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Old 03-12-2009, 08:09 PM   #401
self_slaughter
Re: EDuke32 snapshot thread
yeah timidity and freepats are installed, midi and sound effects work fine in the game. everything works fine actually, apart from a few sprites (fire) about 10ft up in the air i tried that breakpoint but it died before that. was trying to learn how to use gdb and logging the output and attaching to eduke from the terminal but that just caused it to crash trying to attach. so I don't know if any of the logs i got would of been usefull to my specific problem anyway sorry, i know the basics of linux but still learning the technical stuff
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Old 03-13-2009, 06:51 PM   #402
Martin Howe

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Exclamation Re: EDuke32 snapshot thread
OK, this looks like a pathnames with spaces issue ("Could not find group file 'D:\Documents\My.grp'." . It's also worth noting that EDuke32 loaded DukePlus without being asked to, not sure how/why it did that

If I temporarily rename the DukePlus folder so EDuke32 can't find it and use eduke32.exe -gAddons\xartech.gda from the directory, it works; definitely a "spaces in path" problem.

Spoiler:


Also this:
Problem signature:
Problem Event Name: APPCRASH
Application Name: EDuke32.exe
Application Version: 1.4.9.9
Application Timestamp: 49850598
Fault Module Name: StackHash_016d
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: c0000005
Exception Offset: 00000000
OS Version: 6.0.6001.2.1.0.768.3
Locale ID: 2057
Additional Information 1: 016d
Additional Information 2: b1caffcc3e8debaa8f2007067c716e1b
Additional Information 3: 29e4
Additional Information 4: 1af9f32a7a1d1512f2ef7ae552cd75ff
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Old 03-13-2009, 07:14 PM   #403
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Re: EDuke32 snapshot thread
Build 20090313: http://wiki.eduke32.com/stuff/eduke32_current.zip

Source code when I feel like it.
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Old 03-13-2009, 07:26 PM   #404
Martin Howe

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Re: EDuke32 snapshot thread
OK, ModDir = DukePlus. At least that answers that.

Is there some way of telling EDuke32 to NOT remember which grp files, addons or whatever I used before and use them again? If not, please could one be added? I use a launcher that gives a unified look and feel to the games I use and don't want anything happening behind my back

It'd be a real pain to have to resort to parsing the cfg file to delete all ModDir lines, or creating a junction "DukePlus" to "dpliveshere" when I want to use DukePlus then deleting the junction when I don't, etc, etc. Or worse still, having several different installations of Duke3D just to say what gets loaded --that's what a command-line is for

On a general note (not just for EDuke32), it'd be very helpful if all source ports had a command-line option that says "do not load ANYTHING not essential to running the game, unless I tell you to". This would mean that only the IWAD/main-GRP file, the default .cfg file and Autoexec/Autoload files/folders would be loaded by default. Hell, I'd add a "strict" form of that, which would suppress any autoload things as well, but maybe that's going a bit too far.

---------- Post added at 01:26 AM ---------- Previous post was at 01:16 AM ----------

Sorry to be a PITA -- bug also happens with the new current build posted a few minutes ago. The enhanced error code reporting is cool, though

Spoiler:
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Old 03-13-2009, 07:34 PM   #405
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Re: EDuke32 snapshot thread
What happens when you put quotes around the path?
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Old 03-13-2009, 07:58 PM   #406
Martin Howe

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Re: EDuke32 snapshot thread
Oops; sorry Terminx, my bad - bug in the launcher

The launcher is supposed to quote arguments that have spaces before passing them to the game. I tried passing the same argument on a command-line, properly quoted, and it worked OK then, no problem: both of these work:

eduke32.exe "/gD:\Documents\My FPS Games\Games\DN\FV15\Addons\XARTECH.GDA"

eduke32.exe /g"D:\Documents\My FPS Games\Games\DN\FV15\Addons\XARTECH.GDA"

Of course, Eduke32 shouldn't just crash if the args are wrong; but as one developer to another, I feel your pain

The launcher can wait until tomorrow, though; it's nearly 2am here and even the cats are asleep - time to join them!
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Old 03-13-2009, 08:11 PM   #407
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Re: EDuke32 snapshot thread
@Martin Howe, create batch files and tell eduke32 what to load and in which order. It's simple.

