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#1 |
EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke3...t_20080821.zip
EDuke32: Added: activatecheat CON command to trick the game into thinking a specific cheat was typed in Added: addlogvar console command to print the value of a gamevar Added: althud to get/setuserdef to allow forcing the althud on or off Added: ambient light level slider in video setup and r_ambientlight cvar Added: a menu option and cvar to control crosshair size Added: animtilerange to .def format to allow assigning animation flags to dummytiles Added: basic Mac OSX support Added: cmenu CON command and current_menu special gamevar to jump to a different menu index when a menu is being drawn Added: code to automatically replace "SPACE" in quote 13 with "OPEN" Added: color code support to minitext Added: CON access to tsprite via new EVENT_ANIMATESPRITES event and gettspr/settspr commands Added: crosshairscale to get/setuserdef to allow manipulation of the crosshair size Added: display_bonus_screen to setuserdef to allow coders to force the bonus screen to display when using startlevel Added: drag-and-drop support for maps, CONs, GRPs, et cetera Added: experimental software-based 3D model visibility checking (r_modelocclusionchecking) Added: extended control over console text display via osdeditpal/osdeditshade/osdhightile/osdpromptpal/osdpromptshade/osdtextmode/osdtextshade/osdtextpal cvars and a new menu option to switch console text between "nice" sprite-based rendering and "fast" internal text rendering Added: gettimedate CON command to get the current month/day/year/time into gamevars Added: htflags member to get/setactor to control the spritenoshade/spritenvg/spriteshadow flags Added: line numbers to in-game CON errors thrown when attempting to operate on invalid data and improved error messages Added: map listing printout to "map" console command when no map name is given Added: menu option to control multiplayer death messages and cvar r_obituaries Added: mod directory selection to startup and unified "configuration" and "game" tabs of startup window Added: new alternate version of the small HUD (enabled by default) and a menu option to turn it off if so desired and several hud_* cvars to control it Added: new brightness/contrast/gamma controls and new cvars vid_brightness, vid_contrast and vid_gamma Added: new sound configuration menu which allows changing bitrate, sample size and voices in-game Added: obituaries to get/setuserdef to allow forcing the multiplayer obituaries on or off Added: r_downsize cvar and texture quality slider to video settings menu, defaults to medium and allows hightile textures without the nocompress flag to be scaled down to improve performance Added: r_fullbrights cvar to control rendering fullbright pixels for 8-bit tiles in OpenGL Added: savemapstate/loadmapstate/clearmapstate commands to manipulate map states and GAMEVAR_FLAG_NORESET (131072) to allow specific gamevars to be preserved when the map state is loaded Added: scriptsize CON command to set the CON script size manually to avoid resizing the chunk of memory several times at startup with large CONs Added: setdefname CON command to set the name of the definitions file to be loaded Added: setgamepalette CON command to change between normal/water/slime/nightvision palettes manually Added: support for changing the crosshair color via the crosshaircolor console command Added: support for changing the window title of a mod via the setgamename command Added: support for colored console text Added: support for importing configuration data from duke3d.cfg when a config specified by command line or CON isn't found Added: support for saving/loading the state of a map separately from savegames, enabling Hexen and Half-Life style map setups Added: vsync menu option and cvar (r_swapinterval) Changed: adjusted framerate counter averaging Changed: improved detection of external IP address for multiplayer Changed: improved multiplayer text line wrapping Changed: improved startup time on Windows Changed: increased max sound definitions to 2560 Changed: modified ldist to return 0 instead of 1 when the points checked are the same, but changed CON divide-by-zero errors into soft errors Changed: renamed binds.cfg to cfgname_binds.cfg, where cfgname is the name of the main configuration file in use Changed: reworked HUD level stats display Changed: updated user map menu Changed: various fairly insignificant optimizations Changed: various improvements to many other menus Fixed: 8-bit fullscreen palette corruption bug Fixed: autoloading from directories other than ~/.eduke32/autoload on Linux Fixed: bounds checking for htg_t member used with getactor/setactor Fixed: bug where a projectile's extra_rand wasn't applied with certain weapon flags Fixed: bug where hitscan projectile trails would continue through walls after the projectile hit Fixed: bug with console command history and added new "history" command to print out the current history