EDuke32 issueshttps://voidpoint.io/terminx/eduke32/-/issues2023-05-21T15:02:16-07:00https://voidpoint.io/terminx/eduke32/-/issues/259VoidSW: Polymost render issues with RC cars in $bullet when against walls at ...2023-05-21T15:02:16-07:00Mitchell RichtersVoidSW: Polymost render issues with RC cars in $bullet when against walls at certain anglesSomething I noticed in a semi-recent build of VoidSW from ~September.
![image](/uploads/cb9946795bc0c751e1f86dddb8d0b824/image.png)Something I noticed in a semi-recent build of VoidSW from ~September.
![image](/uploads/cb9946795bc0c751e1f86dddb8d0b824/image.png)https://voidpoint.io/terminx/eduke32/-/issues/257Fail to build on Raspberry Pi42023-05-21T15:01:55-07:00Ee ceFail to build on Raspberry Pi4i thought i would try to build voidsw on my Pi4, running buster/10
for the most part it does work, but then it fails with this error
```
In file included from source/mimalloc/include/mimalloc-types.h:13,
from source/mim...i thought i would try to build voidsw on my Pi4, running buster/10
for the most part it does work, but then it fails with this error
```
In file included from source/mimalloc/include/mimalloc-types.h:13,
from source/mimalloc/include/mimalloc-internal.h:11,
from source/mimalloc/src/random.c:12:
source/mimalloc/src/random.c: In function ‘bool os_random_buf(void*, size_t)’:
source/mimalloc/include/mimalloc-atomic.h:54:104: error: no matching function for call to ‘atomic_store_explicit(std::atomic<unsigned int>*, long unsigned int, std::memory_order)’
#define mi_atomic_store_release(p,x) mi_atomic(store_explicit)(p,x,mi_memory_order(release))
^
^~~~~~~~~~~~~~~~~~~~~~~
Failed building obj/mimalloc/random.o from source/mimalloc/src/random.c!
make: *** [GNUmakefile:864: obj/mimalloc/random.o] Error 1
```
this was somewhat familiar to me from when i built nbood, but when i looked at what i would change, it was already done.
so now i have no idea what to do
or if this will even work on a Pi4
any pointers would be helpful, or just telling me it just wont workhttps://voidpoint.io/terminx/eduke32/-/issues/256Classic - Music does not play on title screen when using '-nologo' parameter2023-05-21T15:01:19-07:00DrUm78Classic - Music does not play on title screen when using '-nologo' parameter- Platform: Windows 11
- Build: eduke32_win32_20221018-10164-810e1c13f
Description
When using '-nologo' command, music does not play on the title screen as it seems to be initialized during the logo sequence in the normal scenario, whic...- Platform: Windows 11
- Build: eduke32_win32_20221018-10164-810e1c13f
Description
When using '-nologo' command, music does not play on the title screen as it seems to be initialized during the logo sequence in the normal scenario, which seems a bit strange here. Same occurs when going back from a game to the title screen.
Workaround
The only way to enable music is to disable/enable it in the menu but you will have to repeat this step each time you reach the title screen.
Steps to reproduce
1. Launch EDuke32 with '-nologo' parameter and music on
2. Notice that you do not hear any music on the title screen
3. Launch a game then go back to the title screen
4. Still no music
5. Enter sound menu and disable/enable music
6. It now playshttps://voidpoint.io/terminx/eduke32/-/issues/254OSX HighSierra + PlayOnMac 4.3.3 + Wine 5.1 = Sound issue2023-05-21T15:01:00-07:00Juan PCOSX HighSierra + PlayOnMac 4.3.3 + Wine 5.1 = Sound issueOSX Native version has issues with Network and Polymost.
decided to try Windows version on OSX using PlayOnMac 4.3.3 + Wine 5.1
Polymost work ok "has small blinking texture issues", Network seem to work ok.
https://wiki.eduke32.com/wik...OSX Native version has issues with Network and Polymost.
decided to try Windows version on OSX using PlayOnMac 4.3.3 + Wine 5.1
Polymost work ok "has small blinking texture issues", Network seem to work ok.
https://wiki.eduke32.com/wiki/Multiplayer - https://forums.duke4.net/topic/11826-netduke32-enhanced-duke3d-netplay/ - https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/releases/
BUT...
There is always a problem....
Sound Problem in some interfaces, Not all, pcie & usb, internal speaker works ok.
No wav samples are played, but music works.
