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Old 02-20-2008, 06:23 PM   #41
Dopefish7590

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Re: EDuke32 thread part 2
Ok, the only option in my BIOS is under Integrated Peripherals > VIA OnChip Devices, The option is to toggle the "VIA-3068 AC97 Audio" It right now is on "Auto" there are only 2 options here... "Auto" and "Disabled" So that didnt work, now time to search for drivers for my MoBo and/or the audio device I just typed above.

So... No, It did not work. =\

Edit: Woot I have sound... now to check if EDuke32 works...

Edit 2: It works. Thanks for the help guys.
Last edited by Dopefish7590; 02-20-2008 at 06:33 PM.
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Old 02-20-2008, 07:54 PM   #42
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Re: EDuke32 thread part 2
How did you get it to work?
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Old 02-20-2008, 08:04 PM   #43
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Re: EDuke32 thread part 2
Quote:
Originally Posted by The Commander
How did you get it to work?
Quote:
Originally Posted by Dopefish7590 View Post
now time to search for drivers for my MoBo and/or the audio device I just typed above.
He clearly used the updated audio drivers.
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Old 02-20-2008, 08:09 PM   #44
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Re: EDuke32 thread part 2
Not clearly. It could have been a number of things.
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Old 02-21-2008, 01:20 AM   #45
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Re: EDuke32 thread part 2
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Originally Posted by DeeperThought View Post
And one more thing... I've gone back to the previous snapshot for now because of frequent crashes with the latest one. The crashes seem to be random and the log provides no useful information. I know that's not a proper bug report, but I thought I would mention it anyway.
It allways seems to chrash for me when I spawn something in the console. And as you said the log file provides no details.
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Old 02-21-2008, 01:26 AM   #46
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Re: EDuke32 thread part 2
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Not clearly. It could have been a number of things.
Ok then, I unclearly updated my audio drivers.
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Old 02-21-2008, 08:06 AM   #47
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Thumbs up Re: EDuke32 thread part 2
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Ok then, I unclearly updated my audio drivers.
HAHAHAHA
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Old 02-22-2008, 06:29 PM   #48
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Exclamation Re: EDuke32 thread part 2
Found a small bug in eDuke32...
Auto-aim is not correct (in other words, not the same as Duke3D) when playing NAM with NAM selected as game in the start window.

Why I play that game, I don't know. Guess I'm a bit bored
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Old 02-22-2008, 06:43 PM   #49
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Re: EDuke32 thread part 2
Auto-aim in NAM is not the same as Duke3D.
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Old 02-23-2008, 09:18 AM   #50
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Re: EDuke32 thread part 2
I've just been playing through the latest Eduke32 with the latest HRP + updates and the latest SD Duke and It seems fine except for certain graphical errors such as these:





They were jibs of spatterd eggs but some times the jib 3D models turn out like that - a horrible mess of over sized polygons.
At first I thought this must be down to the latest SD Duke as that useually causes the problems and these seem to be from the gore effects that were added in by the SD mod.
But then I came accross more graphical errors, this time it was the Drone:





So that can't be the SD Duke mod as the SD mod doesn't do anything to the Drone's actual model so perhaps this is down to the HRP or the latest Eduke32?

I am indeed using the latest Nvidia drivers for my graphics cards so has anyone else encounterd this kind of problem?
Oh and I played through the whole of episode 1 and just started episode 2 and these started showing up.
In some rare occasions any jib models from any blow up enemy causes this mess even back in episode 1 I noticed this a few times but a shot up or blown up egg causes this raguarly. As for the Drone, I've only seen 2 so far which were not modeled correctly.

Also I've noticed that the Drone's shadow is actual identical to the horrible mess.
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Old 02-23-2008, 10:30 AM   #51
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Re: EDuke32 thread part 2
Chip, if you go back to part 1 of this thread, you'll see that this problem was reported on a few weeks ago. It's not a new issue, but it does seem to happen more lately. I had this happening quite a bit in my DNWMD mod, but then I made some changes and the problem has gone away. Mainly, I removed a plane.md3 model that was glitching frequently.
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Old 02-23-2008, 03:07 PM   #52
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Re: EDuke32 thread part 2
Quote:
you'll see that this problem was reported on a few weeks ago.
Am I glad to hear that, for a second I thought once again I had encounterd a problem unique to my computer again
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Old 02-23-2008, 05:28 PM   #53
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Re: EDuke32 thread part 2
Does setting r_animsmoothing 0 in the console prevent this bug from happening?
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Old 02-23-2008, 07:03 PM   #54
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Re: EDuke32 thread part 2
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Does setting r_animsmoothing 0 in the console prevent this bug from happening?
Ive been testing that and it does make it stop.
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Old 02-24-2008, 12:54 AM   #55
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Re: EDuke32 thread part 2
http://wiki.eduke32.com/stuff/eduke3...t_20080223.zip

