Duke3dw: the twin brother of SWP for Duke Nukem 3D ;D
Home :
http://www.proasm.com/
Duke3dw v4.0.5
http://www.proasm.com/files/dn/Duke3dw_v405.zip
Changes in Duke3dw
Version 4.0.5 Fixed bug in Ramdom Music selection. Added deminishing cheats for dnfly, dnmedic and dnswim. Fixed autosave from previous game to menus only.
Version 4.0.4 Change version format. Improved saved game map info. Added small icon for saved games.
PlayDuke v6.2
http://www.proasm.com/files/dn/Playduke62.zip
Changes in 6.2 Fixed missing map cursor on startup.
Changes in 6.1 Change music additions to suit Duke3dw -music commandline. Increased maximum TCs to 300.
Edited by supergoofy at
ProAsm at
Re: Duke3dw Updates
I have created a D3wStartup.exe for Duke3dw similar to SwpStartup. Maybe you can test it out at some stage as its bound to have some bugs. The music section is different to SWP and maybe I should change it so its the same but that can come later. Most of it seems to function ok here except I have disabled the multiplayer section as for some reason that crashes atm.
http://www.proasm.com/files/dn/D3wStartup.zip
supergoofy at
I have tested it and it seems it works well. I didn't load an addon though. I played the original Duke3D.
D3wStartup v1.0 has broken midi selection.
I can change/select the music device from D3wSetup but not from D3wStartup.
SwpStartup has the same bug.
Also if an empty Duke3dw.cfg (0 bytes) file exists Duke3dw didn't start. I don't know if you fixed that one. And I don't know if SWP had this bug also. (I think I reported this in the old forum, but I'm no sure).
Edited by supergoofy at
ProAsm at
Just try that again as it works here no problem with SWP also. If you however try and start it from another frontend or batch file then it probably wont start.
** Edit ** Also try this :
http://www.proasm.com/files/dn/D3wStartup11.zip
Edited by ProAsm at
supergoofy at
It seems working now, thanks ;D
playtard at
Have a problem running addons. with the duke3dw port. They worked ok before 4.0.0.0. Same problem with playwang and duke3dw startup program. I think it's the port causing the problem.
supergoofy at
if you could be more specific ? ? ? ? ::)
Edited by supergoofy at
playtard at
Add on mods for duke nukem 3d when use with duke3dw port launch with only the duke levels with some of the mod features. All the mods work ok with eduke32. They just stop working with all the 4.0 versions of proasm duke3dw port.
supergoofy at
Give an example. For me all mods are working fine with Duke3dw, except those that are specifically created for EDuke32 (like DukePlus).
Probably you are doing something wrong.
ProAsm at
Duke3dw works differently to EDuke. You need to put all the addons in a folder (directory) called Games and all the maps in a folder called Maps. This is where Playduke or D3wStartup looks for the stuff. If you prefer another folder you need to send it a command like -jC:\Duke\Whatever A lot of the latest Addons created are designed specifically for EDuke and probably will not work on Duke3dw as it does not have the advanced CON code functions.
supergoofy at
ProAsm I use bat files to start the mods with duke3dw and I never encounter any problems.
But with eduke32 I have sigsev error (crash error) without a warning in some mods (usually old mods/tcs), eduke32 just exits.
playtard at
Here is the log file maybe this will help solve the problem.
Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6001) - Service Pack 1 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities
Duke Nukem 3D Copyright (c) 1996 3D Realms Entertainment
Duke3dw - Version 4.0.2.6 - Revision 331.216 Commandline: C:\Duke3dw\Duke3dw.exe -jC:\Duke3dw\Games -xAlienz.con -halienz.def -gAlienz.grp Adding Duke3d.grp group file. Adding Duke3dw.grp group file. Adding group file Alienz.grp Compiling: Alienz.con (149053 bytes) Including: AzDEFS.CON (35902 bytes) Including: AzUSER.CON (44646 bytes) Looks like Atomic Edition CON files. Code Size: 64096 bytes (1798 labels). Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Initialising timer Loading art header. initcache(): Initialised with 16777216 bytes Loading palette/lookups. Warning: Failed including duke3d.def on line alienz.def:1 alienz.def definitions file loaded. Duke3dw definitions file loaded.
RTS Manager Started. RTS file DUKE.RTS was not found Loading palette/lookups. Setting video mode 1024x768 (32-bit fullscreen) Checking music inits. Checking sound inits. Initializing MultiVoc... - Maximum voices: 16 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 22050Hz Sample size: 16 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (117). Cache time: 268ms Playing Music: Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL
playtard at
Get the same problem with 4.05
- Checking capabilities
Duke Nukem 3D Copyright (c) 1996 3D Realms Entertainment
Duke3dw - Version 4.0.5 - Revision 331.216
Commandline: C:\Duke3dw\Duke3dw.exe -jC:\Duke3dw\Games -xAlienz.con -halienz.def -gAlienz.grp Adding Duke3d.grp group file. Adding Duke3dw.grp group file. Adding group file Alienz.grp Compiling: Alienz.con (149053 bytes) Including: AzDEFS.CON (35902 bytes) Including: AzUSER.CON (44646 bytes) Looks like Atomic Edition CON files. Code Size: 64096 bytes (1798 labels). Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Initialising timer Loading art header. initcache(): Initialised with 16777216 bytes Loading palette/lookups. Warning: Failed including duke3d.def on line alienz.def:1 Adding alienz.def definitions file. Adding Duke3dw.def definitions file.
RTS Manager Started. RTS file DUKE.RTS was not found Loading palette/lookups. Setting video mode 1024x768 (32-bit fullscreen) Checking music inits. Checking sound inits. Initializing MultiVoc... - Maximum voices: 16 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 22050Hz Sample size: 16 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (117). Cache time: 45ms Playing Music: stalker.mid Cache time: 56ms Playing Music: futurmil.mid Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL
playtard at
I tried duke3dw V3.56 and all works great. here is the log file for it. Hope this helps.
Duke Nukem 3D Copyright (c) 1996 3D Realms Entertainment
Duke3dw - Version 3.56 - Revision 311.204 Commandline: C:\Duke3dw\Duke3dw.exe -jC:\Duke3dw\Games -xAlienz.con -halienz.def -gAlienz.grp Adding duke3d.grp GRP file. Adding group file Alienz.grp Compiling: Alienz.con (149053 bytes) Including: AzDEFS.CON (35902 bytes) Including: AzUSER.CON (44646 bytes) Looks like Atomic Edition CON files. Code Size: 64096 bytes (1798 labels). Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Initialising timer Loading art header. initcache(): Initialised with 16777216 bytes Loading palette/lookups. Warning: Failed including duke3d.def on line alienz.def:1 Definitions file loaded. Duke3dw definitions file loaded.
RTS Manager Started. RTS file DUKE.RTS was not found Loading palette/lookups. Setting video mode 1440x900 (32-bit fullscreen) Checking music inits. Checking sound inits. Initializing MultiVoc... - Maximum voices: 24 - Using 1392 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 48000Hz Sample size: 16 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (117). Cache time: 928ms Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL
Edited by playtard at
supergoofy at
ProAsm it seems that Duke3dw v4.0.5 has major bug. It doesn't run on Windows XP x64.
Fatal Signal caught: SIGSEGV. Bailing out.