-j(dirname)
-g(filename, grp or zip)
-x(game con file)
-h(def file name)
-cfg (specify cfg filename)

example load Duke it out in DC with HRP and dukeplus:
eduke32.exe -gdukedc.grp -gduke3d_hrp.zip -gxdukedc_hrp.zip -jDukePlus -hdukeplus.def -cfg dp.cfg
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Old 03-13-2009, 08:54 PM   #408
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Re: EDuke32 snapshot thread
Heh, yeah, it shouldn't crash. These things happen... EDuke32 is a huge codebase and a lot of it barely resembles the original code. The crash point has already been located and the fix will be in the next snapshot.
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Old 03-14-2009, 05:20 PM   #409
Dr. Kylstien
Re: EDuke32 snapshot thread
Does the new snapshot do anything about running 8-bit at fullscreen on Linux? I just found out that that bug prevents me from ever running Mapster32 fullscreen because of 2D mode being 8-bit.

Edit: Also, Mapster is saving maps from other locations into ~/.eduke32 again.
Last edited by Dr. Kylstien; 03-14-2009 at 07:37 PM.
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Old 03-15-2009, 05:29 AM   #410
Another Duke Fan

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Re: EDuke32 snapshot thread
I get this often in game and by just slightly rotating my view angle. But sometimes also without even doing anything

straight.jpg

rotate.jpg

Does anyone else encounter that?
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Old 03-15-2009, 05:48 AM   #411
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Re: EDuke32 snapshot thread
Isn't it model occlusion set to yes in your render setup?:P
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Old 03-15-2009, 08:36 AM   #412
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Re: EDuke32 snapshot thread
Looked through each of my cfg files twice but could not see anything related to model occlusion in there. Where is this render setting located?
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Old 03-15-2009, 08:50 AM   #413
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Re: EDuke32 snapshot thread
Options -> Video Setup -> Renderer Setup -> Model Occlusion Checking (should be set to "No")
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Old 03-15-2009, 10:11 AM   #414
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Re: EDuke32 snapshot thread
Thank you Spiker and NightFright. That was the reason. All is back to normal now.
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Old 03-15-2009, 07:37 PM   #415
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Re: EDuke32 snapshot thread
I got a problem. I downloaded the new Snapshot from March 14 and i gotta say it makes my eduke32 run so bad. The February 1 snapshot runs so much better for me. What's going on? Is this a problem for everyone or is it just me?
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Old 03-15-2009, 08:36 PM   #416
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Crazyman2345 View Post
I got a problem. I downloaded the new Snapshot from March 14 and i gotta say it makes my eduke32 run so bad. The February 1 snapshot runs so much better for me. What's going on? Is this a problem for everyone or is it just me?
Are you talking about Build 20090313?

That one makes some of the custom weapons I added be in odd positions (which are just fine in the previous release) but runs fine for me.
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Old 03-15-2009, 10:21 PM   #417
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Crazyman2345 View Post
I got a problem. I downloaded the new Snapshot from March 14 and i gotta say it makes my eduke32 run so bad. The February 1 snapshot runs so much better for me. What's going on? Is this a problem for everyone or is it just me?
It helps if you say what your problems are with it. We can't just guess what they are.
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Old 03-16-2009, 04:51 AM   #418
Chip

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Re: EDuke32 snapshot thread
Question about models (and large sprites) disappearing when the center is off screen:

Assuming there is no actual fix for this, could I counter this by having a hidden actor face the center of the model and use the "showview" command (which draws a window on the screen) but have the screen not actually drawn or not visable by having the window drawn to 1x1 pixels?

