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Old 02-25-2008, 04:20 PM   #81
Radar1013

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Re: EDuke32 thread part 2
I think i have found a bug. Whenever i try to strafe left, i can't use my mouse while i'm straking left. Does this happen to anyone else?
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Old 02-25-2008, 05:21 PM   #82
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Re: EDuke32 thread part 2
Quote:
Originally Posted by Radar1013 View Post
I think i have found a bug. Whenever i try to strafe left, i can't use my mouse while i'm straking left. Does this happen to anyone else?
I think other people would be complaining of that if it happened to them. Check to see if your strafe left key is also bound to the mouse look toggle.
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Old 02-25-2008, 06:39 PM   #83
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Re: EDuke32 thread part 2
Mouse look toggle is to change wether or not mouse aiming is on right? If that's correct, then my mouse look toggle button is U, not ",".
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Old 02-26-2008, 11:12 AM   #84
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Re: EDuke32 thread part 2
Duke wont kick anymore

Ok,here is the game specs:

HRP ver 3.6 A of february 1. 2008
EDuke snapshot 2008.02.24

Everything in the game floats easy as guacamole except from the fact that Duke wont kick...

The weapon-key for kick has always been "1".
But when I hit "1" Duke lower his weapon.
I've tried every button on my keyboard without any luck.

Could it be that the keyboard is 'scandinavian' with 3 extra letters and there has been some changes done by EDuke32 or HRP latest releases?

What do you guys need of info?

Please help!
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Last edited by Puritan; 02-26-2008 at 11:24 AM.
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Old 02-26-2008, 11:45 AM   #85
lycanox

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Re: EDuke32 thread part 2
Sounds like just an configure problem to me.

Try manually setting the commands for the quick kick and the holster weapon to the desired buttons in the keyboard menu.
Last edited by lycanox; 02-26-2008 at 11:49 AM.
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Old 02-26-2008, 12:40 PM   #86
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Re: EDuke32 thread part 2
^Thank you very much, Iycanox.It worked.


Strange because I've never messed around with the weapon key setup.....
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Old 02-26-2008, 01:35 PM   #87
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Re: EDuke32 thread part 2
I'm trying to make the player do certain things by setting bits in the input structure. But when I set the bits, nothing happens. I have tried setting the bits in EVENT_PROCESSINPUT and in the player actor with no results.

For example, if I wanted to make the player constantly move forward, I would have thought it could be done like this:

Code:
 
gamevar extbits 0 1
 
onevent EVENT_PROCESSINPUT

getinput[THISACTOR].extbits extbits
orvar extbits 1
setinput[THISACTOR].extbits extbits
 
endevent
But that does nothing.
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Old 02-26-2008, 08:42 PM   #88
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Re: EDuke32 thread part 2
Quote:
Originally Posted by DeeperThought View Post
I'm trying to make the player do certain things by setting bits in the input structure. But when I set the bits, nothing happens. I have tried setting the bits in EVENT_PROCESSINPUT and in the player actor with no results.
I can't explain exactly why such a thing shouldn't work, but to me it's as if you suggested a river could run uphill. That is to say, such a thing should not even be possible in any game-engine.
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Old 02-26-2008, 09:06 PM   #89
DeeperThought

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Re: EDuke32 thread part 2
Quote:
Originally Posted by Dr. Kylstien View Post
I can't explain exactly why such a thing shouldn't work, but to me it's as if you suggested a river could run uphill. That is to say, such a thing should not even be possible in any game-engine.
I don't see anything strange about it. In fact, I thought that setting input is how demos work.
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Old 02-27-2008, 02:20 AM   #90
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Re: EDuke32 thread part 2
@DeeperThought
You need to change the members: avel, fvel, svel. Monitor them to understand how they work. Study the "getinput" function in the "player.c" file.
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Old 02-27-2008, 05:18 AM   #91
Dopefish7590

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Re: EDuke32 thread part 2
Quote:
Originally Posted by Radar1013 View Post
Mouse look toggle is to change wether or not mouse aiming is on right? If that's correct, then my mouse look toggle button is U, not ",".
Is "," Center veiw or a look button?
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Old 02-27-2008, 03:01 PM   #92
Radar1013

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Re: EDuke32 thread part 2
"5 numpad" is my center view. I don't know about look button though,
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Old 02-27-2008, 07:21 PM   #93
Radar1013

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Re: EDuke32 thread part 2
Quote:
Originally Posted by johndough View Post
Hi, I would like to say that EDuke is a fantastic source port, and it's made even better with such frequent updates!
However, there are 2 small things that sort of bug me, and it would be awesome if I could change them.