But it stays resident in processes. I have to close its process manually.
SWP v4.1.8 runs fine though.
Edited by supergoofy at
playtard at
Seems to be only old TC mods that don't work with v4.0. Duke in dc works fine
supergoofy at
Actually I cannot do tests right now because I'm on Windows XP x64. And as I wrote in my previous post Duke3dw crashes.
Edited by supergoofy at
playtard at
Duke3dw has the same problem in windows 7 32-bit, as you have in xp 64-bit
supergoofy at
Probably something went wrong during compilation of the source. ProAsm will fix it.
I have dual boot Windows XP 32/64 bit, thus the last 4-5 weeks I have the WinXP 32bit and I didn't notice. Usually my system stays on without restarts for long periods. ;D
Edited by supergoofy at
ProAsm at
These are all the TC's and Addons that I have in my Games folder and they all work fine when I last checked which was not too long ago. The only one which is no longer working properly is Platoon and the new Platoon Remake which I have now modified to work with Duke3dw but have not released.
If you having problems exactly how are you starting the addon ?
Edited by ProAsm at
supergoofy at
Lately I played on Windows XP 32bit the Alien Vs Predator TC and it worked fine with Duke3dw. Now that I made a reboot and Windows XP x64 are loaded, the Duke3dw has problem and I see the SIGSEGV crash that I describe in my post in previous page: Fatal Signal caught: SIGSEGV. Bailing out. Plus it stays resident in processes. I have to close its process manually.
Swp v4.1.8 works fine in Windows XP x64.
Edited by supergoofy at
playtard at
Yes the mods in your list work good. It must be mods made from duke3d 1.3
playtard at
I got rid of mods that don't work with duke3dw, but Nuclear Winter addon doesn't work. It lunches to normal nwinter startup movie. when you select the nuclear winter episode it loads the duke nukem level episode instead with the nwinter music. This one should not have had any problems. I used the group file from cd. Here is the log.
Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6001) - Service Pack 1 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities
Duke Nukem 3D Copyright (c) 1996 3D Realms Entertainment
Duke3dw - Version 4.0.5 - Revision 331.216
Commandline: C:\Duke3dw\Duke3dw.exe -jC:\Duke3dw\Games -xNwinter.con -gNwinter.grp Adding Duke3d.grp group file. Adding Duke3dw.grp group file. Adding group file Nwinter.grp Compiling: Nwinter.con (154269 bytes) Including: NWDEFS.CON (37820 bytes) Including: NWUSER.CON (47830 bytes) Looks like Atomic Edition CON files. Including: NWACTOR.CON (41594 bytes) * WARNING!(L26 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L246 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L1020 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L1630 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2016 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2192 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2552 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2689 NWACTOR.CON) Expected a 'ai' label but found a 'define' label instead. Including: NWSNOW.CON (4213 bytes) * WARNING!(L58 NWSNOW.CON) Expected a 'ai' label but found a 'define' label instead. Code Size: 78300 bytes (1972 labels). Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard * OTHER: Microsoft® Digital Media Pro Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Initialising timer Loading art header. initcache(): Initialised with 16777216 bytes Loading palette/lookups. Adding Duke3dw.def definitions file.
RTS Manager Started. RTS file DUKE.RTS was not found Loading palette/lookups. Setting video mode 1024x768 (32-bit fullscreen) Checking music inits. Checking sound inits. Initializing MultiVoc... - Maximum voices: 16 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 22050Hz Sample size: 16 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (117). Cache time: 69ms Playing Music: NW1.MID Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL
Edited by playtard at
ProAsm at
Yes Nuclear Winter should not give any problems. Except for a few definition errors mine plays perfectly, sound, hrp, everything.
My Nwinter.bat file:
@echo off Duke3dw.exe -jGames -gNwinter_hrp.zip -xNwinter.con -gNwinter.grp
My Log after going through from start into first level.
Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 3 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities
Duke Nukem 3D Copyright (c) 1996 3D Realms Entertainment
Duke3dw - Version 4.0.5 - Revision 331.216
Commandline: Duke3dw.exe -jGames -gNwinter_hrp.zip -xNwinter.con -gNwinter.grp Adding Duke3d.grp group file. Adding Duke3d Maphacks Adding Duke3d High Resolution Zip Pack Adding Duke3dw.grp group file. Adding group file Nwinter_hrp.zip Adding group file Nwinter.grp Compiling: Nwinter.con (154295 bytes) Including: NWDefs.con (37820 bytes) Including: NWUser.con (45553 bytes) Looks like Atomic Edition CON files. Including: NWActor.con (41678 bytes) * WARNING!(L26 NWActor.con) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L246 NWActor.con) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L1011 NWActor.con) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L1616 NWActor.con) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2168 NWActor.con) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2520 NWActor.con) Expected a 'ai' label but found a 'define' label instead. * WARNING!(L2635 NWActor.con) Expected a 'ai' label but found a 'define' label instead. Including: NWSnow.con (4251 bytes) * WARNING!(L58 NWSnow.con) Expected a 'ai' label but found a 'define' label instead. Code Size: 78032 bytes (1971 labels). Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * JOYSTICK: Nostromo n52 Speedpad2 * OTHER: USB Keyboard * OTHER: USB Keyboard - Creating keyboard device - Creating mouse device - Creating joystick device Joystick has 6 axes, 24 buttons, and 1 hat(s). Initialising mouse CONTROL_Startup: Mouse Present CONTROL_Startup: Joystick Present Initialising timer Loading art header. initcache(): Initialised with 16777216 bytes Loading palette/lookups. Invalid starting frame name on line nwinter/copies.def:83 Invalid frame name on line nwinter/copies.def:84 Failure loading MD2/MD3 model "highres/sprites/characters/1528_dukearm.md3" Error on line nwinter/copies.def:135. Error on line nwinter/copies.def:136. Error on line nwinter/copies.def:136. Error on line nwinter/copies.def:136. Error on line nwinter/copies.def:136. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:137. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:138. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:139. Error on line nwinter/copies.def:140. Adding Duke3d.def definitions file. Adding Duke3dw.def definitions file.
RTS Manager Started. RTS file DUKE.RTS was not found Loading palette/lookups. Setting video mode 1024x768 (32-bit fullscreen) Checking music inits. Checking sound inits. Initializing MultiVoc... - Maximum voices: 8 - Using 640 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 22050Hz Sample size: 8 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (117). Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing joystick device - Releasing DirectInput object - Unloading DINPUT.DLL
I take it you have play NWinter before because the first 2 levels are the original Duke maps just played backwards :)
Edited by ProAsm at
playtard at
Yes, starting in redlight. Maybe it's vista. i will use xp and see what i get.
playtard at
Yes it work in xp just fine. Vista is the problem.
supergoofy at
@ProAsm, maybe you should change compiler and use MinGW
ProAsm at
mmm to change compiler at this stage can be hairy. I'll look into it.... sometime :)
playtard at
When you start the game and you pick the skill level and hit enter duke doesn't say come get some, or let's Rock. Other that that the sound works really well in vista for Duke3dw 4.0.5.
ProAsm at
I'm wanna install Vista on my spare PC here, problem is I cannot find what I've done with the friggin CD. I know I have it here somewhere, problem is I was so dissapointed with it when I bought it that now I dont have a clue where I put it, probably in the trashcan :D
playtard at
Download the free windows 7 RC (free untill june 2010).
