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Old 03-21-2009, 12:07 PM   #441
supergoofy

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Re: EDuke32 snapshot thread
looking forward for the new HRP
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Old 03-21-2009, 12:14 PM   #442
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Re: EDuke32 snapshot thread
You could also use the "user_profiles_enabled" file when installing to Program Files in order to write everything to the user's profile dir instead of the installation dir.
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Old 03-21-2009, 12:40 PM   #443
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Re: EDuke32 snapshot thread
Yea, forgot about that option.

I think the question is, what is more likley:

1. People will change the install dir to the Program Files folder and thus get confused with where the config, save games etc went.

2. People will get confused of where the files go due to them getting put in the users profile dir.

hmm...
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Old 03-21-2009, 12:51 PM   #444
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Re: EDuke32 snapshot thread
Hmmm... maybe I should detect Vista or higher at startup, and if found act as if user_profiles_enabled was present. Maybe a logfile message when user profile mode is turned on that tells the user where to find the stuff would help.
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Old 03-21-2009, 12:56 PM   #445
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
There's a cool patch in svn that adds sound to Mapster but that obviously doesn't affect the game.
WAH!!!
That sounds cool. Would that be for testing your sounds?
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Old 03-21-2009, 01:04 PM   #446
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Re: EDuke32 snapshot thread
Yeah. It has a 2D mode listing of all defined sounds (it reads the CONs) which has a preview function, and there's 3D mode support for ambient MUSICANDSFX sounds so you have an idea of what your level will sound like in-game.
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Old 03-21-2009, 01:13 PM   #447
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Re: EDuke32 snapshot thread
schweet.
Maybe I'll start using sounds in my test levels.
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Old 03-21-2009, 05:10 PM   #448
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Re: EDuke32 snapshot thread
Sounds in mpaster? Wow, that's been on my wishlist since 1997 in the original build
Awesome.
One thing's still missing though, Where's my sandwich?
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Old 03-21-2009, 06:37 PM   #449
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Re: EDuke32 snapshot thread
Sounds wicked cool TerminX, will be a big help for sure.
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Old 03-22-2009, 12:07 PM   #450
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Re: EDuke32 snapshot thread
that sound awesome - no more rooting through defs.con to find the stuff you want How does it work for custom sounds and cons though? Can I specify a con file and grp file to use or would I need to rename my TC's def file to the default (and extract the sounds)

eitherway release it!
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Old 03-22-2009, 12:17 PM   #451
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Re: EDuke32 snapshot thread
That sounds genius. I can see a lot more people actually using sounds now, there is no "Its such an hassle" excuse.
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Old 03-22-2009, 01:07 PM   #452
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Re: EDuke32 snapshot thread
This is un-related to the new addition, but it's something i hope i can find by asking instead of looking in the code.
Does EDuke32 ever try load the entire .GRP into the ram or does it just access what's needed when it needs it?
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Old 03-23-2009, 06:15 AM   #453
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Chip: you have to obtain the wall ID from the result by bit manipulation.
Deeper thoughts has given me some code which got it working, I'm assuming that too is based on this "bit manipulation", I don't understand what to do about that or how it works but for now I don't need any more help with such complicated things.

Thanks,
oh and sound for Mapster32 - super amazing!
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Old 03-23-2009, 11:21 AM   #454
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Re: EDuke32 snapshot thread
How hard would it be to add sound support for the original DOS build.exe? OR would it be too system demanding for a 486? It'd be handy for people who still use the DOS version.
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Old 03-23-2009, 07:32 PM   #455
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Re: EDuke32 snapshot thread
Team DM is really very cool, is it possible to add a combined score tally? a team tally?
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Old 03-23-2009, 08:26 PM   #456
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Re: EDuke32 snapshot thread
Quote:
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Team DM is really very cool, is it possible to add a combined score tally? a team tally?
Yeah, I just haven't done it yet.
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Old 03-23-2009, 08:57 PM   #457
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Re: EDuke32 snapshot thread
Great!

There are alot more people using eduke32 online now, basicly everyone on YANG is moving from XDUKE to eduke32, I'm surprised by the amount of people I meet online that have never used it even in SP. So I'm slowly converting then into Eduke32 fans. :P I'm also making a number of TEAM DM levels for it now. Just finished a new one today.

