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#41 |
Re: EDuke32 thread part 3
Like setting whether or not the "ms wavetable" is used or something else.
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#42 | |
Re: EDuke32 thread part 3
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#43 |
Re: EDuke32 thread part 3
I was wondering that too. Looks like we still need SETUP.EXE or else we can't change it.
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#44 |
Re: EDuke32 thread part 3
supergoofy: When a lot of errors are logged in the console/logfile in the same tic [especially over 10,000] like they were for me when I first ran NR with the new snapshot, it can make the game halt for a while before resuming. Adding all that stuff to the log at once is what bogs down the game.
It's best to use the NUMWALLS and NUMSECTOR gamevars as a limit if you're using an array to cycle through walls and sectors all in a single tic so you don't get all those errors and thus the hangup you're getting. Examples from my own code used in NR:IOTDM of what I mean. The Error-filled example: Code:
state checkforforcefields setvar ARRAYPOSITION 0 // Wall IDs >.> whilevarn ARRAYPOSITION 16383 { getwall[ARRAYPOSITION].lotag tempb ifvarvare tempb lotagsav { getactorvar[ARRAYPOSITION].wall_array tempc ifvare tempc 0 { getwall[ARRAYPOSITION].overpicnum tempd ifvare tempd BIGFORCE { setwall[ARRAYPOSITION].overpicnum 0 setwall[ARRAYPOSITION].cstat 0 setactorvar[ARRAYPOSITION].wall_array 1 } else ifvare tempd W_FORCEFIELD // W_FORCEFIELD (on) { setwall[ARRAYPOSITION].overpicnum 0 setwall[ARRAYPOSITION].cstat 0 setactorvar[ARRAYPOSITION].wall_array 2 } else ifvare tempd W_FORCEFIELDBLANK // W_FORCEFIELDBLANK (off) { setwall[ARRAYPOSITION].overpicnum 0 setwall[ARRAYPOSITION].cstat 0 setactorvar[ARRAYPOSITION].wall_array 2 } } else ifvare tempc 1 { getwall[ARRAYPOSITION].overpicnum tempd ifvare tempd 0 { setwall[ARRAYPOSITION].overpicnum BIGFORCE setwall[ARRAYPOSITION].cstat 209 setactorvar[ARRAYPOSITION].wall_array 0 } } else ifvare tempc 2 { getwall[ARRAYPOSITION].overpicnum tempd ifvare tempd 0 { setwall[ARRAYPOSITION].overpicnum W_FORCEFIELD setwall[ARRAYPOSITION].cstat 209 setactorvar[ARRAYPOSITION].wall_array 0 } } } addvar ARRAYPOSITION 1 ifvarg ARRAYPOSITION 16383 { break } } ends The Non-Error-filled example: Code:
state checkforforcefields setvar ARRAYPOSITION 0 // Wall IDs >.> whilevarn ARRAYPOSITION 16383 { ifvarvarl ARRAYPOSITION NUMWALLS { getwall[ARRAYPOSITION].lotag tempb } ifvarvare tempb lotagsav { getactorvar[ARRAYPOSITION].wall_array tempc ifvare tempc 0 { ifvarvarl ARRAYPOSITION NUMWALLS { getwall[ARRAYPOSITION].overpicnum tempd } ifvare tempd BIGFORCE { setwall[ARRAYPOSITION].overpicnum 0 setwall[ARRAYPOSITION].cstat 0 setactorvar[ARRAYPOSITION].wall_array 1 } else ifvare tempd W_FORCEFIELD // W_FORCEFIELD (on) { setwall[ARRAYPOSITION].overpicnum 0 setwall[ARRAYPOSITION].cstat 0 setactorvar[ARRAYPOSITION].wall_array 2 } else ifvare tempd W_FORCEFIELDBLANK // W_FORCEFIELDBLANK (off) { setwall[ARRAYPOSITION].overpicnum 0 setwall[ARRAYPOSITION].cstat 0 setactorvar[ARRAYPOSITION].wall_array 2 } } else ifvare tempc 1 { ifvarvarl ARRAYPOSITION NUMWALLS { getwall[ARRAYPOSITION].overpicnum tempd } ifvare tempd 0 { setwall[ARRAYPOSITION].overpicnum BIGFORCE setwall[ARRAYPOSITION].cstat 209 setactorvar[ARRAYPOSITION].wall_array 0 } } else ifvare tempc 2 { ifvarvarl ARRAYPOSITION NUMWALLS { getwall[ARRAYPOSITION].overpicnum tempd } ifvare tempd 0 { setwall[ARRAYPOSITION].overpicnum W_FORCEFIELD setwall[ARRAYPOSITION].cstat 209 setactorvar[ARRAYPOSITION].wall_array 0 } } } addvar ARRAYPOSITION 1 ifvarg ARRAYPOSITION 16383 { break } } ends This is also doable for sectors with the NUMSECTORS var. Both vars are constantly-updated vars which is useful as I've seen no errors with it so far.
