05-02-2009, 07:30 PM | #601 |
Re: EDuke32 snapshot thread
i tried it 3 times and eduke32 crashes every time i throw a pipebomb:
EDuke32 1.5.0devel 20090313 Application parameters: -game_dir DukePlus -forcegl GL driver blacklist disabled. addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/ addsearchpath(): Added DukePlus/ OS: Windows Vista (6.0.6001) Service Pack 1 Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/DukePlus/ Using group file 'duke3d.grp' as main group file. Using group file 'autoload/eduke32_mus.zip'. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'. Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (553002 bytes) Using DEF file: dukeplus.def. Wrote eduke32.cfg Wrote eduke32_binds.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (39364 bytes) Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes) Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes) DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER': DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else' DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes) Resizing code buffer to 32768*4 bytes Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes) Resizing code buffer to 65536*4 bytes Resizing code buffer to 131072*4 bytes DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT': DukePlus/dpcons/DUKEPLUS.CON:25542: warning: found `ifsound' outside of a local event. DukePlus/dpcons/DUKEPLUS.CON:25550: warning: found `ifsound' outside of a local event. Found 4 warning(s), 0 error(s). Resizing code buffer to 102016*4 bytes Script compiled in 78ms Compiled code size: 102008*4 bytes, version 1.4+ Pointer bitmap size: 12752 bytes 2778/11264 labels, 642/2048 variables 287/16384 quotes, 46 quote redefinitions 33/88 event definitions, 388 defined actors Initialized 32.0M cache Definitions file 'dukeplus.def' loaded. RTS file DUKE.RTS was not found Initializing OSD... Using keyboard layout 00000409 Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: USB Receiver * OTHER: USB Receiver * OTHER: USB Receiver Setting video mode 1280x1024 (32-bit fullscreen) OpenGL Information: Version: 1.5.0 - Build 7.14.10.1437 Vendor: Intel Renderer: Intel 965/963 Graphics Media Accelerator Cache contains 142426 bytes of garbage data Initializing music... Loading OpenAL32.DLL OpenAL Information: Version: 1.1 Vendor: Creative Labs Inc. Renderer: Software Initializing sound... Initializing MultiVoc... - 32 voices, 2560 byte mixing buffers Initializing DirectSound... - Primary buffer format: 2 ch, 44100Hz, 16 bits - Creating secondary buffer Executing "DukePlus/dp_binds.cfg" EOF: EDuke32 Cache time: 14672ms Fatal Signal caught: SIGSEGV. Bailing out. 4887: 2480 sizeto 0 0 4890: 2481 else 390119004 4892: 2482 sizeto 32 32 4895: 31337 } 4896: 31337 } 4897: 2485 else 390119024 4899: 2486 killit 4900: 2488 ends 5 0 390118588 0 4905: 2490 state 390118596 4907: 2490 enda 5 0 390118588 0 4912: 2491 state 390118596 4914: 2491 enda 0 0 0 0 4919: 2494 ifcount 24 390119180 4922: 31337 { 4923: 2496 ifpdistl 844 390119176 4926: 31337 { current actor: 80 (2271) g_errorLineNum: 2490, g_tw: 4 UDP networking uninitialized successfully. Uninitializing MultiVoc... Uninitializing DirectSound... Uninitializing OpenAL... Uninitializing DirectInput... Wrote DukePlus/dp.cfg Wrote DukePlus/dp_binds.cfg Uninitializing DirectDraw...
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05-02-2009, 07:40 PM | #602 |
Re: EDuke32 snapshot thread
Upgrade your video drivers and stop using that savegame.
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05-03-2009, 02:21 PM | #603 |
Re: EDuke32 snapshot thread
Why do I have to set resolutions higher than 640x480 in the cfg file? Or am I missing sth?
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05-04-2009, 03:40 PM | #604 |
Re: EDuke32 snapshot thread
when the new eduke32 'll be released? with that lighting effects
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05-04-2009, 03:41 PM | #605 |
Re: EDuke32 snapshot thread
Stupid question.
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05-04-2009, 10:13 PM | #606 |
Re: EDuke32 snapshot thread
Wait.
