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#81 |
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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#82 |
Re: EDuke32 thread part 2
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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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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#83 |
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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#84 |
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!
Last edited by Puritan; 02-26-2008 at 11:24 AM.
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#85 |
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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#86 |
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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#87 |
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
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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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#88 | |
Re: EDuke32 thread part 2
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#89 |
Re: EDuke32 thread part 2
I don't see anything strange about it. In fact, I thought that setting input is how demos work.
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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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#90 |
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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#91 |
Re: EDuke32 thread part 2
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#92 |
Re: EDuke32 thread part 2
"5 numpad" is my center view. I don't know about look button though,
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#93 | |
Re: EDuke32 thread part 2
Quote:
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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Last edited by Radar1013; 02-27-2008 at 07:24 PM.
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#94 |
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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#95 |
Re: EDuke32 thread part 2
Screenshots for those unwilling to download it?
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#96 |
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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#97 |
Re: EDuke32 thread part 2
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#98 | ||
Re: EDuke32 thread part 2
Quote:
Quote:
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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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#99 |
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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I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
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#100 |
Re: EDuke32 thread part 2
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#101 |
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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#102 | |||
Re: EDuke32 thread part 2
Quote:
Quote:
Quote:
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#103 |
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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#104 |
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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#105 |
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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#106 |
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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#107 | |
Re: EDuke32 thread part 2
Quote:
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#108 |
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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#109 |
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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#110 |
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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#111 |
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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#112 |
Re: EDuke32 thread part 2
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#113 |
Re: EDuke32 thread part 2
Hold down shift and press - and +...
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#114 | |
Re: EDuke32 thread part 2
Quote:
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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#115 |
Re: EDuke32 thread part 2
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#116 |
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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#117 |
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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#118 |
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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#119 |
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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#120 | |
Quote:
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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