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#81 |
Re: EDuke32 thread part 3
Re-download the last snapshot, it has an updated copy of mapster32.exe in it now which should work right.
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#82 |
Re: EDuke32 thread part 3
Hey TX can you put support to take screenshots in png format instead of tga?
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|NG|HellFire - Duke Nukem Brasil: www.dukenukem.com.br |
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#83 |
Re: EDuke32 thread part 3
My eDuke32 get a fatal crash when I'm playing BLOWN FUSES map in Duke Plus Level Episode.
Here's a log(Attachment) and a savegame before crash. Because the savegame is big so I upload it to googlepage. http://playerlin.googlepages.com/beforecrash_egam1.rar You can walk onward and will get the crash.
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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.* |
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#84 |
Re: EDuke32 thread part 3
It happened to me too.. I was at the alien ship like thing in the bar.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#85 |
Re: EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke3..._20080823a.zip
Here's another one with a few more fixes for user_profiles_enabled, that fatal error in that savegame, et cetera. This also has minor optimizations to the CON compiler and different CFLAGS used for compiling the exe. There is also a new fatal compilation error which occurs when you try to use "define" to create a label which is already used for a gamevar name.
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Last edited by TerminX; 08-23-2008 at 05:10 AM.
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#86 |
Re: EDuke32 thread part 3
Nice additions... I especially liked the define thing because that's a mistake that I tend to do often.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#87 |
Re: EDuke32 thread part 3
Hmm, the music hass stopped in some occasions after a few seconds from the start of the level... As far as I noticed, it only happens at .ogg musics... I don't know why. But when I go to the options and turn off and on the music, it starts playing...
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Last edited by XTHX2; 08-25-2008 at 02:46 AM.
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#88 |
Re: EDuke32 thread part 3
@TerminX: Everything seems to be working now. Thanks for the quick response.
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#89 |
Re: EDuke32 thread part 3
It does works too if you pause.
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#90 |
Re: EDuke32 thread part 3
But it shouldn't happen... It ruins my awesome plans lol...
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#91 |
Re: EDuke32 thread part 3
when I try to run nuclear showdown with 20080823a build I get:
Autoload disabled Using CON file 'ICDGAME.CON'. addsearchpath(): Added D:/Games/Duke Nukem 3D/ addsearchpath(): Added NuclearShowdown/ OS: Windows XP (5.1.2600) Service Pack 3 Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'ns.cfg'. Scanning for GRP files... Checksumming DUKE3D.GRP... Done Checksumming Duke3dw.grp... Done Checksumming dukedc.grp... Done Checksumming DUKEZON.GRP... Done Checksumming NS.grp... Done Checksumming NWINTER.GRP... Done Checksumming NWSanta.grp... Done Checksumming vacation.grp... Done Found 8 recognized GRP files. Using group file 'duke3d.grp' as main group file. Using group file 'DukeDC.grp'. Using group file 'NS.grp'. Compiling: ICDGAME.CON (283460 bytes) Including: ICDDEFS.CON (47174 bytes) ICDDEFS.CON:14: warning: invalid character in function name. ICDDEFS.CON: At top level: ICDDEFS.CON:188: error: symbol `ACCESSCARD' is a game variable. ICDDEFS.CON:188: error: expected a keyword but found `60'. Dynamic tile remapping enabled. Including: ICDUSER.CON (58340 bytes) Including: DUKEWEP.CON (66690 bytes) Including: STEPS.CON (14095 bytes) Including: ICDEXTRA.CON (40115 bytes) ICDEXTRA.CON:1119: error: symbol `ZERO' is a game variable. ICDEXTRA.CON:1119: error: expected a keyword but found `0'. ICDEXTRA.CON: In actor `LIZBALLGOAL': ICDEXTRA.CON:1125: error: parameter `ZERO' is undefined. ICDEXTRA.CON: In actor `5359': ICDEXTRA.CON:1527: error: parameter `ZERO' is undefined. ICDEXTRA.CON:1586: error: parameter `ZERO' is undefined. ICDEXTRA.CON: In state `POPUPENEMY': ICDEXTRA.CON:1672: error: parameter `ZERO' is undefined. ICDEXTRA.CON:1676: error: parameter `ZERO' is undefined. ICDEXTRA.CON:1744: error: parameter `ZERO' is undefined. ICDEXTRA.CON:1767: error: parameter `ZERO' is undefined. ICDGAME.CON: In event `EVENT_CHANGEWEAPON': ICDGAME.CON:212: warning: found `ifsound' outside of a local event. Increasing script buffer size to 131072 bytes... ICDGAME.CON: In event `EVENT_EGS': ICDGAME.CON:1888: error: parameter `ACCESSCARD' is undefined. ICDGAME.CON:1888: error: parameter `ACCESSCARD' is undefined. ICDGAME.CON: In actor `ACCESSCARD': ICDGAME.CON:4041: error: parameter `ACCESSCARD' is undefined. Increasing script buffer size to 196608 bytes... ICDGAME.CON: In actor `PIGCOPDEADSPRITE': ICDGAME.CON:10584: error: parameter `ZERO' is undefined. Increasing script buffer size to 262144 bytes... Found 0 warning(s), 15 error(s). Uninitializing DirectDraw... |
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#92 | |
Re: EDuke32 thread part 3
Quote:
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#93 |
Re: EDuke32 thread part 3
JBlade was working on an update to NS recently. But until he releases that, it's pretty pointless to complain about problems using his mod with the new snapshot....just use whatever snapshot NS came with.