TX at
It's really only free until March. After that, you'll be forced to shut down/reboot every 2 hours.
ProAsm at
3 odd gigs.... in my case thats a whole months bandwidth allowance in one shot :( As TX says, having an OS that expires on you is not the way a developer want to go :)
JonoF at
ProAsm said at
having an OS that expires on you is not the way a developer want to go :)
For testing builds, 2h is probably more than enough.
TX at
The retail version will be out by then anyway. :p
playtard at
Yea, I can understand that proasm. By the way TX, Edukes32 works with windows 7. So you don't have to change anything. NOW, get back to work on polymer port. lol
TX at
Yes, I know it does... I've been using it since January or so.
Arch-Valentine at
Alright, I tried Duke3dw with the latest version available. I can't even start the game. It crashes everytime. The readme doesn't really say much, but all I did was grab the latest version of Duke3dw, and the Startup frontend, and copied my Duke3d.GRP all into one folder. Here is the log file it spit out after crashing. Am I missing something?
Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6001) - Service Pack 1 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities
Duke Nukem 3D Copyright (c) 1996 3D Realms Entertainment Fatal Signal caught: SIGSEGV. Bailing out. Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL
Edited by Arch-Valentine at
ProAsm at
wow... who knows why you have this - no idea - maybe its vista ???
Maybe start from scratch and download the shareware and start from there. http://www.proasm.com/files/dn/Duke3dw_Shareware.zip
If that works put the HRP in the folder and if that works put the retail GRP file. On day I might put Vista on one of my machines to test with :)
I am currently completely rewriting both Duke3dw and SWP to compile with MinGW/MSys which is a nightmare as this is an extremely rigid and unforgiving compiler but at the end of the day is probably the way to go as they do offer a lot more.
playtard at
Yes, it's a problem with Vista, and Windows 7. Have no ideal why it does this ???
playtard at
I turned off Autosave.,and no more (Fatal Signal caught: SIGSEGV. Bailing out) on Vista It seems like it is writing to the hard drive at the same time you die, and if you press A it crashes. This Happens on SWP 4.1.8 as well.
ProAsm at
Yeah I have a good idea about this but should only show this problem on slower machines. I'll change the timing sequence.
ProAsm at
Duke3dw - Version 4.1.0.3 Beta
Ok here we have a new Duke3dw with a builtin Startup Menu. As before Duke3dw expects the User Addons to be in the Games folder and the user maps in the Maps folder, although you can now choose any of the directories in the Startup Menu. The Startup Menu can be set on/off in the in game Game Options and also there is an option to activate the Menu when exiting the game. Duke3dw now compiles with MinGW/Msys and seems a lot more stable and although there is a lot more code (Startup Menu) it compiles a fair deal smaller. It has been tested quite thoroughly although there is always bugs after a major re-write :)
Awesome you released the new beta. I'll test it sometime tomorrow when I find the free time. ;D
Thanks and take care ;)
playtard at
Works Good! ;D It even fixed the problem I was having with lunching Nuclear Winter addon on Vista. I still have to disable autosave., but that is no problem for me. Just need to add the Multiplayer tab on startup menu, and it will be Complete. NICE WORK! ;D
supergoofy at
Yeah it works well, but I haven't tested it yet on Windows XP x64. But usually all mingw compiled exe files are working well on both 32bit and 64bit Windows OS
ProAsm at
playtard said at
Works Good! ;D It even fixed the problem I was having with lunching Nuclear Winter addon on Vista. I still have to disable autosave., but that is no problem for me. Just need to add the Multiplayer tab on startup menu, and it will be Complete. NICE WORK! ;D
I would like to get to the bottom of why you have this problem with the Autosave. I'll make some changes in this regard and get you to test it if you dont mind. I'll pm you when I figure something out :)
playtard at
Yes, i'll will test it it out. My machine Info:
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+ (3016 MHz) Operating System: Windows Vista (TM) Ultimate, 32-bit (Service Pack 2) DirectX version: 10.0 GPU processor: GeForce 8600 GT Driver version: 185.85 Stream processors: 32 Core clock: 540 MHz Shader clock: 1188 MHz Memory clock: 400 MHz (800 MHz data rate) Memory interface: 128-bit Total available graphics memory: 1535 MB Dedicated video memory: 512 MB System video memory: 0 MB Shared system memory: 1023 MB Video BIOS version: 60.84.43.00.81 IRQ: 18 Bus: PCI Express x16
playtard at
Wow! I turn autosave back on and there are no problems now. O.K. I did another test and found that the beta crashes on startup. Fatal Signal caught: SIGSEGV. Bailing out. I looked in folder and saw no duke3dw.cfg file in directory , it will not generate a duke3dw.cfg file on startup in vista. I had to use DW3Startup to make the cfg file and turn off autosave to get it to start. Then made nessary changes in game. restart the game and turn on autosave and then everything work fine. Hope this helps. :D Whoops my bad! I didn't extract the duke3dw.cfg in zip file. I tried it again with all the files and it worked fine this time.
Edited by playtard at
ProAsm at
Ok interesting. So if you delete or rename the .cfg file and startup it will crash - right ? I think I know why and will make a change.
playtard at
Works and starts up ok in Windows 7 32-bit and Windows 7 64-bit. Just the sound is a little scratchy.
ProAsm at
Looking good :) Sound scratchy on both win7 32 and 64 bit ?
playtard at
Yes, both of them. Swp beta as well.
supergoofy at
Tested on Windows XP x64 (64 bit), it works fine.
ProAsm at
Sound also ok Supergoofy ?
supergoofy at
Yeah, sound It was ok. At least the little I played.
I'm sending you a p.m. about something else.
ProAsm at
Yeah, this sound problem is wierd. Ever since I got my 'new' PC about a year ago, I have the odd sound problem. The mobo has a 7:1 built in sound card which I used and what happens after a while, not sure what triggers it, but the gun shots or loud explosions start to distort to a point it becomes unbarable and the only cure is to reboot the PC. About 2 months ago I bought a Audigy2 soundcard to try out as I was convinced the built in sound was faulty, well this card does exactly the same thing. My old PC whch has no built in sound card but a installed SBLive works just great. So its very difficult to know if you have the sound playing right or wrong.
supergoofy at
My Audigy 2 Value works ok with Duke3dw and SWP.
I use this drivers pack by daniel_k: http://forums.creative.com/creativelabs/board/message?board.id=soundblaster&thread.id=139702&view=by_date_ascending&page=1
Thanks, well I downloaded and tried the 2.0 pack. It did cure my explosion distortion but introduced a popping sound which is very noticable when playing opera for instance. I then downloaded his 1.7 pack and that was very bad with the popping sounds. I had to put the original 1.5 version back with the explosion distortion as its the best of the bunch. Also I much prefer the EAX option menu here which sits in the taskbar and not in the CP - but thats just a preference. I think my mobo is the problem as I have never been happy with this mobo as other things have also happened with it.
Arch-Valentine at
Yay it works in vista. I also hear the weird audio popping sometimes. I have onboard sound (680i board)
playtard at
Wow, I got that Minigw to work. :)
ProAsm at
Duke3dw Beta 4.1.0.6
A complete update in code and addition of Multiplayer tab on menu. If a map is selected in the menu with multiplayer, the players will start in the map.