Fixed: console crash with TCs without tile 1141 Fixed: gibs not assuming the palette of the actor which spawned them in all cases Fixed: occasional crash when spawning a sprite with no owner Fixed: out-of-sync bug with DeathMessages = 0 in cfg Fixed: problems with definemodelframe and nonexistent models Fixed: problem with devistator rocket timing which caused an unintentional nerf of the devistator's damage Fixed: problem with eshoot returning -1 when firing RPGs Fixed: problem with invalid gamearray definitions mangling further errors in the log Fixed: problem with model rendering when using animation blending and added option to toggle it to the video menu Fixed: problem with weapon up/down transition when using pipebombs with PIPEBOMB_CONTROL set to PIPEBOMB_TIMER Fixed: random CON value corruption issue which occurred dependent on the memory addresses and size of the compiled CON code Fixed: several situations in which invalid memory access occurred while using noclip Fixed: text spacing problem with gametext Mapster32: Added: gradient background in tile selector info at bottom of screen to improve readability Added: drag-and-drop support for maps, GRPs, et cetera Changed: improved tile grouping support, tiles.cfg now controls the various Duke-specific actor and item related functions in 2D mode as well as 2D mode sprite colors Changed: use underwater palette when in an underwater sector Fixed: bug where wall coordinate editing didn't properly move both sides of a wall Fixed: crash with previous/next map in dir shortcut keys when a .map file in the current directory is invalid Fixed: issue in file selector where sometimes jumping to a map on the list by typing the first letter of its name would leave you at the wrong place in the map list Fixed: possible crashes due to invalid memory access associated with the file selector Fixed: problem where sometimes the tile selector would select the wrong tile Fixed: problem where the tile group list wouldn't refresh after alt-tab As usual, this is beta software. I am not responsible if it blows up your computer, burns your house down, kicks your dog, robs your house, or otherwise harms you in any way. ![]() Thanks to everyone involved in the development of EDuke32. Have fun! Source will be out sometime in the next few days. |
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#2 |
Re: EDuke32 thread part 3
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#3 |
Re: EDuke32 thread part 3
There's a binary of the last version on http://www.spam-filter.de/osx/eduke32_on_os_x... I'm sure he'll put another one up after I release the source to the new version.
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#4 | |
Re: EDuke32 thread part 3
Quote:
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#5 |
Re: EDuke32 thread part 3
BEST. RELEASE. EVER.
![]() ![]() It's almost unbelievable how many things have been fixed, improved, or added. And now I can finally release DP 1.8 (later tonight). ![]()
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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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#6 |
Re: EDuke32 thread part 3
"Added: animtilerange to .def format to allow assigning animation flags to dummytiles"
What is the exact usage of that? I cant seem to get it to work. ![]()
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#7 |
Re: EDuke32 thread part 3
animtilerange <tile1> <tile2> <speed> <type>
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#8 |
Re: EDuke32 thread part 3
Thats what I thought it was, but it just isnt doing anything for me.
dummytilerange 10500 10883 64 64 texture 10500 { pal 0 { file "DTA_data/Textures/Textures/GTATIL1_1.bmp" } } TO texture 10883 { pal 0 { file "DTA_data/Textures/Textures/GTATIL1_384.bmp" } } animtilerange 10868 10873 15 0 animtilerange 10874 10883 15 1 Ive tried differnt numbers and speeds but i dont see any movement in the tiles.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#9 |
Re: EDuke32 thread part 3
Hunter will have to tell you how it works... it's his command.
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#10 |
Re: EDuke32 thread part 3
New HUD is made of win. Being able to see my keys and especially armor without having to stop and press minus all the time feels so luxurious! :b
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#11 |
Re: EDuke32 thread part 3
The new small hud kicks ass.
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#12 |
Re: EDuke32 thread part 3
The new status bar is kinda cool (but I didn't expect it would replace the old one).
There are some nice things there, especially the htflags. The only problem I had is with dynamicremap define MENUSCREEN which froze the menu, not as if it is something essential, but I was using CON to turn savestate screen with transparent background. About the new status bar, I think there could be some commands to match the placement of a custom menu onscreen (it's looks strange with smaller screen sizes, etc).