Also changed the downloads page on eduke32.com to point to the snapshots instead of the ancient 1.4.0 beta 2 release.
Last edited by TerminX; 02-24-2008 at 01:20 AM. Reason: Oops
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Old 02-24-2008, 01:05 AM   #56
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Re: EDuke32 thread part 2
That works, now people will stop downloading aincent files and start complaining that they dont work.
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Old 02-24-2008, 01:28 AM   #57
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Re: EDuke32 thread part 2
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That works, now people will stop downloading aincent files and start complaining that they dont work.
QFT
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Old 02-24-2008, 07:45 PM   #58
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Re: EDuke32 thread part 2
Will we mabye get a snapshot release notes page?

*Crosses Fingers*

Or is it just in a really obvious place where I never found it?
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Old 02-24-2008, 09:06 PM   #59
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Re: EDuke32 thread part 2
The recent snapshots do not always fix the scratching sound in Vista. I have different folders using the same snapshot, and in one folder the sound is scratchy while in another folder it is not. This is true even when using the same duke3d.cfg in the different folders. It doesn't make any sense to me.
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Old 02-24-2008, 09:57 PM   #60
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Re: EDuke32 thread part 2
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"Get that Vista crap outa here"
"XP, Ahhhhhh Much Better"
Because I dont own Vista I dont know what these scatchy sounds sound like but it is starting to bug me to know what they sound like. Is there any way to record it?
I really hope a proper fix will come out for this as more people seem to be upgrading to Vista.
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Old 02-24-2008, 11:08 PM   #61
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Re: EDuke32 thread part 2
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I really hope a proper fix will come out for this as more people seem to be upgrading to Vista.
I agree, although I'm not sure "upgrading" is the right word.
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Old 02-24-2008, 11:25 PM   #62
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Re: EDuke32 thread part 2
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I agree, although I'm not sure "upgrading" is the right word.
Woops, Ment downgrading. From all the horiable things ive been hearing about Vista I do not want to upgrade, Sure there may be good things about it but they dont out weigh the negative... And if it doesnt work with Duke then I dont want it

Also, TX there seems to be a bug with the few past and current snapshots that when ever I spawn a liztroop in the console eduke just chrashs back to the desktop with the "Eduke has incounted an error and needs to close dialog box" this happens in both Classic and 32bit with or without mods.
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Old 02-24-2008, 11:46 PM   #63
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Re: EDuke32 thread part 2
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Woops, Ment downgrading. From all the horiable things ive been hearing about Vista I do not want to upgrade, Sure there may be good things about it but they dont out weigh the negative... And if it doesnt work with Duke then I dont want it
That's what people say about marriage, and then one day it just happens to them anyway.

Quote:
Originally Posted by The Commander View Post
there seems to be a bug with the few past and current snapshots that when ever I spawn a liztroop in the console eduke just chrashs back to the desktop with the "Eduke has incounted an error and needs to close dialog box" this happens in both Classic and 32bit with or without mods.
The first time I tried this with the latest snapshot and normal CONs, it didn't crash, and I was about to post that it was just a problem for you...but then I spawned another one and sure enough it crashed. I loaded it up again and spawned another and it crashed again. I got to three crashes before stopping.
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Old 02-25-2008, 01:44 AM   #64
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Re: EDuke32 thread part 2
http://wiki.eduke32.com/stuff/eduke3...t_20080224.zip, fixes crash when spawning objects, which is actually a divide-by-zero error where the shoot() function divides by the result of ldist() directly and the LIZTROOP tries to shoot you while still in the coordinates it was spawned at.
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Old 02-25-2008, 07:21 AM   #65
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Re: EDuke32 thread part 2
is this snapshot support ogg files?
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Old 02-25-2008, 07:42 AM   #66
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Re: EDuke32 thread part 2
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.
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Old 02-25-2008, 07:57 AM   #67
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Thumbs up Re: EDuke32 thread part 2
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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
I would like that change to the hud as well its a great idea!
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Old 02-25-2008, 09:46 AM   #68
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Re: EDuke32 thread part 2
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1. I wish that the smaller hud had your armor and keys shown.
There are some mods (a few of mine, in fact, *cough *cough) that use that screen size and then add items (such as, uh, keycards) to the right side where the keycards would go. So those mods would require a little reworking in the hud department. Other than that, it seems like a good idea.
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Old 02-25-2008, 10:00 AM   #69
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Re: EDuke32 thread part 2
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Originally Posted by johndough View Post
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
Wouldn't the stuff on the lower right obscure things like the level stats and inventory selection?
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Old 02-25-2008, 10:44 AM   #70
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Re: EDuke32 thread part 2
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Wouldn't the stuff on the lower right obscure things like the level stats and inventory selection?
Well, the level stats and inventory selection aren't obscured when you have your full hud bar on, so I'd say no.
Things can be moved if there is a problem.
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Old 02-25-2008, 12:30 PM   #71
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Re: EDuke32 thread part 2
Quote:
Originally Posted by TerminX View Post
http://wiki.eduke32.com/stuff/eduke3...t_20080224.zip, fixes crash when spawning objects, which is actually a divide-by-zero error where the shoot() function divides by the result of ldist() directly and the LIZTROOP tries to shoot you while still in the coordinates it was spawned at.
I used to spawn LIZTROOP from the console without crashes, and I'm not the only one, so what changed to cause the crash?