SampleRate is detected as Custom, 22khz, 441, 48k does Not work.
but when i test sound in Wine Configure, works ok.
problem maybe related to Not support all formats available, like for example:
Float32LSB
i´ve seen similar problem in DosBox also...
sound works ok in OSX SnowLeopard 10.6.8, OSX Mavericks 10.9.5,
but becomes Broken in OSX HighSierra 10.13.6
https://www.freedesktop.org/wiki/Software/PulseAudio/Documentation/User/SupportedAudioFormats/
https://freedesktop.org/software/pulseaudio/doxygen/sample.html
OSX HighSierra is important for many reasons,
.3 is the last that supports TB2 eGPU
.4 is the first that supports TB3 eGPU
.6 is the last that supports 32 & 64-Bit drivers.
etc...
different formats can be tested with:
http://audio.rightmark.org/download.shtmlhttps://voidpoint.io/terminx/eduke32/-/issues/253OSX HighSierra 10.13.6 Polymost issues2023-05-21T15:00:47-07:00Juan PCOSX HighSierra 10.13.6 Polymost issuesOSX compiled version from here:
http://dukeworld.duke4.net/eduke32/mac/ - https://wiki.eduke32.com/wiki/Download_EDuke32
sound works ok, but...
has issues with Polymost,
Cinema floor texture does Not appear,
floating in empty space.
bu...OSX compiled version from here:
http://dukeworld.duke4.net/eduke32/mac/ - https://wiki.eduke32.com/wiki/Download_EDuke32
sound works ok, but...
has issues with Polymost,
Cinema floor texture does Not appear,
floating in empty space.
but walks ok.
P.D.
what is this voidpoint.io ?
there is No gitlab.com/terminx/eduke32/-/issues ?https://voidpoint.io/terminx/eduke32/-/issues/252XMP sound clipping2023-09-01T14:48:58-07:00NY00123XMP sound clippingIt was reproduced using the AWOL track themex2.xm (used upon completing the game).
The impacting EDuke32 commit was 38bb54b75b843c654cea3779362861349ba29862.
[themex2_prefix_from_eduke32.flac](/uploads/92288cfc4bab22a2b2866657fac97e36/t...It was reproduced using the AWOL track themex2.xm (used upon completing the game).
The impacting EDuke32 commit was 38bb54b75b843c654cea3779362861349ba29862.
[themex2_prefix_from_eduke32.flac](/uploads/92288cfc4bab22a2b2866657fac97e36/themex2_prefix_from_eduke32.flac)
[themex2_prefix_from_xmp.flac](/uploads/010249e41c9fd2e8bdc201b3ff5bd9a7/themex2_prefix_from_xmp.flac)https://voidpoint.io/terminx/eduke32/-/issues/251Auto Aim logic error in P_PreFireHitscan2023-05-21T14:59:52-07:00Michelle SleeperAuto Aim logic error in P_PreFireHitscanThere's a logic error in P_PreFireHitscan in player.cpp where the player's auto aim setting is not checked at the right time, causing it to essentially do nothing when shooting the pistol (specifically shooting SHOTSPARK1) and GROWSPARK....There's a logic error in P_PreFireHitscan in player.cpp where the player's auto aim setting is not checked at the right time, causing it to essentially do nothing when shooting the pistol (specifically shooting SHOTSPARK1) and GROWSPARK.
https://www.youtube.com/watch?v=NQCYrQJwX4o
You can see this behavior on display in this test, running the current version as of this post, r10118. You can see I have auto aim fully disabled, but the pistol and Expander both still use it. I didn't capture it in this video but other hitscan weapons (shotgun, ripper) do not behave in this way.
In A_ShootHardcoded, the 3 bullet weapons are fired using this line. This only affects the pistol because the pistol is defined as "SHOTSPARK1", causing the 2nd to last condition to always return 0 for the shotgun and ripper:
` P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng,
projecTile == SHOTSPARK1__STATIC && !WW2GI, 1);`
And the Expander is fired using this line:
` P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, 1, 1);`
Note that custom projectiles are fired when checking for the appropriate auto aim flags, and are also susceptible to this behavior:
` P_PreFireHitscan(spriteNum, playerNum, projecTile, startPos, &zvel, &shootAng,
pProj->workslike & PROJECTILE_ACCURATE_AUTOAIM, !(pProj->workslike & PROJECTILE_ACCURATE));`
The bullet weapon bug could be fixed checking for the other 2 tiles, some thing like:
` P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng,
(projecTile == SHOTSPARK1__STATIC || projecTile == SHOTGUN__STATIC || projecTile == CHAINGUN__STATIC) && !WW2GI, 1);`
But the real problem is up in P_PreFireHitscan, paraphrased here for readability:
```
static void P_PreFireHitscan(int spriteNum, int playerNum, int projecTile, vec3_t *srcVect, int32_t *zvel, int *shootAng,
int accurateAim, int doSpread)
[. . .]
if (accurateAim)
{
if (!pPlayer->auto_aim)
{
[. . .]