Last edited by ilovefoxes; 08-22-2008 at 12:42 AM.
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#13 |
Re: EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke32_src_20080821.zip
Source is out. Note: for people building on Linux, the GTK2 version of the startup window hasn't had any of the updates from the Win32 version applied to it yet. |
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#14 |
Re: EDuke32 thread part 3
Damn good things always happen while I'm sleeping... THANKS FOR THE RELEASE!
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#15 | |
Re: EDuke32 thread part 3
Quote:
Notes: 1. Use "animtilerange <tile1> <tile2> 2 2" to see if anything happens. 2. It's important that <tile1> match the picnum of wall/sprite. 3. The animtilerange must be defined after dummytiles. If it still won't work, please send me the minimal pack of your mod so I could test it. If you will manage to solve the problem on your own, please tell me what you did to resolve it. |
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#16 |
Re: EDuke32 thread part 3
I don't know if this ever existed before, but what does pressing T on floor do? It made my floor look strange.
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#17 |
Re: EDuke32 thread part 3
Most excellent update!!!! Like how you can have custom graphics loaded for specific custom maps. works really well for the P****cat map I have. The only thing is it doesn't load the custom voc files (or does the HRP just automatically override that?).
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#18 |
Re: EDuke32 thread part 3
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#19 | |
Re: EDuke32 thread part 3
Quote:
![]() Nah, the get time and date command is great - we can now make the maps change to day / night based on the time you play them! But of course, it requires a hell of alot of hidden actor work from the cons to change the shade / shy texture and so on.... Can even make tome based events - on the 25th December the Bosses have all gone home but Santa bot from NWinter returns!!! |
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#20 |
Re: EDuke32 thread part 3
Could anyone edit the new commands at wiki? I need to know how to use those...
Also, Are savemapstate, loadmapstate etc for hub maps? Also my PNG sprites seem to be *stretched* Check the screenshot below, look at the imp and the numbers.... I'm using definetexture and dummytile commands.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod.
Last edited by XTHX2; 08-22-2008 at 08:19 AM.
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#21 | |
Re: EDuke32 thread part 3
Quote:
In order to avoid problems, you shouldn't override default sounds/music. If you need one, you should use other filename and add a definition for it in a CON file like it was done in DEFS.CON. |
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#22 |
Re: EDuke32 thread part 3
On first run (no .cfg file exist): When I change sample rate to 48000 in sound options and choose restart sound system, it kicks me out of eduke32 without warning. I load dukeplus through commands (already added -cfg dp.cfg to my commands).
I tried many times with dp.cfg already created, but got the same bug as Radar1013 reports in next post
Last edited by supergoofy; 08-22-2008 at 09:41 AM.
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#23 |
Re: EDuke32 thread part 3
I click "Restart Sound System" and game crashes.
![]() Here is the log:
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OFFICIAL HRP Nitpicker! |
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#24 |
Re: EDuke32 thread part 3
While optimizing NR:IOTDM from the new snapshot, I noticed the operateactivators command is broken. I first noticed that it kept giving a con-log error about an invalid player while using my specialized switches, but then I tested it further with objects that actually use ACTIVATOR/ACTIVATORLOCKED, and they won't operate. Until it's fixed operatemasterswitches & MASTERSWITCH will work as an alternative, but I know I needed to inform everyone.
Oh and yes, I do have a check for the current player id first, so I know it's not my code when it comes to the log-error. It was fine in previous snapshots on both accounts.
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http://www.zxdware.net/NR/ - Naferia's Reign: Invasion of the Dark Mistress. Version: 5.15.07152009 NR:IotDM's next release [5.16]: ? |
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#25 | |
Re: EDuke32 thread part 3
Quote:
operateactivators hitag 12 That 12 was causing all those... I don't know but according to what you said, if you are using a variable to check the player id, then it shouldn't be a problem... And yes, I noticed that those commands were changed.
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#26 |
Re: EDuke32 thread part 3
Damn...what a HUGE update...