1. I wish that the smaller hud had your armor and keys shown.
I believe that ZDoom showed your keys in the smaller hud.
I made a little mockup of what I'm talking about.
http://img90.imageshack.us/img90/5996/dukehudal3.gif

2. I wish that the message text was moved up a little and off the hud.
The way it is now often makes it hard to read the text.
http://img402.imageshack.us/img402/3783/duketextmg2.gif

If these 2 things were different, EDuke couldn't be improved more, imo.
It would be perfect.
The first one is something i am dying for in eDuke32! Hopefully it will be implented soon!

EDIT: About the problem i posted before, i found the problem. I had Strafe and Strafe Left as the same control.
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Old 02-27-2008, 09:59 PM   #94
Dopefish7590

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Re: EDuke32 thread part 2
Actually an "Xduke" Style HUD would be nice too... check it out, just make the HUD the second smallest setting using the "Screen size" buttons. Also it has no sound issues on Vista. So maybe... Erm... You see what I am getting at.

Xduke:
link removed due to GPL violation

Xduke source:
http://www.gel.ulaval.ca/~klein/duke...Code_v19.6.rar

Xduke High Res Music Pack:
http://www.gel.ulaval.ca/~klein/duke...dmeat_Port.exe

No OpanAL needed. Could you possibly do this in Eduke32?
Last edited by TerminX; 02-27-2008 at 11:26 PM.
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Old 02-27-2008, 10:48 PM   #95
Blade Nightflame

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Re: EDuke32 thread part 2
Screenshots for those unwilling to download it?
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Old 02-27-2008, 11:34 PM   #96
TerminX

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Re: EDuke32 thread part 2
Guys, xDuke is an infringement of 3DR's copyright on the Duke3D source as it is a GPL violation. The current version of the source code is not available (either openly or by request) and the author does not understand the legal issues associated with outright refusing to release source code/using other peoples' code without permission. Do not link xDuke 19.7.1 binaries on this forum (and do not discuss such matters further in this thread). You are perfectly welcome to link binaries to which the source code is available.

Back on topic... yeah, some new HUD settings would be pretty cool. That stuff is all doable through CON files, though. Is there much of a point to hard-coding it?
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Old 02-28-2008, 12:13 AM   #97
johndough

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Re: EDuke32 thread part 2
Quote:
Originally Posted by TerminX View Post
Is there much of a point to hard-coding it?
Well, it would be official and people wouldn't have to worry about managing other files.
The original hud size doesn't have to be edited, a new size could just be added in, right?
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Old 02-28-2008, 01:01 AM   #98
DeeperThought

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Re: EDuke32 thread part 2
Quote:
Originally Posted by johndough View Post
Well, it would be official and people wouldn't have to worry about managing other files.
The original hud size doesn't have to be edited, a new size could just be added in, right?
From the eduke32 Wiki on screen_size:

Quote:
Holds the player's screensize - starts at 0 for no HUD and then increments by 4 for each size of screen, up to 64. A value of 4 means the player has just the Health, Ammo and Inventory visible, and 8 & up means they have the full status bar up.
In other words, size 4 would have to be edited.
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Old 02-28-2008, 01:06 AM   #99
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Re: EDuke32 thread part 2
In my most humble opinion nothing should be hard coded that doesn't madly increase efficiency, and even something "hard coded" should be resultant in a new Con command as opposed to something that changes Duke by default.

Then modders can have access and control over the elements instead of having to do yet another work around.... which is the reason for using Eduke32... not having to do 5 trillion work arounds to complete a simple task.
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Old 02-28-2008, 01:07 AM   #100
johndough

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Re: EDuke32 thread part 2
Quote:
Originally Posted by DeeperThought View Post
In other words, size 4 would have to be edited.
Well, in that case, maybe there could be an option in the option menu that says "use new hud."
That way, people can choose whether or not they want the old style.
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Old 02-28-2008, 01:25 AM   #101
PimpUigi

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Re: EDuke32 thread part 2
Guys, not to harp on a bad subject or anything, but I just checked it out, and xDuke handled sprites amazingly.

The didn't look flat when I looked down and jumped.
Just like I remembered the old Dos version being like. Nostalgic in a way.

The other thing I really liked about xDuke, was that it played the demo files that came with my atomic edition.