}
if (aimSprite == -1)
goto notarget;
}
else
{
if (aimSprite == -1) // no target
{
notarget:
*zvel = fix16_to_int(F16(100)-pPlayer->q16horiz-pPlayer->q16horizoff)<<5;
}
Proj_MaybeAddSpread(doSpread, zvel, shootAng, zRange, angRange);
}
```
If accurateAim is 1, the code enters the if statement to perform auto aim. But because the player's auto aim setting is 0 (fully disabled), the auto aim code is skipped, but so is the later code where the weapon spread is applied using Proj_MaybeAddSpread.
The simplest solution should be something like modifying this line:
```
if (aimSprite == -1 || !pPlayer->auto_aim)
goto notarget;
```https://voidpoint.io/terminx/eduke32/-/issues/247VoidSW: Widescreen Status Bar/Menu graphic support2023-05-21T14:12:43-07:00OpenRiftVoidSW: Widescreen Status Bar/Menu graphic supportThis is an issue that most other Build ports seem to address or support in some form, except for VoidSW. While VoidSW has support for the widescreen first-person weapon sprites, the same cannot be said for supporting widescreen status ba...This is an issue that most other Build ports seem to address or support in some form, except for VoidSW. While VoidSW has support for the widescreen first-person weapon sprites, the same cannot be said for supporting widescreen status bars and menu graphics. It would be nice to have support for these for a cleaner experience on modern displays.https://voidpoint.io/terminx/eduke32/-/issues/245Mapster32: "forcesetup = 0" cfg file entry is ignored2023-05-21T14:12:23-07:00LeoDMapster32: "forcesetup = 0" cfg file entry is ignoredAs of r9621-55fa2a5c2 : "editor: startup window checkbox for -usecwd"As of r9621-55fa2a5c2 : "editor: startup window checkbox for -usecwd"https://voidpoint.io/terminx/eduke32/-/issues/244Engine: Starting the game on Polymer, then switching to Polymost will prevent...2023-05-21T14:11:39-07:00Dino Bollingerdino.bollinger@gmail.comEngine: Starting the game on Polymer, then switching to Polymost will prevent voxels from loading and being converted to 3d modelsEasily tested with Ion Fury and regular eduke32 builds.
Start the game in Polymer, then switch to Polymost. Enter the first map and look at the armor shards.Easily tested with Ion Fury and regular eduke32 builds.
Start the game in Polymer, then switch to Polymost. Enter the first map and look at the armor shards.https://voidpoint.io/terminx/eduke32/-/issues/243TROR visual glitch - 1 sided walls2023-05-21T14:08:51-07:00Micky CTROR visual glitch - 1 sided walls[tror_test.map](/uploads/359f831d0edf61b2f0c0078d0bd1bf6e/tror_test.map)
I've provided a test map with 3 cases:
1. A house with no windows that looks fine in polymost.
2. A house with windows but 1-sided walls, which one would think wou...[tror_test.map](/uploads/359f831d0edf61b2f0c0078d0bd1bf6e/tror_test.map)
I've provided a test map with 3 cases:
1. A house with no windows that looks fine in polymost.
2. A house with windows but 1-sided walls, which one would think would work the same way as case 1, but has some glitches.
3. A house with windows you can see through both directions, which has worse glitches.
Could the TROR algorithm be tweaked so that at least case 2 is glitch-free like case 1?https://voidpoint.io/terminx/eduke32/-/issues/241Indexed hightiles are not precached in software mode, causing severe hitching.2023-05-21T14:08:22-07:00Jordon MossIndexed hightiles are not precached in software mode, causing severe hitching.Indexed hightiles are not pre-cached in software mode like they are in polymost. This makes the game hitch incredibly hard every single time an unloaded tile pops up on screen.Indexed hightiles are not pre-cached in software mode like they are in polymost. This makes the game hitch incredibly hard every single time an unloaded tile pops up on screen.https://voidpoint.io/terminx/eduke32/-/issues/240Duke3D: Accessing a struct member that requires a second array index while th...2022-04-19T00:52:22-07:00Dino Bollingerdino.bollinger@gmail.comDuke3D: Accessing a struct member that requires a second array index while the struct index is invalid causes a segfaultCON code that demonstrates the crash:
```
var tempA
onevent EVENT_ALTFIRE
set tempA player[30].loogiex 0 //invalid player index
al tempA
endevent
```
Press altfire ingame and the crash will occur. While the CON code is invalid, t...CON code that demonstrates the crash:
```
var tempA
onevent EVENT_ALTFIRE
set tempA player[30].loogiex 0 //invalid player index
al tempA
endevent
```
Press altfire ingame and the crash will occur. While the CON code is invalid, this error should be handled gracefully.
