RunFirst.exe to use the first core only. - When leaving definegamefuncnames blank, keys set to "-none-" will automatically refer to the first blank definegamefuncname. I'm not sure if this counts as a bug, but I'm in desperate need of a way to remove around 90% of the key commands since I don't need them for my mod and they just take up the space in the keyboard options.
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02-28-2007, 09:55 PM | #39 |
Re: EDuke32 thread
It does? I just got a Pentium D Dual Core and it doesn't make the menu too fast. Where/what is this RunFirst.exe you speak of?
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02-28-2007, 10:22 PM | #40 | ||
Re: EDuke32 thread
Quote:
Quote:
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