This'll mean the model's center is essentially being looked constantly so would this prevent it from disappearing?
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Old 03-16-2009, 08:56 AM   #419
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Chip View Post
Question about models (and large sprites) disappearing when the center is off screen:

Assuming there is no actual fix for this, could I counter this by having a hidden actor face the center of the model and use the "showview" command (which draws a window on the screen) but have the screen not actually drawn or not visable by having the window drawn to 1x1 pixels?

This'll mean the model's center is essentially being looked constantly so would this prevent it from disappearing?
What happens when you use spriteflags 128 on it? (That will set the htflags member of the sprite struct to 128, which is the flag for causing it to be processed by the ANIMATESPRITES event. I don't know whether that will actually force the sprite to be rendered).
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Old 03-16-2009, 01:39 PM   #420
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Re: EDuke32 snapshot thread
latest snapshot isn't saving for me. After i save a game, it doesn't load when i try to load it. I don't think the log says anything but here it is anyway:

EDuke32 1.5.0devel 20081230
addsearchpath(): Added C:/Users/Daniel/Documents/beta HRP/
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...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45480 bytes)
Resizing code buffer to 16215*4 bytes
Script compiled in 40ms
Compiled code size: 16207*4 bytes, version 1.4+
Pointer bitmap size: 2027 bytes
1916/11264 labels, 303/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
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 (8-bit fullscreen)
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
Version: 1.1
Vendor: Creative Labs Inc.
Renderer: Software
Initializing sound...
Initializing MultiVoc...
- 32 voices, 1280 byte mixing buffers
Initializing DirectSound...
- Primary buffer format: 2 ch, 22050Hz, 16 bits
- Creating secondary buffer
Executing "eduke32_binds.cfg"
Cache time: 102ms
E1L1: HOLLYWOOD HOLOCAUST
UDP net deinitialized successfully.

Uninitializing MultiVoc...
Uninitializing DirectSound...
Uninitializing OpenAL...
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...

EDIT: that's actually an old snapshot... sorry...
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Old 03-17-2009, 02:41 PM   #421
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Re: EDuke32 snapshot thread
Hi, is there a way to make the faces of a model be double sided? Im obviously not talking about editing an model, since the model in my case will be used too much, and duplicanting all faces would create a considerable slowdown in the game. Im asking this because i just get some models from the Cube2/Sauerbraten game to put in my mod, its some trees. But, in the Sauerbraten/Cube2 engine, all faces are rendered as double sided - the skins is rendered in both sides - but in polymost this dont happens. Because this the foliage of the tree can only be seen from above. Im not saying this is a bug of polymost or something, i can understand why backfaces are not rendered as in most cases theyre not supposed to.
Here some screens to explain better my problem:
Polymost screens:


Cube2 screens of the same model:

As you see, the foliage is rendered right in the sauerbraten screenshot, but not in the polymost screenshot, and its the same model, i didnt edited/converted it because the Cube2 engine uses md3 too.
What im asking: a simple .def command to make all faces of the desired model to be double sided. If this is possible to be done i would be very grateful.
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Old 03-17-2009, 03:15 PM   #422
Parkar

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Re: EDuke32 snapshot thread
I am not entierly certain of this put I think from a performance point of view rendering them dual sided and doubling the polygons in the model probably is not that much of a diference.
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Old 03-17-2009, 08:55 PM   #423
Dr. Kylstien
Re: EDuke32 snapshot thread
Controls in Mapster32 have been totally screwing up. When I adjust sector height with the scroll-wheel, it starts interpreting ALL mouse movements as moving the scroll-wheel in one direction, and later another. When I release it, the cursor moves in curves and loop-de-loops, and all inputs lag.
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Old 03-19-2009, 09:17 AM   #424
Chip

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Re: EDuke32 snapshot thread
I'm trying to make my actor work out the ID of the wall its touching but having some final problems with it (and a mass of coding to get this far with it)

Could there ever be a simple command that allows the actor to obtain the ID of the wall it touches?
As currently you have to work out the first wall in a sector, cycle through all the walls with the help of wallnum (so we know when to stop counting) then do some X/Y slicing to get the closest wall points possition......and that's really where I'm up to as point2 could be either left or right of the original point, further more, the next closest point wont always be the other end of the wall the actor is touching as what I encounted and brought me here.