Another thing I was wondering is for COOP, is it possible to add COOP score tally's that show when the level has ended? I know you can view your own statistics, but it would be cool to be able to compare team mates kill scores at the end of each level.
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Old 03-23-2009, 09:39 PM   #458
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by William Gee View Post
Team DM is really very cool, is it possible to add a combined score tally? a team tally?
Oh, so now you think it's cool.

Talking about TDM, would it be possible to have someway of defining TDM start points? e.g. normal APLAYER starts could be blue team, coop start points are red team ect or maybe the PAL of the APLAYER?

That way it could allow for more team play maps.
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Old 03-23-2009, 10:22 PM   #459
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by The Commander View Post
Talking about TDM, would it be possible to have someway of defining TDM start points? e.g. normal APLAYER starts could be blue team, coop start points are red team ect or maybe the PAL of the APLAYER?

That way it could allow for more team play maps.
I asked about this as well (don't remember which thread).

One of the game type flags used with the definegametype command refers to "TDM spawns", which suggests that the feature already exists. But I couldn't figure out how to make it work.
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Old 03-23-2009, 10:53 PM   #460
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Re: EDuke32 snapshot thread
The TDM spawns gametype flag currently just means that when a player is killed, he is spawned at the spawn point closest to the player on his team with the most health. I haven't added anything to do actual team spawnpoints yet... I guess maybe they can be APLAYER sprites tagged according to team number in the same manner as monsters are tagged for skill.
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Old 03-23-2009, 11:40 PM   #461
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
I guess maybe they can be APLAYER sprites tagged according to team number in the same manner as monsters are tagged for skill.
There's some code in premap.c that associates pal 10 with team 1 and pal 3 with team 0, so maybe you could follow that convention?

Code:
int G_GetTeamPalette(int team)
{
    switch (team)
    {
    case 0:
        return 3;
    case 1:
        return 10;
    case 2:
        return 11;
    case 3:
        return 12;
    }
    return 0;
}
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Old 03-24-2009, 12:16 AM   #462
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
There's some code in premap.c that associates pal 10 with team 1 and pal 3 with team 0, so maybe you could follow that convention?

Code:
int G_GetTeamPalette(int team)
{
    switch (team)
    {
    case 0:
        return 3;
    case 1:
        return 10;
    case 2:
        return 11;
    case 3:
        return 12;
    }
    return 0;
}
Isn't that just used for changing the APLAYER PAL depending on which team the user picks in the player setup? Although i'll be happy with anything that works, I have 2fort map I was working on a while back that I could finish with this.
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Old 03-24-2009, 03:26 AM   #463
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Re: EDuke32 snapshot thread
If you adding fog in a sector the fog will go all the way from the floor to the ceiling, right?

Is there a way to make the fog stay close to the floor?
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Old 03-24-2009, 03:41 AM   #464
The Commander

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Re: EDuke32 snapshot thread
Quote:
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Is there a way to make the fog stay close to the floor?
Only apply the fog pal to the floor texture?
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Old 03-24-2009, 04:17 AM   #465
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by The Commander View Post
Oh, so now you think it's cool.
Only in TEAM DM Maps, not standard DM maps.

ATM all I to do is make a starting room with teleports to red side and blue side.
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Old 03-24-2009, 01:20 PM   #466
Puritan

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by The Commander View Post
Only apply the fog pal to the floor texture?
Doesn't work...
The fog pal is coloring the walls and ceiling even if I'm only adding pal 28 on the floor in a sector.

I've tried to hitag the walls in order to avoid the pal effect but that doesn't work either...
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Old 03-24-2009, 02:03 PM   #467
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Re: EDuke32 snapshot thread
Fog works just like distance shading, only in colors other than black.
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Old 03-24-2009, 05:01 PM   #468
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Dr. Kylstien View Post
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.
Actually I experienced something similar, but in Linux. When I drag sprites in the XY plane with Shift+left mouse button really fast, all of a sudden keyboard input other than modifier keys don't have an effect at all, and modifier keys lag. Dragging a sprite really fast again then resolves the problem. I don't have those problems in Windows, though.

