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Old 08-22-2008, 09:10 PM   #81
TerminX

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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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Old 08-22-2008, 09:54 PM   #82
HellFire

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Re: EDuke32 thread part 3
Hey TX can you put support to take screenshots in png format instead of tga?
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Old 08-23-2008, 03:06 AM   #83
Player Lin
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.
Attached Files
File Type: rar eduke32log.rar (1.3 KB, 2 views)
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Old 08-23-2008, 03:23 AM   #84
XTHX2

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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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Old 08-23-2008, 05:00 AM   #85
TerminX

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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.
Last edited by TerminX; 08-23-2008 at 05:10 AM.
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Old 08-23-2008, 06:41 AM   #86
XTHX2

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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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Old 08-23-2008, 08:43 AM   #87
XTHX2

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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...
Last edited by XTHX2; 08-25-2008 at 02:46 AM.
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Old 08-23-2008, 09:43 AM   #88
Dr. Kylstien
Re: EDuke32 thread part 3
@TerminX: Everything seems to be working now. Thanks for the quick response.
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Old 08-23-2008, 10:00 AM   #89
ilovefoxes
Re: EDuke32 thread part 3
Quote:
Originally Posted by XTHX2 View Post
Hmm, the music is 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...
It does works too if you pause.
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Old 08-23-2008, 10:01 AM   #90
XTHX2

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Re: EDuke32 thread part 3
Quote:
Originally Posted by ilovefoxes View Post
It does works too if you pause.
But it shouldn't happen... It ruins my awesome plans lol...
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Old 08-23-2008, 10:45 AM   #91
supergoofy

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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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Old 08-23-2008, 10:58 AM   #92
XTHX2

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Re: EDuke32 thread part 3
Quote:
Originally Posted by XTHX2 View Post
Hmm, the music is 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...
Is there anyone else experiencing that? I want to know if the problem is only me though Oh and goofy, you need to ask it to JBlade, as it's his mod and his responsibility to check/fix his code... Not TX's or any other developers
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Old 08-23-2008, 10:59 AM   #93
DeeperThought

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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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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 08-23-2008, 11:03 AM   #94
XTHX2

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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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Old 08-23-2008, 11:09 AM   #95
Hunter_rus

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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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Old 08-23-2008, 11:11 AM   #96
XTHX2

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Re: EDuke32 thread part 3
You mean you are going to release another snapshot?
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Old 08-23-2008, 11:23 AM   #97
Hunter_rus

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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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Old 08-23-2008, 11:27 AM   #98
XTHX2

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Re: EDuke32 thread part 3
I actually meant that "you" in plural way Well, I hope everything goes well because the ogg files are one of the most essential parts in my mod...
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Old 08-23-2008, 11:49 AM   #99
Radar1013

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Re: EDuke32 thread part 3
This mod of yours sounds pretty good.
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Old 08-23-2008, 04:29 PM   #100
supergoofy

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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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Old 08-23-2008, 05:24 PM   #101
TerminX

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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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Old 08-23-2008, 11:34 PM   #102
kaotic_oz

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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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Old 08-24-2008, 02:07 AM   #103
Jblade

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Re: EDuke32 thread part 3
Quote:
Originally Posted by kaotic_oz View Post
dynamicremap is not working for me anymore and it works in eduke32_snapshot_20080821 but not eduke32_snapshot_20080823a
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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Old 08-24-2008, 02:36 AM   #104
TerminX

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Re: EDuke32 thread part 3
I've got that fixed for the next build now.
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Old 08-24-2008, 08:46 PM   #105
TerminX

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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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Old 08-25-2008, 01:37 AM   #106
Spiker

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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
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.
In other words it can blow up your computer!!! You use it at your own risk
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Old 08-25-2008, 02:48 AM   #107
XTHX2

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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
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.
Damn that snapshot kicked my cat...
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Old 08-25-2008, 02:56 AM   #108
ilovefoxes
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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Old 08-25-2008, 04:44 AM   #109
KillerBudgie

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Spiker View Post
In other words it can blow up your computer!!! You use it at your own risk
Oh ha-fragging-ha!
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Old 08-25-2008, 06:29 AM   #110
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by ilovefoxes View Post
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.
The divide by zero isn't a fatal error: EDuke32 merely throws the error message in the log, older snapshots would kick you out of the game with a message box.
Quote:
Originally Posted by ilovefoxes View Post
(not using the two latest snapshots)
But someone gotta use latest snapshots for we wanna know how we're doing.
Quote:
Originally Posted by XTHX2 View Post
Damn that snapshot kicked my cat...
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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Old 08-25-2008, 06:33 AM   #111
XTHX2

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Re: EDuke32 thread part 3
Quote:
Don't take me too seriously
Too late I did

What is the possibility of adding a command to detect if music is finished playing?
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Old 08-25-2008, 07:49 AM   #112
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by XTHX2 View Post
What is the possibility of adding a command to detect if music is finished playing?
It's easy to do for Windows since it uses OpenAL.
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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Old 08-25-2008, 09:18 AM   #113
ilovefoxes
Re: EDuke32 thread part 3
If I dynamicremap Startalphanum, the console (Numlock key there) doesn't show any text...
Quote:
Originally Posted by Hunter_rus View Post
The divide by zero isn't a fatal error: EDuke32 merely throws the error message in the log, older snapshots would kick you out of the game with a message box.
But what's the problem with divide by zero?
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Old 08-25-2008, 09:35 AM   #114
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by ilovefoxes View Post
If I dynamicremap Startalphanum, the console (Numlock key there) doesn't show any text...
You must have chosen the wrong number.
Why do you do this anyway?
Quote:
Originally Posted by ilovefoxes View Post
But what's the problem with divide by zero?
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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Old 08-25-2008, 11:53 AM   #115
Chip

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hunter_rus View Post
but at this point I'm going to take care of more critical things.

Like the lack of dynamic lighting
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Old 08-25-2008, 12:41 PM   #116
Hunter_rus

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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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Old 08-25-2008, 09:27 PM   #117
TerminX

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hunter_rus View Post
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.
I think there was only the one bug.
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Old 08-26-2008, 03:12 AM   #119
Spiker

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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
Is it safe? What doesn't mean that there are more nukems? Maybe more nukes (bugs) that nuke you out of the game?
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Old 08-26-2008, 03:14 AM   #120
XTHX2

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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
So... I didn't get it What has been changed/fixed?
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