The "ifawayfromwall" command already tells the actor if its touching a wall (the line of the wall!!!!!) could something be worked off from that to then get it to retrieve the ID of that wall it knows its touching?





Or will it be far harder then that to do?
Last edited by Chip; 03-19-2009 at 09:24 AM.
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Old 03-19-2009, 09:23 AM   #425
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Re: EDuke32 snapshot thread
Just use movesprite to make the actor bump into the wall, and then get the ID of what it hit from the returned information.
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Old 03-19-2009, 09:27 AM   #426
Chip

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Just use movesprite to make the actor bump into the wall, and then get the ID of what it hit from the returned information.
Ooooooooh, I didn't know that movesprite returned a value of such things.
In that case I can now scrap the last 3 days worth of code, I don't need any of this sector / wall cycling, point recording.

Thanks
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Old 03-19-2009, 02:40 PM   #427
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Re: EDuke32 snapshot thread
Don't know if this has been mentioned or not but for whatever reason Mapster32 has been a bit of a CPU hog as of late. It seems to push my CPU to the limit (as testified by the loud humming noises) and quite often the program will freeze for a while when switching from 3D to 2D or vice versa. This is odd because my CPU is 3,00 GHZ.

I doubt that Mapster itself is the culprit, but the solution to this annoying issue is not that obvious. I've tried disabling as many background apps as I could with no result.. So yeah. Does anyone know what to do about this? (and don't say "get better PC")
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Old 03-19-2009, 04:41 PM   #428
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Re: EDuke32 snapshot thread
Check your processes in the task manager to make sure no garbage is running, you could try lowering the resolution for 3D and 2D mode, but if it's slowing you down going into 2D mode, it could be something else using CPU up.
You could also try using Mapster in 8-Bit mode (i do this anyway).


^ An example. CPU and Memory are the ones you need to look at - a lot of people i know forget that it says how much CPU a process is using.

Be sure to enable "show processes from all users" as this shows more of the processes that are run by system accounts, if thats not on already, you might have to restart the task manager after enabling it. Than check to see if there are things using a lot of CPU and Memory other than mapster, you can then try closing a process that is doing this (if you close one you shouldnt, a box will come up that makes the PC shut down, this doesnt do any damage).
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Old 03-19-2009, 05:13 PM   #429
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Re: EDuke32 snapshot thread
I suppose you take me for an idiot. When something is using up my CPU, obviously taskmgr.exe is the first thing I check. Mapster32 and everything else works fine most of the time but at some moments my CPU just peaks through the roof. This doesn't happen when I'm not using Mapster32 though (so I guess I must draw a conclusion that is the opposite of what I assumed earlier; Mapster32 must be the cause in this case).

I'll see if enabling 8bit mode does the trick though, thanks for the tip.
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Old 03-19-2009, 05:32 PM   #430
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Sang View Post
Don't know if this has been mentioned or not but for whatever reason Mapster32 has been a bit of a CPU hog as of late. It seems to push my CPU to the limit (as testified by the loud humming noises) and quite often the program will freeze for a while when switching from 3D to 2D or vice versa.
Are you sure that the same thing wouldn't happen with previous builds? From your description, it sounds like the only noticeable problem it causes is the pause when switching view modes -- is that without the HRP?
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Old 03-20-2009, 04:44 AM   #431
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Re: EDuke32 snapshot thread
I dont take you for an idiot, its just that about 90% of people i have told to look in the task manager for things didn't know what the "CPU" and "Memory" means (including trained ICT practicioners and Network administrators) - that's why i pointed it out, in case you didnt know, that way i would have been saving time by not having to explain it later.
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Old 03-20-2009, 06:09 AM   #432
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Sang View Post
I doubt that Mapster itself is the culprit, but the solution to this annoying issue is not that obvious. I've tried disabling as many background apps as I could with no result.. So yeah. Does anyone know what to do about this? (and don't say "get better PC")
The only time I have noticed this is when I have firefox open along side of Mapster, but as you said you have closed most of your stuff. Are you running the HRP in mapster or just standard setup?
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Old 03-20-2009, 06:44 AM   #433
Chip