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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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#45 |
Re: EDuke32 thread part 3
@TerminX, It would be great if you keep releasing new version of setup.exe as external configuration tool. It is very essential.
Last edited by supergoofy; 08-22-2008 at 01:03 PM.
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#46 |
Re: EDuke32 thread part 3
Hmmm, I didn't really get what ARRAYPOSITION was for, but I got why you used the ifvarvarl command to limit the checks... Really good...
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#47 |
Re: EDuke32 thread part 3
Hey, can anyone tell me how the activatecheat command is supposed to work? I want to use it to turn on the full-map cheat for one of my items[like an Automap].
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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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#48 |
Re: EDuke32 thread part 3
Yeah, I asked for that too... I tried activatecheat GODMODE and other variations but no response.... lol (I need that for the automap as well lol)
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#50 |
Re: EDuke32 thread part 3
@Hunter_rus, is there a way to disable the check for all these errors, so that I can play Nuclear Showdown or NR:IotM?
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#51 |
Re: EDuke32 thread part 3
When playing E3L2, Bank Roll, when you get to the big red room with the hanging bodies and the Battlelords, does anybody else manage to get a Battlelord pushed through wall and into the void? It happens to me just about every time. It makes getting 100% kills impossible.
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#52 | |
Re: EDuke32 thread part 3
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But you reduce the maximum size of the log. Create a file named "autoexec.cfg" with this command: "logcutoff 200". 200 is the amount of lines. |
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#53 |
Re: EDuke32 thread part 3
>.> I'll see in the meantime if I can't try to get a new version of NR out with changes based on the new snapshot eventually. I don't promise there will be any new features, but I am working to clear out the errors[which I've not found many of recently, but there's no surefire way to know if I got them all yet].
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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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#54 |
Re: EDuke32 thread part 3
@Hunter_rus, TermiX: in the next snapshot I hope that you can add a command line switch to disable error checking, so that all old mods/tc will work ok like in previous snapshots. Many thanks in advance.
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#55 |
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Awsome, thanks for adding the commands I asked for - how do I go about using the gettimedate command? (and also, what's EVENT_ANIMATESPRITES for?) thanks again
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#56 |
Re: EDuke32 thread part 3
When playing E3L3, Flood Zone, when I get to the end of the level and fall down the hole to the exit, I die when I hit the water (instead of going under the water). Why is that?
If I don't jetpack down, I can't beat the level. |
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#57 | |
Re: EDuke32 thread part 3
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1. Throws CON errors to the log. Sometimes it might slowdown the game till the log reach the logcutoff value. By default it's 120000 lines. 2. Refuses to execute the command that has invalid values. Some code might not work properly because of this. We have to get answers on these questions: 1. Should EDuke32 throw CON errors by default? 2. Should EDuke32 execute the bad commands by default? 3. Should EDuke32 be not allowed to execute such commands at all? 4. Should the logcutoff be changed? |
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#58 | |
Re: EDuke32 thread part 3
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Code:
getdate <sec> <min> <hour> <mday> <mon> <year> <wday> <yday> sec seconds after the minute min minutes after the hour hour hours since midnight mday day of the month mon months since January year years since 1900 wday days since Sunday yday days since January I'll document it when the next snapshot comes out because the current snapshot misses important members. I noticed the miss only when I was documenting other stuff at Wiki. |
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#59 |
Re: EDuke32 thread part 3
@Hunter_rus: I agree with all of them enabled by default, but I wish with a switch to disable them all, thus I can play older addons
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#60 |
Re: EDuke32 thread part 3
Yes, imo.
That would depend on what the command does when you execute it with a bad parameter. A lot of the errors involve using a bad sector number (usually either -1 or 4096). I don't know what happens when hitscan or other commands are executed when given a bad sector number. If they can still return useful information without crashing the game, then maybe they should execute. If the log is more than 100K, then it's a good bet that it is filled with thousands of redundant error messages.
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#61 |
Re: EDuke32 thread part 3
Why is it that when I bind a key to "god" it turns god mode on and off many times a second until I let go of the key?