This is getting great! I found 2 bugs. When you restart the game all settings are defaulted. Must be writing a new cfg evertime game is started. And if you press enter key to bypass animation on startup in will crash. This may be because of cfg file that gets loaded evertime you start up. Multiplayer works fine.
playtard at
I just did some more test and it does not crash or default the cfg on the my other pc. So it is something on my main pc. I will get to the bottom of this. Works Great on my other PC! Forget about bugs on my last post.
playtard at
I had to turn off tex compression. Now I have no problems. Works Great!
ProAsm at
playtard said at
I had to turn off tex compression. Now I have no problems. Works Great!
Yes, this makes a big difference. I have now defaulted this off.
playtard at
This should be ready for public release. Great job! It works better on Tc and addons than 4.0.5
playtard at
Is there a way to add the fake multiplayer command to Duke3DW. /Q# where pound is how many players, and I think you need /A for the Bots AI.
ProAsm at
LOL yeah, I'll see of I can fit it in somewhere.
In the meantime use a .bat file, as I tried here:
@echo off Duke3dw.exe -map lapd.map /q4 /a /m
Starts lapd.map (if you have it) in fake multiplay with 4 bots, sets AI and removes all monsters :)
playtard at
Yea, that worked.. Do you have an updated list of start up commands for command lines?
Edited by playtard at
supergoofy at
Usually I play single player games and I load them though batch files.
I prefer the batch files because it's a reliable and easy way to play the games.
ProAsm at
playtard said at
Yea, that worked.. Do you have an updated list of start up commands for command lines?
Create a batch file:
@echo off Duke3dw.exe -?
playtard at
Wow, I would only have to make 2000 batch files, give or take a few. LOL. :D Oh, by the way supergoofy, i used your mingw files links and was able to compile the eduke32 polymer source. So I could see if it would run on my pc. I get a low frame rate of about 25 fps. That is with a Nvidia Geforce 8600 GT. My Cpu goes to a 100% and it uses about 1.2 gigs of ram. So thanks fot the help on mingw, you are really super, Supergoofy.
supergoofy at
I have 30 frames and above most of the time with Polymer HRP. But I own an 8600GTS, which is a little faster.
Polymer renderer is still unfinished and it needs a lot of optimizations.
I don't know if it can be implemented in Duke3dw once it is officially release. It surely will need a lot of work by ProAsm. (No no, ProAsm, stay cool, forget what I said ;D ;D ;D ;D )
Anyway, Duke3dw 4.1.0.6 seems to be stable enough and probably it is ready for official release, after a little more testing.
playtard at
I love how fast duke3dw loads maps. ;D One minor thing missing. When you start a singlePlayer game and you pick the skill level Example like Lets Rock, when you press enter to start the game duke doesn't Say Lets Rock before the game starts.
supergoofy at
that's only a cosmetic change. priority is to eliminate any bugs that are not spotted yet. it seems 4.1.0.6 works 100% ok.
I think encountered the sound bug while playing, but after a while it was fixed by its own.
ProAsm at
Yeah, I disabled the sound startup sometime ago and cannot remember why I did that, maybe it was just annoying me as when you test something 100 times a day it can drive you nuts, like SWP where Wang screams on every maps startup. I'll look into this sometime. Oh btw supergoofy, I did eventually go the 'slider' root with the brightness as the other way was to fixed and could not reflect current settings. Anyway it has a pile of stuff now including fake multi :D
This beta has undergone so much surgery you probably wont recognise it anymore.
1. Con file verification. A routine has been added to verify which file belongs to which and when the default files should be used.
2. Startmenu additions. The startmenu now has seperate Video and Sound tabs with several more options in each.
3. Monitor Option. Due to the problem of the vast differences in Brightness control between an LCD and a CRT monitor, an LCD/CRT option has been added to the Video tab in the startmenu along with a seperate brightness control. Basically the selection will shift the brightness 'window' to a more usable option depending on your monitor. Currently LCD's are too bright and even in some cases with the brightness level at zero, its still too bright whereas a CRT has the opposite effect. This LCD/CRT option helps take care of the problem.
4. Fake Multiplayer. This has been added to the Multiplay tab on the startmenu and play has also changed somewhat, and some time has been spent here. During fake multiplay, the default weapon is now the shotgun with pistol availablity. The 'Bots' now also dont strafe around like grease lightning anymore and tend to fight you straight on instead of running behind your back all the time. The 'Bots' behave slightly different depending on the skill level you choose, like skill 4 'Damn I'm good' will put the bots back to standard. Should you want to give your Bots a name, there is now a option in the Duke3dw.cfg file under [Comm Setup] Botname_1 = "Whatever" etc.
5. Shareware Detection. This has also been beefed up to assist the startmenu.
6. Skill Sounds. This has been put back as I see it vanished way back in v3.5 or so.
7. Mini HUD. To be more 8 bit compatible and to uncomplicate the code, the 2 extra huds have been dumped in favour of a more comprehensive Minihud. Some may dissagree on this change but it is for the better in the long run as keeping track of the extra 2 screen sizes has become a nightmare regarding coding.
8. Weapon Icons. The way in which these are now displayed (with hrp) has now changed and can no longer work with older Duke3dw.grp files and needs the latest as supplied with this beta and all future releases.
Works great! No problems what so ever. Thanks for all the Stuff you put in the Startup Menu. ;D LOL, you can name the bots. Thanks again!
Edited by playtard at
Arch-Valentine at
I noticed that if you select a usermap of the original 4 Duke Nukem episodes it says User map, LA Meltdown on the map everytime.
ProAsm at
Sorry just explain with a bit more detail as I dont seem to get that here. What do you do to get this to happen ?
playtard at
Yea, I see what he might be talking about. Any map you play, if you press tab to see the mapview it allways has LA Meltdown for the name of Map.
ProAsm at
Thanks, I never use that map option so I dont see it. Its seems its been like that since dot, ok I'll see what can be done. ;)
*** Edit *** That was well spotted, JF's Duke3d of Oct 2005 right up to the latest eduke32 does it. Fixed ;)
Edited by ProAsm at
TX at
Haha, no, EDuke32 hasn't done that for at least a year. The earliest version I still had sitting around in plain view here was from 20080824 and it was already fixed in that one.
ProAsm at
If you start the latest eduke32 with a user map from a batch file like:
eduke32.exe -map lapd.map
Then once in the map press Tab twice and its says:
L.A. MELTDOWN USER MAP
playtard at
Yes, and even the duke3d under dosbox does that. It's a normal thing. Dawn of time. lol
TX at
Uhh, ProAsm, he was actually talking about how when you try to open one of the original levels (e.g those defined in USER.CON), it opens it as a regular user map (episode 1 level 8 I think) instead of starting a game on the correct level and episode. That is the defect, and EDuke32 fixed it over a year ago. :p
Edited by TX at
ProAsm at
mmm ok I see what you mean, but this too is debatable. Currently with my changes I have these results.