EDIT2: The other thing I mentioned turned out to be a bug in my own code.
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Old 02-25-2008, 12:49 PM   #72
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Re: EDuke32 thread part 2
There is also another bug I found.
When I warp to E3L10, the level order goes like this:
E3L10 > E3L6 > E3L11 > E3L9
When it's supposed to go like this.
E3L10 > E3L6 > E3L7 > E3L8 > E3L11 > E3L9
Currently, it skips Fahrenheit and Hotel Hell.
Now, it's possible that the original game did this also,
but that doesn't mean that it's not an error and shouldn't be fixed.
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Old 02-25-2008, 02:03 PM   #73
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Re: EDuke32 thread part 2
I think warping means that you are not following the level order to begin with.
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Old 02-25-2008, 02:16 PM   #74
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Re: EDuke32 thread part 2
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I think warping means that you are not following the level order to begin with.
No, I am, I'm just skipping ahead.
And skipping ahead shouldn't screw up the following level order.
So "don't skip ahead" isn't a good answer.
What if I'm playing co-op and need to start on that level?
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Old 02-25-2008, 02:28 PM   #75
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Re: EDuke32 thread part 2
Don't warp to secret levels. When you enter a secret level normally, information is stored pertaining to the level you came from (so that you return to the correct level, et cetera)... when you warp to a secret level and exit it, the information is stored for that level instead because as far as the game is concerned, the level you're entering when you hit the exit switch is the secret level. Since you were on E3L10, the game considers E3L6 to be the secret level and then takes you to E3L11 afterward because it's the next in numerical order after E3L10.
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Old 02-25-2008, 02:33 PM   #76
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Re: EDuke32 thread part 2
Quote:
Originally Posted by TerminX View Post
Don't warp to secret levels. When you enter a secret level normally, information is stored pertaining to the level you came from (so that you return to the correct level, et cetera)... when you warp to a secret level and exit it, the information is stored for that level instead because as far as the game is concerned, the level you're entering when you hit the exit switch is the secret level. Since you were on E3L10, the game considers E3L6 to be the secret level and then takes you to E3L11 afterward because it's the next in numerical order after E3L10.
I suppose the code couldn't be rewritten then?
So that it sends you to the right levels?
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Old 02-25-2008, 02:39 PM   #77
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Re: EDuke32 thread part 2
No, hard-coding the level ordering and breaking any mods that order levels differently is not an option.
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Old 02-25-2008, 02:55 PM   #78
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Re: EDuke32 thread part 2
Quote:
Originally Posted by TerminX View Post
No, hard-coding the level ordering and breaking any mods that order levels differently is not an option.
That's what I thought.
But couldn't it be set so that if you're just playing the original game and no mods, it would fix the level order?
And I had to warp to the secret level in the first place because the game crashed on that level.
When I played the last official release, I could make it through the entire game without it crashing.
But with the recent snapshots, I usually can't make through even one episode.
So something must have changed between then that's messing up.
I would post the eduke32.log, but that wouldn't tell you any useful nitty-gritty information as to why it crashed, such as "this and that failed" or "error at this address in memory."
The eduke32.log has mostly useless in-game messages logged.
I mean, seeing that I picked up the shotgun isn't useful for debugging.
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Old 02-25-2008, 03:13 PM   #79
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Re: EDuke32 thread part 2
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Originally Posted by johndough View Post
And I had to warp to the secret level in the first place because the game crashed on that level.
That's the real issue here. The log does contain a lot of useless information, but it contains useful information as well. There's no harm in posting it as an attachment if the game has crashed. Also, if a crash is happening consistently at a certain point, then if you save the game right before that point and e-mail the saved game file to TerminX he might be able to find out what is going on.
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Old 02-25-2008, 03:21 PM   #80
johndough

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Re: EDuke32 thread part 2
No, it doesn't always crash on that level. The crashing is random.
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