Debugging yields no results because the backtrace is completely empty for some reason.
This only occurs with with struct members that require an array index, e.g. `loogiex`. Using another member, such as `ang`, does not result in the segfault.https://voidpoint.io/terminx/eduke32/-/issues/239indexed hightiles don't get palswaps if r_useindexedcolortextures is 0.2023-05-21T14:07:53-07:00Jordon Mossindexed hightiles don't get palswaps if r_useindexedcolortextures is 0.Unlike normal 8-bit art, indexed hightiles lose their ability to get palswapped if r_useindexedcolortextures is set to 0.
![duke0001](/uploads/59dfdbe6eb2834983dfcaebd15e39cdb/duke0001.png)Unlike normal 8-bit art, indexed hightiles lose their ability to get palswapped if r_useindexedcolortextures is set to 0.
![duke0001](/uploads/59dfdbe6eb2834983dfcaebd15e39cdb/duke0001.png)https://voidpoint.io/terminx/eduke32/-/issues/238Engine: Polymer bugs (and potential fixes?).2023-05-21T14:07:39-07:00Jordon MossEngine: Polymer bugs (and potential fixes?).Making this issue to keep record of the polymer issues I've found, and potential fixes.
- The depth cutting/fighting on sprites could likely be fixed by setting glDepthMask to false like polymost does when drawing them.
- Depth is some...Making this issue to keep record of the polymer issues I've found, and potential fixes.
- The depth cutting/fighting on sprites could likely be fixed by setting glDepthMask to false like polymost does when drawing them.
- Depth is something a bit fucked when dealing with transparent/masked ceilings and floors. (Might be related to the glDepthMask change I mentioned, which I'm still messing around with. glDepthMask might also need to be disabled as well when drawing them?) ![duke0312](/uploads/73a008a2fa171e0a9041e560395b01f8/duke0312.png)https://voidpoint.io/terminx/eduke32/-/issues/236Polymost: Hitting the Apply Changes button will briefly display odd tiles in ...2022-03-09T22:33:49-08:00Dino Bollingerdino.bollinger@gmail.comPolymost: Hitting the Apply Changes button will briefly display odd tiles in place of the menu lettersWhen in Polymost, hitting the Apply Changes button, for instance to change the FPS limit, will very briefly display blank or even strange garbage tiledata in place of the menu letters and the cursor: (here tested in Alien Armageddon)
![...When in Polymost, hitting the Apply Changes button, for instance to change the FPS limit, will very briefly display blank or even strange garbage tiledata in place of the menu letters and the cursor: (here tested in Alien Armageddon)
![duke0002](/uploads/7130af42c7ef4b157d685e0040d7f4c5/duke0002.png)
Sometimes this flashes by too quickly to be noticed, and othertimes it ends up being quite noticeable.https://voidpoint.io/terminx/eduke32/-/issues/233Duke3D: No screenfade effect when exiting a level in Polymost/Polymer2022-03-09T22:34:32-08:00Dino Bollingerdino.bollinger@gmail.comDuke3D: No screenfade effect when exiting a level in Polymost/PolymerIn the Classic Mode renderer, after hitting a nukebutton, the game slowly fades out to black, and fades back in on the bonus screen.
This also occurs when beating a boss monster. Note that this means that the cutscenes more easily be acc...In the Classic Mode renderer, after hitting a nukebutton, the game slowly fades out to black, and fades back in on the bonus screen.
This also occurs when beating a boss monster. Note that this means that the cutscenes more easily be accidentally skipped, as the fadeout normally prevents inputs from the player being carried over to cutscenes or the bonus screen.
In Polymost or Polymer, this transition is missing, and the game instead immediately jumps to the bonus screen. Note that this problem is very old, even occurring in eduke32 builds from 2007, before the versioning system was introduced.