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05-05-2009, 01:24 AM | #607 |
Re: EDuke32 snapshot thread
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05-05-2009, 02:22 AM | #608 |
Re: EDuke32 snapshot thread
I think "wait" should be taken as a given in fairness
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05-05-2009, 10:45 AM | #609 |
Re: EDuke32 snapshot thread
Is it possible to make it so that an ogg named dethtoll.ogg is played across all usermaps? (The ogg would have priority over similarly named midis.) As it is now, the ogg filename must match the map filename.
(It'd also have to be so that in case there's an ogg file with a map name that ogg would have priority over dethtoll when played in its "own" map.)
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05-05-2009, 11:03 AM | #610 |
Re: EDuke32 snapshot thread
Yeah, but not right now. Too busy coding undo support for Mapster!
And of course by "too busy coding it," I mean "it totally works, I'm just adding features to it and working the kinks out." |
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05-05-2009, 11:20 AM | #611 |
Re: EDuke32 snapshot thread
"Ctrl + Z" is the only reasonable key combination for that feature. I wonder how many moves you can retrace? 10? more? less?
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05-05-2009, 11:51 AM | #612 |
Re: EDuke32 snapshot thread
How many levels of undo? I guess that depends on how much RAM you have.
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05-05-2009, 12:07 PM | #613 |
Re: EDuke32 snapshot thread
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05-05-2009, 12:33 PM | #614 |
Re: EDuke32 snapshot thread
Is it going to set itself based on the RAM or will there be an option/config line? I don't really worry about that kind of stuff, I'm just curious
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05-05-2009, 12:41 PM | #615 |
Re: EDuke32 snapshot thread
"I guess that depends on how much RAM you have" means there isn't a limit right now.
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05-05-2009, 02:37 PM | #616 |
Re: EDuke32 snapshot thread
About 3 steps back then!
But really I can't imagine it ever exceeding anymore then 30MB, unless this stuff is far more memory intense then what I think it is or you decide to work on a map 24/7 with no exiting Mapster32 at any point. |
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05-05-2009, 04:14 PM | #617 |
Re: EDuke32 snapshot thread
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05-05-2009, 04:45 PM | #618 |
Re: EDuke32 snapshot thread
Not really, if you had read the thread it's release date is WID.
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live" |
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05-05-2009, 06:28 PM | #619 |
Re: EDuke32 snapshot thread
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05-05-2009, 07:47 PM | #620 |
Re: EDuke32 snapshot thread
Um... it has nothing to do with RoR.
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05-05-2009, 07:49 PM | #621 |
Re: EDuke32 snapshot thread
Well, the colored view. It shows the floor of the map, I am wondering how..sorry, Sector over Sector works with that. I mix those up.
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05-06-2009, 05:49 AM | #622 |
Re: EDuke32 snapshot thread
I think he is asking how maps like Tier drops will be displayed.
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05-06-2009, 08:01 AM | #623 |
Re: EDuke32 snapshot thread
The same way they do with the current Mapster32 but now with graphical sprites! (You can actually see sectors lapping in that screen shot - next to the blue key door ("T" shape path) at the top of the screen where the water channel crosses over the top of all that)
Anyway - cool, it'll make finding that lonely un-named sprite easier oh and I assume these sprites only become graphical when using that graphical mode? (which to be honest I never use.... )
Last edited by Chip; 05-06-2009 at 08:04 AM.
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05-06-2009, 11:29 AM | #624 |
Re: EDuke32 snapshot thread
That's not the update, that has been in for some time. The update is that the actual interface has changed, meaning that big data bar at the bottom of the screen now has reduced width. Or something, I'm not sure, at least the interface change is easily noticeable and has nothing to do with graphics showing up now.
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05-06-2009, 12:54 PM | #625 | |
Re: EDuke32 snapshot thread
Quote:
Sang, my version of Mapster doesn't have colored floors in 2d mode. I am pretty sure I have the latest version.
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05-06-2009, 01:38 PM | #626 |
Re: EDuke32 snapshot thread
Thats because you must press backspace to activate it. TX wasnt talking about that in his post, he was talking about the new interface, which i think its a lot better than the older one (y) but a "windows style" menu would look better in my opinion.
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05-07-2009, 09:35 AM | #627 |
Re: EDuke32 snapshot thread
So seeing the visuals of sprites are not new? I don't remember seeing them the last time I went into that graphical mode.
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05-07-2009, 03:06 PM | #628 |
Re: EDuke32 snapshot thread
Is it possible to make the quake command work even if the player is using the jet pack?
Now it just does nothing. |
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