It'd be so cool if eDuke32 was able to convert the old demo files so that eDuke32 could play them.

Those are really the only two things I liked about it though, and I guess in the big picture, that's two small things...but I really feel like it gives you that "polished" feeling.

Just trying to be helpful.
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Old 02-28-2008, 01:32 AM   #102
TerminX

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Re: EDuke32 thread part 2
Quote:
Originally Posted by PimpUigi View Post
Guys, not to harp on a bad subject or anything, but I just checked it out, and xDuke handled sprites amazingly.

The didn't look flat when I looked down and jumped.
Just like I remembered the old Dos version being like. Nostalgic in a way.
So, uh, switch to 8-bit mode from the video setup menu? EDuke32 enables the 32-bit OpenGL Polymost renderer by default, but the original software renderer (which all other ports have/use by default) will never be removed.

Quote:
The other thing I really liked about xDuke, was that it played the demo files that came with my atomic edition.
Yeah, it would be cool if it worked right -- xDuke doesn't play the demos correctly. Sit and watch them for a while... it doesn't take all that long for them to go out of sync, at which point the player will begin doing "weird" stuff -- shooting at thin air, running into walls, et cetera. The player will invariably die, at which point the demo will continue with the player dead, presenting to the user several minutes of the player laying dead on the ground.

Quote:
It'd be so cool if eDuke32 was able to convert the old demo files so that eDuke32 could play them.
Not realistic.
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Old 02-28-2008, 01:37 AM   #103
TerminX

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Re: EDuke32 thread part 2
Would some of you mind working on updating the "Configuring EDuke32" part of http://wiki.eduke32.com/wiki/Install...configuration? That would be helpful, thanks.
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Old 02-28-2008, 03:10 AM   #104
PimpUigi

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Re: EDuke32 thread part 2
I wouldn't mind if the demo's went out of sync to be honest...just to have the option to start the original demo's is better than nothing IMO.

And I meant, that it'd be cool if the polymost did sprites better, so I could play with sprites+hq textures better.

It's not important, but I thought I'd just throw it out there.

The HQ music is more important of course.
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Old 02-28-2008, 06:53 AM   #105
KaiHanshen
Re: EDuke32 thread part 2
I would like to know the actual EDuke32's Netcode stability Status, please, note things happening on Dukonnector like,
http://dukonnector.forumcircle.com/viewtopic.php?t=77
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Old 02-28-2008, 08:42 AM   #106
PimpUigi

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Re: EDuke32 thread part 2
Nevermind on the demos.

I made some of my own with eDuke32, and it played the levels music, instead of the main duke theme.

Kind of kills it for me, so I'm not going to worry about it.
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Old 02-28-2008, 02:59 PM   #107
TerminX

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Re: EDuke32 thread part 2
Quote:
Originally Posted by KaiHanshen View Post
I would like to know the actual EDuke32's Netcode stability Status, please, note things happening on Dukonnector like,
http://dukonnector.forumcircle.com/viewtopic.php?t=77
That kind of stuff is always, always caused by someone failing to forward/open the correct ports.
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Old 02-28-2008, 03:40 PM   #108
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Re: EDuke32 thread part 2
I was wondering if anyone else gets these lines when loading latest Mapster32:

Code:
Loading NAMES.H
Error: Invalid statement found at character 0 on line 1
Error: Invalid statement found at character 0 on line 2
Error: Invalid statement found at character 0 on line 3
Error: Invalid statement found at character 0 on line 5
Error: Invalid statement found at character 0 on line 7
Error: Invalid statement found at character 0 on line 8
Error: Invalid statement found at character 0 on line 9
Error: Invalid statement found at character 0 on line 11
Error: Invalid statement found at character 0 on line 12
Error: Invalid statement found at character 0 on line 13
Error: Invalid statement found at character 0 on line 15
Error: Invalid statement found at character 0 on line 17
Error: Invalid statement found at character 0 on line 18
Error: Invalid statement found at character 0 on line 19
Error: Invalid statement found at character 0 on line 21
Error: Invalid statement found at character 0 on line 22
Error: Invalid statement found at character 0 on line 23
Read 766 lines, loaded 737 names.
Definitions file loaded.
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Old 02-28-2008, 03:58 PM   #109
0815Jack
Re: EDuke32 thread part 2
i did and told termniX about it

seems that the the comment lnes arent recognized anymore
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Old 02-28-2008, 04:18 PM   #110
TerminX

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Re: EDuke32 thread part 2
They never were recognized... I just changed the calls to printf() into calls to initprintf() so that the warnings actually show up in the startup window and log. They're the same warnings the original DOS version would have given on those files.
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Old 02-28-2008, 04:49 PM   #111
NightFright

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Re: EDuke32 thread part 2
Ah! That's something similar you did with EDuke32 some time ago, right? It can be savely ignored then, I guess.
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Old 02-28-2008, 06:16 PM   #112
toto
Re: EDuke32 thread part 2
I got a bug with Eduke32 on Linux, tested with JFDuke3D too and it not appear.