If I start a user map using batch file as mentioned above duke3dw will state the map name ie: LAPD.MAP, wheras eduke will say: L.A. MELTDOWN - USERMAP If I start a level from the internal 'Episode' USER MAPS, say E1L4, duke3dw will say: E1L4.MAP wereas eduke will say L.A. MELTDOWN - TOXIC DUMP which is somewhat correct, except if you select say DUKEDC.GRP and then DUKEDC4.MAP eduke will still say L.A. MELTDOWN - TOXIC DUMP whereas duke3dw will say DUKEDC4.MAP Basically E1L1.MAP is not necessary an internal duke map.
At the end of the day its still a good point raised and needs attention in both our cases :)
While I have your attention I have a question about the freezing monsters in eduke. Lets say I play a map and run out of 'essential' ammo, and provided I have a freeze weapon, all I need to do is get a pigcop out on his own and freeze him, 80% of the time he will drop a shotgun which I now pick up, wait for him to unfreeze, then do it all over again. I can get myself many shotguns and armor this way and stock up, is this how its meant to be ?
TX at
If you loaded EDuke32 with DUKEDC.GRP and then selected DUKEDC4.MAP, it would report whatever level name corresponds with whatever the map name was defined as in the CONs, because it would start a new game in episode 3 level 4 or episode 5 or whatever you have the map defined as. Why would it say the name for E1L4? That doesn't even make sense... at all.
It's as if you're assuming I have some internal table of what the original map names are or what level number they correspond to is, which would frankly be pretty retarded. It's a simple matter of looping through an array of strings and matching the user map's filename against the map names defined in the CONs, with the position in the array giving you the volume and level numbers.
And yes, that freezer behavior is normal. Classic error in the logic of the code for the PICGOP actor.
ProAsm at
If you loaded EDuke32 with DUKEDC.GRP and then selected DUKEDC4.MAP, it would report whatever level name corresponds with whatever the map name was defined as in the CONs, because it would start a new game in episode 3 level 4 or episode 5 or whatever you have the map defined as. Why would it say the name for E1L4? That doesn't even make sense... at all.
Yes I agree, thats what it should do but it does not, its says: L.A. MELTDOWN USER MAP Where it should say according to the confile: DUKE IT OUT IN D.C. SMITHSONIAN TERROR
When you start a map direct, the code will set ud.volume_number = 0 and ud.level_number = 7 with the map name in the boardfilename and thats why it will always say L.A. MELTDOWN and thats why I've chosen to use the boardfilename if it exists. The only way a con file can be used is when the Episode is selected where in these cases its not.
playtard at
Found a music bug, does not play the midi files inside of nwinter.grp. It does at the intro, but it stops when the level starts.
Edited by playtard at
TX at
ProAsm said at
If you loaded EDuke32 with DUKEDC.GRP and then selected DUKEDC4.MAP, it would report whatever level name corresponds with whatever the map name was defined as in the CONs, because it would start a new game in episode 3 level 4 or episode 5 or whatever you have the map defined as. Why would it say the name for E1L4? That doesn't even make sense... at all.
Yes I agree, thats what it should do but it does not, its says: L.A. MELTDOWN USER MAP Where it should say according to the confile: DUKE IT OUT IN D.C. SMITHSONIAN TERROR
When you start a map direct, the code will set ud.volume_number = 0 and ud.level_number = 7 with the map name in the boardfilename and thats why it will always say L.A. MELTDOWN and thats why I've chosen to use the boardfilename if it exists. The only way a con file can be used is when the Episode is selected where in these cases its not.
You obviously aren't understanding. When a user map is loaded in EDuke32, the names of all defined maps are checked against the filename of the map. If a match is found the correct episode and level is used instead and boardfilename is blanked. The map is not loaded as a user map if it has been defined in the CONs.
ProAsm at
If a match is found the correct episode and level is used instead and boardfilename is blanked.
Ahhh... ok, so thats the correction you made. Well its something that has got past me for all this time :)
Arch-Valentine at
Yeah I was just talking about when you select User levels inside Duke3dw, then select from Ep1-4, select difficulty and play...then hit tab and it says User Map, LA Meltdown instead of say Pigsty, The Birth. Thought it was weird. I could understand if it said that if I actually did select a user level, but I was just checking out vanilla levels from Duke3d.
~Edit: TX pretty much nailed it on the head.
Edited by Arch-Valentine at
ProAsm at
playtard said at
Found a music bug, does not play the midi files inside of nwinter.grp. It does at the intro, but it stops when the level starts.
Sorry about that... fixed, tnx ;)
ProAsm at
Ok, I finally completed Duke3dw and have released it as 4.1.0 I changed a few minor things and also updated and compacted the code. It now comes with better documantation both on the site and in the zip. The source code can also be found on my site and should compile as is with mingw433/msys The code still needs a lot of neatening up but its not bad as is :)
http://www.proasm.com/files/dn/duke3dw_v410.zip
I have also finally completed an LRP from the latest HRP although some stuff is from previous. It too can be found on the site and comes in at 64.7 megs.
;)
ny00123 at
Hey, I've just got Duke3dw for taking a short look at it. It looks like whenever you turn on/off 'auto aim' within the in-game menu, it affects only after you restart Duke3dw.
BTW, Duke3dw is now supported in some front-end of mine called YANG (Yet Another Netplay Guider). I may not support any single feature (almost any command line argument) as I don't really know Duke3dw; Nor Shadow Warrior in general (DOS SW, JFSW, SWP).
Edited by ny00123 at
supergoofy at
Bug spotted
If you include Duke3dw in big path with character "-", startup window will not show ???
From the tests I did its seems the problems is with the (minus) character "-" If I remove this character from path by renaming the folders, the startup window is working again. It's a minor bug and I assume it can be fixed easily.
Maybe there are other characters that prevent startup window from showing. So this needs investigation.
Edited by supergoofy at
ProAsm at
That is quite possible as it sees the '-TEST' as a commandline parameter, probably find a /TEST would do the same thing. If you executing it from a batchfile just add -setup at the end and the menu should show. But I'll look into this and see why it does this. I also received a mail regarding a bug in that if you select CRT as your monitor, it does not always remember it.
supergoofy at
it doesn't have to be -TEST
just add the "-" character to the folder name and the bug happens
the -setup switch worked
ProAsm at
Ok I've made it so its now a ' -' or a ' /' in otherwords a space before as there is no otherway and the chances of anyone having a folder name with a space then a - is like 1:1000 :) This should solve some bugs: http://www.proasm.com/files/beta/d3w4111.zip bins only
supergoofy at
it worked
ny00123 at
Let me see. The way I understand it, Duke3dw loads all command line arguments into a single string. It doesn't handle every argument as passed to duke3dw.exe in the argv array separately. This is why you now check space characters and the like. Otherwise, I think it's just a matter of going over the different argv arguments (when someone specifies a path with space as an argument, it should be enclosed with quotation marks). But that can mean major changes to the way command line arguments are being read so... I know/remember almost nothing regarding the internal details of Duke though, heh.
ProAsm at
Yes one could change it but that would be major pt. The commandline is there and its just a matter of disipline as one must remember when these games were made there was no such thing as long filenames or directory names, especially ones with spaces and hyphens etc in them so we just compromise a bit here and there. The commands are loaded to a argc, argv type setup, its just I convert them to a string right at the beginning where the menu is as it makes life much easier for searching and comparing etc.
playtard at
Duke3dw Crashes with Texture Compression turn on. SWP works fine with Texture Compression on.
supergoofy at
This is known. Texture compression is not working. I think that ProAsm should disable it completely in a future update.