Quote:
Originally Posted by MusicallyInspired View Post
How hard would it be to add sound support for the original DOS build.exe? OR would it be too system demanding for a 486? It'd be handy for people who still use the DOS version.
Probably not very hard, since it's basically the sounds.c code stripped of all game and music stuff. The only truly new thing is the sound console in 2D mode. But does anyone have a DOS compiling environment set up?
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Old 03-24-2009, 08:33 PM   #469
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Re: EDuke32 snapshot thread
I set up Watcom on my 486 in DOS like the source's readme said to use. I haven't tried to successfully create a compiled duke3d.exe or build.exe with it yet, but it's supposed to work and it does open the files up fine seemingly. I just don't know what to alter in the source code to compile a new version.
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Old 03-25-2009, 09:02 PM   #470
Dr. Kylstien
Re: EDuke32 snapshot thread
Quote:
Originally Posted by Helixhorned View Post
Actually I experienced something similar, but in Linux. When I drag sprites in the XY plane with Shift+left mouse button really fast, all of a sudden keyboard input other than modifier keys don't have an effect at all, and modifier keys lag. Dragging a sprite really fast again then resolves the problem. I don't have those problems in Windows, though.
I forgot to mention I'm using Ubuntu--it might be the same problem. I thought is was the cheap mouse I've been using.
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Old 03-26-2009, 01:06 AM   #471
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Re: EDuke32 snapshot thread
Could be related to SDL. It's known to have a few occasional input buffer quirks.
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Old 03-31-2009, 07:30 PM   #472
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Re: EDuke32 snapshot thread
Something that's been bothering me for a long time and I keep forgetting to mention: I don't like how the new hud always shows the boot icon, even when the player doesn't have the boots.
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Old 04-01-2009, 03:10 AM   #473
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
Something that's been bothering me for a long time and I keep forgetting to mention: I don't like how the new hud always shows the boot icon, even when the player doesn't have the boots.
Does that happen as soon as you load any level? I don't see any boot icon in any of the huds?
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Old 04-01-2009, 05:59 AM   #474
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Re: EDuke32 snapshot thread
I believe it was done on purpose The boot appears only when you start without weapons or you switch to knee. It appears instead of ammo icon and simply means that "boots" are your weapon/ammo
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Old 04-01-2009, 08:28 AM   #475
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Re: EDuke32 snapshot thread
Oh my bad, I thought he ment as an inventory item.
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Old 04-01-2009, 08:38 AM   #476
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Spiker View Post
I believe it was done on purpose The boot appears only when you start without weapons or you switch to knee. It appears instead of ammo icon and simply means that "boots" are your weapon/ammo
Yeah, I was misinterpreting it.
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Old 04-01-2009, 08:40 AM   #477
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Re: EDuke32 snapshot thread
It seems when trying to run with "Software" instead of "Open GL 32" my game can't run properly.

Any time the screen has to fade, or turn green, or red, (picking up items, getting hit, loading levels, or even the game itself) the game runs extremely slow, and I sometimes have to alt tab to get it to go past what it's stuck on doing.

I tried fresh installs. The fresh installs didn't work.
I tried an older version, and the older version worked properly. I went to a version dated one year ago.

Using Windows XP



Edit:
Tested on my Wife's laptop.
Fresh install, defaults, etc.

Problem still exists.
Slows her computer down less however, though still quite noticeable.
Last edited by PimpUigi; 04-01-2009 at 10:55 AM.
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Old 04-01-2009, 05:01 PM   #478
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Re: EDuke32 snapshot thread
I know this request is completely insane, but is 60 art tiles a hard-coded limit or just a sort of arbitrary one? I'm looking at having different sets of sprites for armour levels and stuff...it would be nice to know that I would never have to worry about running out of room for more characters or stuff.
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Old 04-03-2009, 10:01 AM   #479
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Re: EDuke32 snapshot thread
I noticed a strange issue with some projectiles in the March 13th edition...they randomly spawn other sprites and don't seem to want to spawn what I tell them to when they die. They work fine in the January 31st snapshot (Rusty told me that the explosions from certain custom projectiles also appeared elsewhere in the map)
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Old 04-04-2009, 12:11 PM   #480
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Re: EDuke32 snapshot thread
High quality music isn't working for me with the latest snapshot. When the .zip file "eduke32_mus" is in the autoload folder, the game crashes on startup. When i take "eduke32_mus.zip" out, the game runs perfectly fine.

Here's the log when i try starting EDuke32 with high quality music:

EDuke32 1.5.0devel 20090313
addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/
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.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 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).
Resizing code buffer to 16187*4 bytes
Script compiled in 19ms
Compiled code size: 16179*4 bytes, version 1.4+
Pointer bitmap size: 2024 bytes
1917/11264 labels, 308/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
Definitions file 'duke3d.def' loaded.
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