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Old 02-28-2008, 06:20 PM   #113
TerminX

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Re: EDuke32 thread part 2
Hold down shift and press - and +...
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Old 02-28-2008, 07:00 PM   #114
Dopefish7590

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Re: EDuke32 thread part 2
Quote:
Originally Posted by TerminX View Post
That kind of stuff is always, always caused by someone failing to forward/open the correct ports.
Even with open ports, you cannot join a game most of the time, and when you finally do... It will go out of sync a lot... I have tried many times with most sanpshots (including the latest). In other words, EDuke32 is awesome for SP, but there are better options for MP.

Edit: Not to mention that xDuke even works with closed ports.
Last edited by Dopefish7590; 02-28-2008 at 07:03 PM.
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Old 02-28-2008, 08:12 PM   #115
toto
Re: EDuke32 thread part 2
Quote:
Originally Posted by TerminX View Post
Hold down shift and press - and +...
Works, thank you
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Old 02-28-2008, 08:29 PM   #116
TerminX

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Re: EDuke32 thread part 2
I would bet money that absolutely every game of EDuke32 in which connections failed had at least one player with ports that were not opened or forwarded correctly. If the game hangs at "waiting for players", that means with 100% certainty that someone has their firewall/router misconfigured, hence being unable to connect. Seriously, I've played enough 4 player games with people who actually know how to configure their ports that I know for a fact it works.

As for working with closed ports... EDuke32 can do the same thing. The same guy who wrote the code for Duke3d_w32 to do it (AddFaz, author of Dukester X) made the changes to the EDuke32 netcode a year or so ago.

EDuke32 connection failures are nothing but configuration problems. I've tested it with plenty of people who can attest to that.
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Old 02-28-2008, 08:55 PM   #117
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Re: EDuke32 thread part 2
Thats what ive been in several arguments about dopefish with saying that there is nothing wrong with the Eduke multiplayer and that I find it the best for multiplayer IMO.
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Old 02-28-2008, 10:42 PM   #118
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Re: EDuke32 thread part 2
I can vouch personally for what TX said above, having run into this problem - and fixed it - last night. This was a 2 player DM for testing purposes and I had total control over every aspect of the two systems and related network.

No sync problems whatsoever. Dopefish, I'm unaware of sync problems specific to eduke32, as opposed to other ports. Could you elaborate?
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Old 02-29-2008, 12:08 AM   #119
PimpUigi

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Re: EDuke32 thread part 2
I was looking through the jDoom.cfg file, and I found this in it, that lets the sprites act like they do in Duke3D.

If I set it to 1, it acts like they do in 8 bit mode, and if I set it to 2, it acts like Polymost.
Is there anything like this in eDuke32??? (I'm in the middle of looking, didn't find anything in the cfg file.)

# 1=Always align sprites with the view plane.
# 2=Align to camera, unless slant > r_maxSpriteAngle.
rend-sprite-align 1
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Old 02-29-2008, 12:40 AM   #120
Dopefish7590

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Quote:
I would bet money that absolutely every game of EDuke32 in which connections failed had at least one player with ports that were not opened or forwarded correctly.
In Dukonnector, You cannot even join a room that the host doesnt have their ports opened or forwarded. Same applies for DukesterX. They had their ports open, as did I. We could host rooms for each other, and play Xduke just fine. Eduke32 Just did not work. Another time with another player, we were able to get in-game, but it went out of sync after about 30 minutes of play on Farenheit on DM. Get Dukonnector or DukesterX and PM me some time that I am online, and on my PC (I am posting from a Mac). We can have a game using EDuke32, make sure your ports are opened. I can personally show you the problems.

Edit:
@ Mr. Pink
From what I gather, you were testing it with LAN, I have had absolutaly no problems with a LAN DM game. Its just when you play against someone else who is not in your country on Dukon or Dukester.
Last edited by Dopefish7590; 02-29-2008 at 10:30 AM.
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