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#62 |
Re: EDuke32 thread part 3
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#63 |
Re: EDuke32 thread part 3
Thanks for that hunter_rus - just one question about the var current_menu; I can find out what values mean what menus via trial and error, but is it possible to detect what episode the player's selected to enter (for the skill selection) since the AMC TC's got different themed episodes having unique graphics for each selection screen would be pretty nifty
![]() (The time and date thing is excellent; so far all I've done is code an Earth sprite in a demo map to change to a night version if it's past a certain time but it's still really cool to see) |
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#64 | |
Re: EDuke32 thread part 3
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#65 |
Re: EDuke32 thread part 3
When I attempt to start the DukePlus Maps episode, I am kicked back to the main menu. An error in the console states that dpmaps/hallway.map cannot be found. The actual path according to the usermaps menu is dukeplus/dpmaps/hallway.map. Everything else appears to be fine. (Also, autoload doesn't. That might be intentional though.) I suspect that the special add-on directory is supposed to be loaded into the root of the virtual file system, but isn't. This is probably because I have user profiles enabled -I have experienced other problems with the virtual file system that seem to be connected to that. Or DT made a mistake that everybody has yet to notice.
Edit: Yes, it is related to user profiles, I just tried it without, and it works.
Last edited by Dr. Kylstien; 08-22-2008 at 04:55 PM.
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#66 |
Re: EDuke32 thread part 3
I'll probably release another snapshot tonight with fixes for some of the issues we didn't notice before release. It looks like the sound system restart crash is due to using the high res music pack (which I've fixed now). Still investigating the cause of the player dying when falling into water. What other issues posted here are real EDuke32 problems and not issues with mods?
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#67 | |
Re: EDuke32 thread part 3
Quote:
Other then that this snapshot is great and ive had no real major problems with it.
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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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#68 |
Re: EDuke32 thread part 3
Is that an OS thing? I want to understand this so I can help other people with it, if it comes up again.
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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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#69 |
Re: EDuke32 thread part 3
Hmm how exactly can we make these "hub maps"? I checked DP maps and found an X sprite, which is I'm sure specific to DP as only that uses letters for effects
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#70 |
Re: EDuke32 thread part 3
Regarding for Dr. Kylstien's issue
I can load the map in Linux with enabled profiles so I think it's Windows related. @ DeeperThought It appears that hallway.map doesn't have working hub maps feature and DukePlus doesn't use any of hub maps commands. Also I can't get to the DukePlus maps using the doors, it would teleport to the standard maps. I think you're aware about this, though. |
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#71 |
Re: EDuke32 thread part 3
I wasn't really aware...
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#72 | ||
Re: EDuke32 thread part 3
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#73 | |
Re: EDuke32 thread part 3
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However, I was not aware that anyone was having a problem where the teleporters took them to the standard maps. It works fine for me and everyone else I have talked to. The teleporters use startlevel VOLUME <variable>, where variable is set to the hitag on the teleporter and corresponds to the level number for the map as defined in the dukeplus episode at the top of userplus.con. If that fails it is most likely because VOLUME was set incorrectly for some reason. Maybe you loaded the hallway.map as a user map instead of choosing the Duke Plus Levels episode from the EDuke32 menu?
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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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#74 |
Re: EDuke32 thread part 3
Update on Dr. Kylstien's issue.
The problem "The maps isn't found when profiles are on" is confirmed. I have a habit to load maps by using command line. |
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#75 | |
Re: EDuke32 thread part 3
Quote:
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#76 | |
Re: EDuke32 thread part 3
Quote:
Edit: EDuke32 doesn't load DukePlus's new graphics either.
Last edited by Dr. Kylstien; 08-22-2008 at 06:38 PM.
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#77 |
Re: EDuke32 thread part 3
Try putting the DukePlus dir inside the "%APPDATA%\EDuke32 Settings" folder.
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#78 |
Re: EDuke32 thread part 3
http://wiki.eduke32.com/stuff/eduke3...t_20080822.zip
Should fix the sound system restart crash, the problem with the player taking damage when falling into water, and some of the issues with the mod selector and user_profiles_enabled. |
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#79 | |
Re: EDuke32 thread part 3
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#80 |
Re: EDuke32 thread part 3
The Mapster32 problem is interesting. It looks like, for some reason, shell32.dll is loaded when using eduke32.exe but not with mapster32.exe, causing the Bgethomedir() function to fail since the address to SHGetSpecialFolderPathA() can't be determined. Fixed.
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