(Issue originally raised by: https://forums.duke4.net/topic/11841-no-fade-effect-in-polymost/)https://voidpoint.io/terminx/eduke32/-/issues/232Duke3D: Shrunk state no longer allows SE7 Transport to activate2023-05-21T14:07:03-07:00Dino Bollingerdino.bollinger@gmail.comDuke3D: Shrunk state no longer allows SE7 Transport to activateStarted with r8568 (86b57410).
In the usermap `leohotel.map`, part of the Urban pack of the [Addons Compilation](https://forums.duke4.net/topic/7640-release-eduke32-addon-compilation/), the player is intended to shrink himself with a bu...Started with r8568 (86b57410).
In the usermap `leohotel.map`, part of the Urban pack of the [Addons Compilation](https://forums.duke4.net/topic/7640-release-eduke32-addon-compilation/), the player is intended to shrink himself with a button puzzle, and then pass through a vent which will instantly teleport him to a new area. This vent contains a SE7 transport, which no longer triggers starting with revision r8568.
![](https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=18278)
Here is a test map that starts you right at the point where the effect is triggered: [leohotel_shrunktele.map](/uploads/824d59bdb8e524ff7e0c8c8e7cedabb3/leohotel_shrunktele.map)
In order to trigger the shrinkblast, you will need to activate all buttons.
This one is very unfortunate, as the commit that causes it is required to make the player able to pass under enemies, and to climb up sprite ladders, both of which are essential to Duke3D and its usermaps.
Corresponding commit message:
```
commit 86b57410c08b722f76ff73949eb4ae15727df2f7
Author: Richard Gobeille <terminx@gmail.com>
Date: Wed Jan 29 11:37:51 2020 +0000
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
From-SVN: r8568
```https://voidpoint.io/terminx/eduke32/-/issues/231Duke3D: Another tight vent that can no longer be entered2023-05-21T14:06:46-07:00Dino Bollingerdino.bollinger@gmail.comDuke3D: Another tight vent that can no longer be enteredYet another edge case, but I'll record it for completeness' sake:
In `abcstudios.map` (can be found as part of the Urban pack of the Addons Compilation, see https://forums.duke4.net/topic/7640-release-eduke32-addon-compilation/page__vie...Yet another edge case, but I'll record it for completeness' sake:
In `abcstudios.map` (can be found as part of the Urban pack of the Addons Compilation, see https://forums.duke4.net/topic/7640-release-eduke32-addon-compilation/page__view__findpost__p__366218), the following vent could be clipped through prior to r7398 (commit 374bdaaa), but is now blocked off:
![](https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=18148)
Similarly, the following vent in the same map also cannot be entered:
![](https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=18149)
Here's the test map to reproduce the problem: [another_tight_vent.map](/uploads/bbf58fd419ff54cb7f1416e34b9dfe0e/another_tight_vent.map)https://voidpoint.io/terminx/eduke32/-/issues/230Polymost: Voxels that have the cstat flip bit set are rendered incorrectly2023-08-16T23:33:50-07:00Dino Bollingerdino.bollinger@gmail.comPolymost: Voxels that have the cstat flip bit set are rendered incorrectlyThe problem can be seen on money and letter sprites when turned to voxels, here is an example:
![grafik](/uploads/0f828169db2e6aec24d5959986dab1ec/grafik.png)
The object is constructed as several layers of voxel planes, here is what it...The problem can be seen on money and letter sprites when turned to voxels, here is an example:
![grafik](/uploads/0f828169db2e6aec24d5959986dab1ec/grafik.png)
The object is constructed as several layers of voxel planes, here is what it is supposed to look like:
![grafik](/uploads/90a6244d66a719da4ab9c1cab7ce8f43/grafik.png)
Here's another example with a money voxel, which also shows the problem ingame. Notice that the layers are perfectly flat.
![grafik](/uploads/71355cb3eb6afe6cc131966dc0c3ba6a/grafik.png)
This only occurs in Polymost, in Classic the voxel is rendered correctly. It appears as if, after the process of converting the voxel to a 3D model, each of these planes has its texture flipped independently, rather than as one complete unit, resulting in the disjointed effect you see in the first image.
Note that cstat flip bit support for voxels was introduced in commit a1eb1829.
To reproduce this, I unfortunately only have the money voxel. The effect is more subtle, but you can still recognize it if you compare between Classic and Polymost. If you need the mail voxel, please contact the author Dzierzan.
To reproduce, simply extract the package and run `eduke32.exe -mh voxelmoney.def`
[voxelmoney.zip](/uploads/8cdb36711cd11f8a8abd070ed459b3b9/voxelmoney.zip)