I have decided to release Duke3dw 4.1.1 as 4.1.0 has some serious bugs in it regarding 8bit Huds and the way Addons are handled. Several crashes were repoerted and these bugs are now all sorted. Complete new menu updates have also been implemented and pathnames fixed.
http://www.proasm.com/files/dn/Duke3dw_v411.zip
;)
ProAsm at
I have released a 412 with significant updates on 8 bit mini hud operation, menu text and general appearances :)
playtard at
Works Great! Could you add support for Rts files with the same name as group file, to use that instead of Duke rts file?
ProAsm at
Yeah, no problem, in the meantime if you have a different RTS file just add it to the Duke3dw.cfg file under:
[Comm Setup] RTSName= "Whatever"
playtard at
Thanks CHamp! BTW I tried to compile Duke3dw41_src and it want compile. I tried swpsrc42 and it compiles just fine.
Hendricks 266 at
http://www.proasm.com/files/dn/Duke3dw_v412.zip is the link to the latest version.
playtard at
Found a bug in Multiplayer. when you load a multiplayer game with /v# /l## in the command line, the game goes out of sync.
playtard at
I found that if you change maps in-game on Multiplayer it goes out of sync. It loads the user maps from startup menu without any problems. It is just when you change maps in-game from maps folder.
There is a 500 or so map limit on the startup menu. Which is no problem, cause you can have more that one maps folder, and pick the next map folder for single player. In Multiplayer what causes it go out of sync with a map change in-game? Does this happen for anybody else? Or is just me? lol ::)
I did find that after map change in-game, and the game goes out of sync. if the other player restarts with the same map in-game. The game loads the map and everything is fine.
Edited by playtard at
ProAsm at
Once I finish with SWP I'll come back here as the code in SWP is so totally different to Duke that you can only do one at a time :)
playtard at
Take your time no rush.
Hendricks 266 at
I get this every time I try to start Duke3dw:
Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 3 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities
Duke Nukem 3D - (c) 1996 3D Realms Entertainment Duke3dw - Version 4.1.2 - Revision 331.231 Fatal Signal caught: SIGSEGV. Bailing out. Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL
playtard at
Try without texture compression, If you have it on.
Hendricks 266 at
Nope, still crashes.
playtard at
Delete all percache files and cfg, or try a fresh install. If you have not done so already. I ran it on Xp and Vista. I had that problem before. Not sure on what caused it.
Hendricks 266 at
Moving it out of my EDuke32 directory fixed it. ;D
playtard at
That's it. I did the same thing. I just forgot about that. You would think it would not cause any problems in the same directory as eduke32.
ProAsm at
Would be interesting if you guys could figure extactly which file is causing it then I could maybe adjust for it :)
playtard at
I have them in the same folder, with no crash. One odd thing, I start eduke32, runs with no problems. Then I run duke3dw, runs with no problems. Now when I run eduke32 after duke3dw, It ask to purge the texcache directory. I answer yes, the game starts no Problem.
Edited by playtard at
Kenny mckormick at
Duke3dw is a good port!I like most of his option but there is some bug pretty anoying...
I've tried online,and i've got ALWAYS out of synch,with a new proper Directory too,that pretty annoying..
But Duke3dw contains a lot of feature,that can make him the best Old-School port,for solo too...(Random music and autosave feature are awesome,i've heard about ROR but i'm not sure if Duke3dw include him...
Thanks for this port,i've prefer use it for solo than Eduke32 (The problem is just that Duke3dw can't read Enhanced Con)
Do you think that you can include the Enhanced con langage ?And a in-game Joining? ;D (i know that for In-game joining,it's pure dreaming,but who knows,and this feature will make your port the port most used...For mp at least...but i know it's too many work)
ProAsm at
I am currently working on the SWP (Shadow Warrior Port) and when I have done whats needed I will do the Online Multiplay in Duke3dw. Regarding the 'Enhanced Con' is only Eduke32 as Duke3dw is standard. Currently most Games and Addons do not have Enhanced Con so it should not be a problem.
Hendricks 266 at
Kenny mckormick said at
Duke3dw is a good port!I like most of his option but there is some bug pretty anoying...
I've tried online,and i've got ALWAYS out of synch,with a new proper Directory too,that pretty annoying..
But Duke3dw contains a lot of feature,that can make him the best Old-School port,for solo too...(Random music and autosave feature are awesome,i've heard about ROR but i'm not sure if Duke3dw include him...
Thanks for this port,i've prefer use it for solo than Eduke32 (The problem is just that Duke3dw can't read Enhanced Con)
Do you think that you can include the Enhanced con langage ?And a in-game Joining? ;D (i know that for In-game joining,it's pure dreaming,but who knows,and this feature will make your port the port most used...For mp at least...but i know it's too many work)
Kenny, EDuke32 is more advanced than JFDuke3D/Duke3DW in every aspect of the game. Porting the Enhanced CON abilities to Duke3DW would be like genetically modifying a bull to be a horse, just because you want horns, rather than putting horns on a horse.
If I was ProAsm, I would get Duke3DW to a stable point, then discontinue work on it and instead contribute to the EDuke32 project. But it's his prerogative.
playtard at
ProAsm said at
Would be interesting if you guys could figure extactly which file is causing it then I could maybe adjust for it :)
I would have to say the problem running Duke3dw and Eduke32 in the same folder, has to be the folder name that duke3dw uses to compress files. [texcache]. Eduke32 once used a folder too! Eduke32 still looks at this folder when you start the game from Eduke32 and wants to purge it. So I would think, that after you run nwinter hrp, caribbean hrp, and all the other tc hrp's something must get messed up in the cache files. Maybe change the folder name to cachetex.
ProAsm at
I'll be starting with the Duke3dw multiplay code soon so let me know whats missing and what needs to be done regarding Yang etc.
playtard at
When you start game with yang with a level the game starts and the other players name does not show up on scoreboard. This may have something to do with the order of command line in Yang's batch file.
When starting a user map with Yang it starts up in Hollywood Holocaust.
In-game map change goes out of sync. Both Players have to choose the same map in-game then it works.
When starting multiplayer game with start menu and you choose a internal map level, the game goes to multiplayer menu and you still have to choose the level you want to play. Should start up in level that was choosen and bypass multiplayer menu. Maybe, because you can't choose game type and all the other multiplayer options before game starts.
Duke3dw Startup menu can't load a addon for multiplayer. Even when both players choose the same addon. Works in Yang and Playduke no problems.
Edited by playtard at
ProAsm at
Duke3dw v4.1.3.1 Beta
The first beta in this series.
NB.. No additions or changes to multiplayer in this beta has been done with only updates, requests and fixes to date.
1. Fixed where Botnames are sometimes missing in Fake Multiplayer. 2. Bots now back to Pistol as start weapon although shotgun is available. 3. Search for mapname.rts and addon.rts file where applicable. 4. If game is started from batchfile or frontend (-map -g ) etc then the "Press (x) for Startup Menu" is not displayed although pressing X still works. This was removed as it confused Playduke players. 5. Added a Start Menu option in main menu.
This is mainly a multiplay overall and update. I have tested it as much as possible although one thing effects the other. Peer to Peer has not been tested very well as concentration was all on the Master/Slave mode. It now functions similar to the multiplay in SWP although keeping compatibility with Duke3d.