@XTHX2: I don't use any .ogg music myself, and I don't know if anyone else around here has been using it either
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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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#94 |
Re: EDuke32 thread part 3
Hmm actually, HRP users should be using ogg's... Pretty strange that every stupid thing finds me and happens to me ;(
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#95 |
Re: EDuke32 thread part 3
As for the music problem.
TerminX changed OpenAL related code trying to fix the "Restart sound system" crash. I fixed it so EDuke32 doesn't crash and music should be ok. |
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#96 |
Re: EDuke32 thread part 3
You mean you are going to release another snapshot?
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#97 |
Re: EDuke32 thread part 3
No, not me.
TerminX will review my changes(I made other changes apart from OpenAL), probably change something, merge with his changes and eventually release a new snapshot. |
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#98 |
Re: EDuke32 thread part 3
I actually meant that "you" in plural way
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#99 |
Re: EDuke32 thread part 3
This mod of yours sounds pretty good.
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OFFICIAL HRP Nitpicker! |
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#100 |
Re: EDuke32 thread part 3
with build 20080823a when I try to run Duke Army 2 v3.13 I get:
Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'da2.cfg'. Scanning for GRP files... Found 7 recognized GRP files. Using group file 'duke3d.grp' as main group file. Compiling: eduke.con (367 bytes) Including: dukearmy_defs.con (45357 bytes) dukearmy_defs.con:102: warning: invalid character in function name. dukearmy_defs.con:103: warning: invalid character in function name. Including: dukearmy_user.con (46024 bytes) Including: dukearmy_weapons.con (18365 bytes) Including: dukearmy_effects.con (26236 bytes) Including: dukearmy_fallcode.con (1174 bytes) Including: dukearmy_hud.con (17218 bytes) dukearmy_hud.con: In state `display_hud_normal': dukearmy_hud.con:470: error: symbol `displayammo' is a game variable. Including: dukearmy_game.con (236339 bytes) Increasing script buffer size to 131072 bytes... Increasing script buffer size to 196608 bytes... Found 0 warning(s), 1 error(s). Uninitializing DirectDraw... it asks to load defaults eduke.con, I say no and it stops |
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#101 |
Re: EDuke32 thread part 3
I'll change it into a warning, but it is a mistake in the CON files.
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#102 |
Re: EDuke32 thread part 3
dynamicremap is not working for me anymore and it works in eduke32_snapshot_20080821 but not eduke32_snapshot_20080823a
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#103 |
Re: EDuke32 thread part 3
I just checked and you're right (I replaced the crystalammo sprite with a new version but in this snapshot it still appears as the old sprite even though I redefined it)
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#104 |
Re: EDuke32 thread part 3
I've got that fixed for the next build now.
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#105 |
Re: EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke3...t_20080824.zip
This one is probably more "developmental" than the other snapshots have been. It uses hash tables to speed up CON compilation and has various other new optimizations we're testing. |
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#106 | |
Re: EDuke32 thread part 3
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#107 | |
Re: EDuke32 thread part 3
Quote:
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#108 |
Re: EDuke32 thread part 3
(not using the two latest snapshots)
I got in the log file lots of divvarvar: Divide by zero.. It seems like (but I am not sure) this happen when the resulting number would be a fractional number. |
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#109 | |
Re: EDuke32 thread part 3
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The Duke will kill you, the Budgies will eat you!! |
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#110 | |
Re: EDuke32 thread part 3
Quote:
But someone gotta use latest snapshots for we wanna know how we're doing. Take an example from DeeperThough. He, having cats and being aware of warnings[development EDuke32 snapshot can hurt your pets], uses the the latest version of EDuke32 despite of a great risk for his pets. It shows how devoted to Duke Nukem/EDuke32 he is. I wish we all were like him. Don't take me too seriously |
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#111 | |
Re: EDuke32 thread part 3
Quote:
![]() What is the possibility of adding a command to detect if music is finished playing? ![]()
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#112 | |
Re: EDuke32 thread part 3
Quote:
But it's a bit tricky for Linux because it uses SDL_Mixer and it appears this interface doesn't have an easy way to obtain the music position. I might try to look for a solution for Linux later but at this point I'm going to take care of more critical things. |
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#113 | |
Re: EDuke32 thread part 3
If I dynamicremap Startalphanum, the console (Numlock key there) doesn't show any text...
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#114 | |
Re: EDuke32 thread part 3
Quote:
Why do you do this anyway? If you divide something by zero, you would get infinity. But EDuke32 uses integers, not numbers with floating point. Therefore there is no way to represent infinity and this is treated as a error. |
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#115 |
Re: EDuke32 thread part 3
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#116 |
Re: EDuke32 thread part 3
No, it's not me who can do it.
I meant I didn't have much time to debug my code yesterday and I left it unfinished. But it appears I shouldn't have worried about it as TerminX fixed all bugs. |
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#117 | |
Re: EDuke32 thread part 3
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#118 |
Re: EDuke32 thread part 3
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#119 | |
Re: EDuke32 thread part 3
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#120 | |
Re: EDuke32 thread part 3
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__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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