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Old 08-22-2008, 12:21 PM   #41
johndough

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Re: EDuke32 thread part 3
Like setting whether or not the "ms wavetable" is used or something else.
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Old 08-22-2008, 12:24 PM   #42
supergoofy

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Re: EDuke32 thread part 3
Quote:
Originally Posted by DeeperThought View Post
It doesn't work at all? The log shows that you entered a map and were playing so it must be working. I don't see any fatal errors in that log. They are all errors that existed before, but eduke wasn't checking for them. JBlade just needs to put in a few simple checks for invalid sector numbers and there should be no problem.

I always package my mods with a copy of EDuke32 that they are known to work well with. If you downloaded DNWMD and tried it with the latest snapshot, you would probably see errors there too, but that's not an EDuke32 bug.
yes the map is loaded but eduke32 is not responding, I forced close it with task manager
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Old 08-22-2008, 12:55 PM   #43
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Re: EDuke32 thread part 3
Quote:
Originally Posted by johndough View Post
Is it possible to change the midi device?
I was wondering that too. Looks like we still need SETUP.EXE or else we can't change it. and after i deleted it too.
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Old 08-22-2008, 01:00 PM   #44
Lord Misfit

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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 setup above is the former setup I used for checking switching off forcefields via a custom switch. Using it with the current snapshot generated 10,000+ getwall errors in the log [all in a single tic @_@] due to how the snapshot now works. All those errors at once caused my game to pause/freeze for about 5 seconds each time a forcefield check was done.

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 one here is my new setup, using the additions to the code I underlined and bolded, by using NUMWALLS var as a limiter to prevent the checks from going beyond the highest used wallid# on a map. This stops the errors and also thus the freeze-ups from happening for me. >.>

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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Old 08-22-2008, 01:01 PM   #45
supergoofy

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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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Old 08-22-2008, 01:05 PM   #46
XTHX2

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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... (And, new members to check for me I guess )
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Old 08-22-2008, 01:29 PM   #47
Lord Misfit

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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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Old 08-22-2008, 01:33 PM   #48
XTHX2

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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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Old 08-22-2008, 01:35 PM   #49
Hunter_rus

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Re: EDuke32 thread part 3
activatecheat <cheatID>

Use the <cheatID> from here
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Old 08-22-2008, 02:10 PM   #50
supergoofy

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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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Old 08-22-2008, 02:13 PM   #51
johndough

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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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Old 08-22-2008, 02:16 PM   #52
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by supergoofy View Post
@Hunter_rus, is there a way to disable the check for all these errors, so that I can play Nuclear Showdown or NR:IotM?
Not yet.

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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Old 08-22-2008, 02:45 PM   #53
Lord Misfit

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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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Old 08-22-2008, 03:10 PM   #54
supergoofy

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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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Old 08-22-2008, 03:36 PM   #55
Jblade

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Thumbs up Re: EDuke32 thread part 3
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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Old 08-22-2008, 03:38 PM   #56
johndough

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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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Old 08-22-2008, 03:42 PM   #57
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by supergoofy View Post
@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.
The latest snapshot does two things:
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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Old 08-22-2008, 03:50 PM   #58
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Jblade View Post
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
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
TerminX made EVENT_ANIMATESPRITES and settspr/gettspr commands to access tsprites.

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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Old 08-22-2008, 03:52 PM   #59
supergoofy

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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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Old 08-22-2008, 03:53 PM   #60
DeeperThought

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hunter_rus View Post
1. Should EDuke32 throw CON errors by default?
Yes, imo.

Quote:
Originally Posted by Hunter_rus View Post
2. Should EDuke32 execute the bad commands by default?
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.

Quote:
Originally Posted by Hunter_rus View Post
4. Should the logcutoff be changed?
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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Old 08-22-2008, 04:04 PM   #61
johndough

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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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Old 08-22-2008, 04:14 PM   #62
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by johndough View Post
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?
bind D norepeat "god"
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Old 08-22-2008, 04:40 PM   #63
Jblade

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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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Old 08-22-2008, 04:47 PM   #64
Hunter_rus

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Jblade View Post
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
Try "userdef.m_volume_number".
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Old 08-22-2008, 04:51 PM   #65
Dr. Kylstien
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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Old 08-22-2008, 05:09 PM   #66
TerminX

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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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Old 08-22-2008, 05:35 PM   #67
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Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
It looks like the sound system restart crash is due to using the high res music pack (which I've fixed now).
I know that you say you have fixed it, but I got the chrash and I have never used the high res music pack FYI if that helps with anything.

Other then that this snapshot is great and ive had no real major problems with it.
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Old 08-22-2008, 05:38 PM   #68
DeeperThought

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Dr. Kylstien View Post
Edit: Yes, it is related to user profiles, I just tried it without, and it works.
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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Old 08-22-2008, 05:42 PM   #69
XTHX2

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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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Old 08-22-2008, 05:49 PM   #70
Hunter_rus

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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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Old 08-22-2008, 05:51 PM   #71
XTHX2

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Re: EDuke32 thread part 3
I wasn't really aware... Hmm, so when can you give us some information about the usage of hubmaps?
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Old 08-22-2008, 05:57 PM   #72
Dr. Kylstien
Re: EDuke32 thread part 3
Quote:
Originally Posted by DeeperThought View Post
Is that an OS thing? I want to understand this so I can help other people with it, if it comes up again.
Quote:
Originally Posted by Hunter_rus View Post
Regarding for Dr. Kylstien's issue
I can load the map in Linux with enabled profiles so I think it's Windows related.
I forgot to mention, this is in Windows XP. I am afraid I may be the only person on earth using this feature in Windows.
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Old 08-22-2008, 05:57 PM   #73
DeeperThought

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hunter_rus View Post
@ 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.
It doesn't use map caching because there is no need to. The hallway level is just there as a convenient way for the player to access the DP user maps without digging through the folder system.

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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Old 08-22-2008, 06:04 PM   #74
Hunter_rus

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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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Old 08-22-2008, 06:08 PM   #75
DeeperThought

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Re: EDuke32 thread part 3
Quote:
Originally Posted by Hunter_rus View Post
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.
Find "startlevel VOLUME hitag" in DUKEPLUS.CON and change it to "startlevel 5 hitag". That should force the volume to be set correctly even if you have to load the map as a user map.
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Old 08-22-2008, 06:20 PM   #76
Dr. Kylstien
Re: EDuke32 thread part 3
Quote:
Originally Posted by Hunter_rus View Post
Update on Dr. Kylstien's issue.
The problem "The maps isn't found when profiles are on" is confirmed.
Also, Mapster32 seems to ignore the option entirely right now, so I suspect this bug still exists.

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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Old 08-22-2008, 06:46 PM   #77
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Re: EDuke32 thread part 3
Try putting the DukePlus dir inside the "%APPDATA%\EDuke32 Settings" folder.
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Old 08-22-2008, 07:17 PM   #78
TerminX

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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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Old 08-22-2008, 07:41 PM   #79
Dr. Kylstien
Re: EDuke32 thread part 3
Quote:
Originally Posted by TerminX View Post
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.
Thank you. Mapster32 is unchanged though, I assume you're still getting to that.
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Old 08-22-2008, 08:58 PM   #80
TerminX

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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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