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Just use movesprite to make the actor bump into the wall, and then get the ID of what it hit from the returned information.

I've been playing around with that but it doesn't seem to be returning the wall ID.

I can clearly see my actor get "pushed" into the wall from the movesprite command (so its not already touching the wall) but the return value seems to always be a really, really low negative number (lower than -2)
I thought that perhaps maybe wall IDs are in negative so I altered my code to work with that but it turns out that regardless of what wall it bumped it would always get the ID of the first wall of the first sector so I'm thinking that the so called "obtained ID" isn't an ID at all and the game is just using the default (first of the first sector) wall when its been told to look at a non existing one.
As for the lower than -2 number it gets, I would have thought that would have been a dummy number it returns when it doesn't bump into anything but I would have expected that to have been exactly "-1" since all the other commands return -1 upon a fail.

So basically, the movesprite command doesn't seem to be obtaining the wall ID of the wall it bangs into and instead gets a strange number which clearly isn't the wall ID.
What am I doing wrong for it to not do that?
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Old 03-20-2009, 06:56 AM   #434
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Re: EDuke32 snapshot thread
@Sang, try bitsum process lasso ? it may help you, but I don't know.

what gpu do you have? on-board or a dedicated one (like e.g. geforce 6600 ) ?
Last edited by supergoofy; 03-20-2009 at 06:59 AM.
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Old 03-20-2009, 12:15 PM   #435
TerminX

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Re: EDuke32 snapshot thread
Chip: you have to obtain the wall ID from the result by bit manipulation.
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Old 03-20-2009, 12:19 PM   #436
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Re: EDuke32 snapshot thread
My problem occurs without using the HRP (though with Polymost 32-bit enabled)
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Old 03-21-2009, 10:55 AM   #437
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Re: EDuke32 snapshot thread
Currently uploading a release candidate of the HRP installer. Is the current eduke32 snapshot good enough to be used or do you have any fixes in the pipline you want to adress before I make the installer final?
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Old 03-21-2009, 11:02 AM   #438
supergoofy

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Re: EDuke32 snapshot thread
I have tested the eduke32.exe only of the current snapshot 20090313 with various addons/mods. It seems ok and bug free. But I haven't checked netplay or if savegames work ok.
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Old 03-21-2009, 11:53 AM   #439
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Parkar View Post
Currently uploading a release candidate of the HRP installer. Is the current eduke32 snapshot good enough to be used or do you have any fixes in the pipline you want to adress before I make the installer final?
I can't think of any major fixes that need to be applied right now. There's a cool patch in svn that adds sound to Mapster but that obviously doesn't affect the game.
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Old 03-21-2009, 12:07 PM   #440
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Re: EDuke32 snapshot thread
Yea, I noticed that .

I am currently rebuilding the installer as I found out the uninstallation did not work properly. Obviously only find the error after finishing the upload to the ftp server.

---------- Post added at 07:07 PM ---------- Previous post was at 06:59 PM ----------

Also noticed that installing eduke32 to the Program Files folder on vista is not such a good idea due to the virtual store being used. Don't feel like making the uninstaller have to worry about that so I will be changing the default install dir to c:/duke3d just like the retail duke 3d installer instead.
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