The Alt-status bar/new stats are so cool... and I like it! ![]() Hmm.. I have a bug , it happens very long time. (Since I starting to use JFDuke/eDuke32 some years ago...) Is someone know what the hell happens on my keyboard setting screen? I got this very long time. I changed the key bind with the same key and the weird texture disappears but it will appear again when next time I started eDuke32. I tried make a clean eDuke32 install but still happens. My Duke3d.cfg looks fine at all. Maybe it is OS problem or whatever shit happens... ![]() (My computer spec : AMD A64 X2 3600+, 1GB RAM, MSI NX8600GT 256MB with Forceware v157.16. Windows XP Professional [T-Chinese].)
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It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.*
Last edited by Player Lin; 08-22-2008 at 11:05 AM.
Reason: fixed something up and upload my log & setup file.
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#27 |
Re: EDuke32 thread part 3
The latest snapshot checks if the values passed to commands are legal. If they aren't, it refuses to execute them and throws the error message to the log.
The reason for this behavior is to prevent crashes due to invalid IDs. Note: all the error are serious and could cause a crash in the previous snapshot that accepted any values. EDuke32 doesn't check non-fatal illegal values like illegal angles because they can't cause a crash. @ mod developers I recommend to test your mods thoroughly and fix all the errors that appears in the log. By the way, DeeperThough have already fixed all such errors for his DukePlus. If EDuke32 won't execute a command with valid values, tell the problem command and its parameters so it will be fixed in a next snapshot. |
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#28 |
Re: EDuke32 thread part 3
@ Player Lin
The people who use DirectX with Russian interface have the same issue. The problem is DirectX tells EDuke32 to display these key names: Code:
пробел(space) ввод(enter) сер 5(gray 5) стрелка влево(left arrow) |
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#29 | |
Re: EDuke32 thread part 3
Quote:
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http://www.zxdware.net/NR/ - Naferia's Reign: Invasion of the Dark Mistress. Version: 5.15.07152009 NR:IotDM's next release [5.16]: ? |
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#30 |
Re: EDuke32 thread part 3
Nuclear Showdown mod doesn't work at all with the new eduke32 snapshot. And other mods have problems too. It seems there are many serious bugs in Eduke32 latest snapshot.
I have also attached the huge log:
Last edited by supergoofy; 08-22-2008 at 11:46 AM.
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#31 |
Re: EDuke32 thread part 3
--- OFF TOPIC ---
Hmmm, where exactly are you picking the id of the player? That might be an issue though...
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#32 |
Re: EDuke32 thread part 3
@ Lord Misfit
Post this information. 1. The error message. 2. The command that doesn't work. 3. The values that are passed to the command. |
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#33 |
Re: EDuke32 thread part 3
Full-screen, window mode bug: It doesn't matter if I tick full screen-option or not it always launches the game as I left it last time. I can only change to full-screen or windowed mode while in game.
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#34 |
Re: EDuke32 thread part 3
Error: Line 32380, operateactivators: Invalid player 26 [the 26 can be any number, this specfic error was logged when the player was spriteid# 26]
Command: operateactivators <gamevar for ACTIVATOR/ACTIVATORLOCKED lotag> <gamevar for player id> Code Example: Code:
getplayer[THISACTOR].i temp operateactivators lotagsav temp
__________________
http://www.zxdware.net/NR/ - Naferia's Reign: Invasion of the Dark Mistress. Version: 5.15.07152009 NR:IotDM's next release [5.16]: ? |
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#35 | |
Re: EDuke32 thread part 3
Quote:
__________________
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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#36 |
Re: EDuke32 thread part 3
DT's answer is better ![]() ![]()
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#37 | |
Re: EDuke32 thread part 3
Quote:
If this issue affects many projects that unlucky to be updated, I can add on option to allow those sloppy commands be executed. |
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#38 | |
Re: EDuke32 thread part 3
Quote:
I always package my mods with a copy of EDuke32 that they are known to work well with. If you downloaded DNWMD and tried it with the latest snapshot, you would probably see errors there too, but that's not an EDuke32 bug.
__________________
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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#39 |
Re: EDuke32 thread part 3
Is it possible to change the midi device?
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#40 |
Re: EDuke32 thread part 3
What do you mean by "Midi Device"??
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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