1. Fixed the crash when in a eduke folder. This was basically if you had a gameE_00.sav file present as it crashed on the name. 2. Added if MusicDir=1 and you press Shift+F2 it will select another random song. 3. Game is now 100% playable if no sound card fitted (used to crash) 4. While in multiplay, pressing F5 will show the Multiplay menu. 5. While in multiplay, pressing F1 will show scoreboard. 6. Clients cannot pause game. 7. Host (Server) controls everything. 8. Map or Addon startup in multiplay. 9. Fixed /v# /l## level startup in multiplay. 10. Added Playername edit and Color edit to Menu. 11. Add all options to FakePlayer as well. 12. Added Logo startup for both Host and Client startup with Escape key to exit.
http://www.proasm.com/files/beta/d3w4132.zip
It has not been tested with Yang yet although it should work ok.
playtard at
Everything works with multiplayer when started from startup menu.
With Yang, Master/slave mode Game starts out of sync, but if host restart level or map the game works fine. Yang, in peer 2 peer the game connects all players, but everybody is a host.
ProAsm at
Thanks, I'll look into it ;)
**** Edit ****
With Yang, Master/slave mode Game starts out of sync, but if host restart level or map the game works fine.
Please check this again and let me know how you get this. I run up Yang, tick Master/Slave mode and create room and start a game and everything works fine. I cannot get it to go out of sync, regardless of what I try.
Yang, in peer 2 peer the game connects all players, but everybody is a host.
Here also it works fine with me, a Host and a Client works great.
These were the commandlines set by Yang in each case: P2P Host Commandline: Duke3dw.exe -name Joesap -jC:\Duke3dw\Maps -jC:\Duke3dw\Games /s2 -map Lapd.map /c1 /net /n1 192.168.0.2 P2P Client Commandline: Duke3dw.exe -name ProAsm -jC:\Duke3dw\Maps -jC:\Duke3dw\Games /s2 -map Lapd.map /c1 /net 192.168.0.5 /n1
I was testing with 3 players. I will try with 2 players as soon as I can.
Yes, it does work fine with 2 players. 3 or more Players is when you have the problem in Yang.
Edited by playtard at
ProAsm at
3 or more Players is when you have the problem in Yang.
ahhh.. ok thanks, I'll see if I can set that up. So if you have 3 or more players from the menu (or batchfile) I take it's ok ? The problem only arises in Yang ?
playtard at
Yes, I just tested it again and found that Yang does the same thing. What is odd is that when you use the same Batch files that yang creates it works fine only because I launch one pc at a time. Must be because Yang Starts everybody at same time, Not giving Host time to start first. Btw this was Master/Slave mode. Maybe he can add some kind of delay for clients pc to give Host pc time to start first.
Scratch That, I just tried it again with the batch files that Yang creates and it still has Out of sync. But it only shows on the first 2 pc I start batch file on, Which are windows Vista, and the 3rd pc is Xp and it does not show a out of sync message. I will try hosting the game from the windows xp pc and see what happens.
Ok, I just tried Hosting Master/Slave from Xp pc with yang, 3 players and all worked fine. So it seems it is either windows vista or the fact that the 2 pc Have onboard 1 gig lan cards and the xp pc only has 100m card. Hope this helps.
Edited by playtard at
ProAsm at
Duke3dw Version 4.1.3.3 Beta
Well after several experiments I see the 'out of sync' problem pops its head up quite often depending on what PC configurations you have. Generally if none of the PC's use the HRP or LRP then all works ok (some of the time) Mainly I found if a slow PC, a PC with a crappy graphics card or lack of memory is in the mix, a sync error is almost a certainty. It seems to be a timing problem which is difficult to cater for, I remember having the same problem with SWP regarding the -autonet. I did try and compensate for the different timings and although I got that part working ok, the slow PC causing the problem would not load the player colors properly, maybe I will look into that later on.
Right now to overcome the multitude of possible sync errors, I have made it so if there are more than 2 players, regardless of the startup, the game will first start off in the Multiplay Menu for all players and the Host just needs to click on 'Start Game'.
1. Fixed the Host/Client problem in peer2peer. 2. Game now always starts in menu if more than 2 players. This gets past the 'out of sync' problems (see above). 3. Fixed the '_2' addition to nickname sometimes appearing in menu. 4. Fixed the many warnings sometimes appearing when using the LRP (eg: Caribean)
http://www.proasm.com/files/beta/d3w4133.zip
Works solid with Yang also :)
playtard at
Yes, Good to go! Good ideal to make it start in multiplayer menu, and then start the round. I tested it with TC's with Yang, Worked just fine.
ProAsm at
Ok, I've released v413 as its about as good as its gonna get for the moment.
http://www.proasm.com/files/dn/duke3dw_v413.zip
Thanks for helping with the tests ;)
ProAsm at
Duke3dw v4.1.4.1 beta
This beta has the new JAudiolib audio enhancement code with .mid, .ogg and .wav music files. There is now also a new Select Music in the options menu which will display all the music files (max 300) you have in the folder (directory) selected in the startup menu. If no menu is selected then the folder "music/" will be selected. Switch to any music at any time during any game.
http://www.proasm.com/files/beta/d3w4141.zip
*** Edit ***
Fixed the odd hanging on exit routine;
http://www.proasm.com/files/beta/d3w4142.zip
;)
Edited by ProAsm at
playtard at
Cool, Nice to be able to Play Ogg Files. 8)
ProAsm at
Released Duke3dw v4.1.4
http://www.proasm.com/files/dn/Duke3dw_v414.zip
Goost at
Why is there no option to hide weapon model ? And is that option included in any previous version of Duke3Dw ?
ProAsm at
Duke3d has never had a Hide Weapon option, never had a request for that.
Goost at
I have to say that I'm really surprised :o Great stuff, polymost, and nobody wanted to have a clear view in front of him ?
Well, then I'm gonna be the first :) If it is not problem, can you do that ? Like in xDuke (Duke3D_w32.exe), except that big icon is not needed when model turned off. Icons at the bottom of the screen at present Duke3Dw.exe are just fine.
playtard at
Just select mighty foot
Hendricks 266 at
kor said at
I have to say that I'm really surprised :o Great stuff, polymost, and nobody wanted to have a clear view in front of him ?
Well, then I'm gonna be the first :) If it is not problem, can you do that ? Like in xDuke (Duke3D_w32.exe), except that big icon is not needed when model turned off. Icons at the bottom of the screen at present Duke3Dw.exe are just fine.
Just use EDuke32. ;D
JonoF at
ProAsm said at
Duke3d has never had a Hide Weapon option, never had a request for that.
Actually, it did, called "Holster Weapon". It was normally bound to Scroll Lock from memory.
Jonathon
Goost at
JonoF said at
ProAsm said at
Duke3d has never had a Hide Weapon option, never had a request for that.
Actually, it did, called "Holster Weapon". It was normally bound to Scroll Lock from memory.
Jonathon
Yes, I'm aware of holster weapon, but it's not really useful in dukematching because weapon is not useable when holsted. First you have to unholst it, then ur able to shoot. While in Eduke and xDuke (Duke3D_w32.exe) is really.... you know what I'm talking about. However, Duke3Dw.exe is great, bright and fast, just that one missing-or-not option. Please implement it in the future :)
ProAsm at
Ok try this. Option is in extended Game Options.
http://www.proasm.com/files/beta/d3w4151.zip
(I have not tested it in multiplay yet, but it should work ok)
Goost at
ProAsm said at
Ok try this. Option is in extended Game Options.
http://www.proasm.com/files/beta/d3w4151.zip
(I have not tested it in multiplay yet, but it should work ok)
Tested 10-15 mins in multiplayer 1v1, (LAN, dedicated master/slave) on this map (first one), works ok :)
Thanx !!
Edited by kor at
ProAsm at
Duke3dw v4.1.5.2 beta
1. Fixed weapon icon sizing with status size. 2. Adjusted inventory icon size with status size. 3. Moved Weapon icon option to Video Option Menu 4. Added Delete = Stop Music in Select Music menu.
http://www.proasm.com/files/beta/d3w4152.zip
ProAsm at
Duke3dw Version 4.1.5
1. Updated JAudioLib. 2. Added Delete = Stop Music in Select Music menu. 3. Added Player Weapon Hide in Game Options menu. 4. Moved Weapon Icons to Video options. 5. Fixed weapon icons to scale correctly with Status size. 6. Reduced inventory icons sizes to fit better with weapon icons.
http://www.proasm.com/files/dn/Duke3dw_v415.zip
playtard at
HI, ProAsm Is their a command line for No Highres? If not could you add one? Needed for launching addons with batch file, that work best without Highres.
@echo off :start if exist duke3d_lrp.old goto main goto check :check ren duke3d_lrp.zip duke3d_lrp.old goto main :main duke3dw -gSSTC.grp goto end :end ren duke3d_lrp.old duke3d_lrp.zip
goto check and goto end were not needed, but I add them to the example
Also another way to write it would be:
@echo off :start if exist duke3d_lrp.old goto main else ren duke3d_lrp.zip duke3d_lrp.old goto main :main duke3dw -gSSTC.grp if exist duke3d_lrp.zip goto end else ren duke3d_lrp.old duke3d_lrp.zip goto end :end
Edited by supergoofy at
playtard at
Thanks! Forgot all about ren command.
playtard at
I found that the Select music option stop working in this 4.1.5 release. It works on Startup Window, but not ingame in the option Menu.
filipetolhuizen at
Music is not playing on E4L1 for me as well...
ProAsm at
Thanks will look into that as soon as I finish the latest Swp ;)
** Edit **
playtard said at
I found that the Select music option stop working in this 4.1.5 release. It works on Startup Window, but not ingame in the option Menu.
Can you double check that please as I tested it here and all works fine.
Edited by ProAsm at
playtard at
Double check and same thing. I can see all the Music Files but when I select, it does not change. It just plays the music I played at startup.
ProAsm at
Ok try this beta and see if it fixes the problem.
http://www.proasm.com/files/beta/d3w4162.zip
Let me know how it all goes as its compiled with 4.4.0 and also in windows 7.
playtard at
I Got a Crash before the startup Window even started in Vista 64 bit.
Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6002) - Service Pack 2 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities
Duke Nukem 3D - (c) 1996 3D Realms Entertainment Duke3dw - Version 4.1.6.2 - Revision 331.262.84 Fatal Signal caught: SIGSEGV. Bailing out. Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL
ProAsm at
Ouch! Well I cannot cater for Vista 64 :) Whats it like in a proper OS like Xp or Win7 :D
filipetolhuizen at
This one is working in here, only swp is not.
playtard at
I tried in xp 32 bit. Startup Window loads ok. Crashes when starting game. Found that if I disable hrp under game tab, it works fine. Still same problem with with music selection.
playtard at
I think minigw 4.4.0 Has bugs. Here is forum over at Duke4net about 4.4.0 problems. http://forums.duke4.net/index.php?showtopic=980&st=60&start=60
Edited by playtard at
ProAsm at
Ok I have compiled it now in 4 different compiler methods. The zip package contains all 4, each in its own folder so they don't get mixed up. You can see which is which by the file's time stamp, 01:00, 02:00, 03:00 and 04:00
01:00 is compiled with 4.3.3 using the old makefiles. 02:00 is compiled with 4.3.3 using the new makefiles. 03:00 is compiled with 4.4.0 using the new makefiles. 04:00 is compiled with 4.4.1 using the new makefiles. (interested in this one)
http://www.proasm.com/files/beta/d3ws.zip
Please let me know how it all goes ;)
playtard at
Got the same problem on all compiles.
Vista - crashes before Startup window loads. Xp - crashes after start button is pressed, but Works fine if you select disable hrp in game tab.
:P
Edited by playtard at
supergoofy at
I suppose that you don't use Polymer HRP. Right?
ProAsm at
There is only one Hrp that we all use, Duke3dw just rejects the Polymer advanced commands. Think the last one was v4 291 MB or something.
playtard at
The Hrp 4.0 from 3-23-2009
ProAsm at
playtard, check your PM's :)
Goost at
04:00 is compiled with 4.4.1 using the new makefiles. (interested in this one)
XP - Works like silk underwear... (smoothly and pleasantly)
supergoofy at
gcc 4.4.0 and 4.4.1 compiled binaries have problems with security cameras (I'm talking about Duke3dw v4.1.6.2 compiled with gcc 4.4.0 and v4.1.6.3 compiled either with gcc 4.4.0 or 4.4.1). Duke3dw crashes when exit from camera.
look at this topic: http://forums.duke4.net/index.php?showtopic=1594
TerminX fixed this recently. So you may want to check eduke32 svn source.
4.1.6.3.1 and 4.1.6.3.2 that are compiled with gcc 4.3.3 are working fine.
Edited by supergoofy at
ProAsm at
Yeah just reading the many forums on the net about all the bugs and stuff in 4.4.x I just decided to stick with 4.3.3 It works, it does the job so I'll just stick to that until such time a newer version is stable all round. Maybe its time to go back to watcom :D
supergoofy at
or you could also made the changes to the source, as described in the topic I told you. Basically, TerminX disabled the cpu optimizations for the function that caused the problems with gcc 4.4.x
but as you said and as we all know, if something works don't change it
are the benefits moving to gcc 4.4.x from 4.3.3 worth the trouble?
Edited by supergoofy at
ProAsm at
I thought the benefits were 64 bit optimization but that does not seem to be the case. Anyways was a good find that and a nice fix by TX. For some reason I just cannot post on duke4.net :(
supergoofy at
You are logged in and still you cannot post in duke4.net forums ?
That's strange. If you want I may ask duke4.net admins to fix the problem.
ProAsm at
Yeah its wierd but been like this basically since the start. I goto http://www.duke4.net/forums/index.php click on login, do username and password and it accepts me and welcome message etc... I then click on forum, say Duke Nukem 3D Mods..... etc, and all is still ok. THEN the moment I click on anyone of the topics, it logs me out and says Welcome Guest, then when I try and reply to a post or creat a new one, it pops up and says I need to login or register to post here. At that point I login again but this time it does not accept my username and password and after 3 times it disables the page, thats it, now I have to wait till tomorrow before I can login again from the beginning. Sometimes like last night, it would not accept me at all, so I ask for another password and it emails me a password (a long bugger) which I can now log in with. Once or twice with that emailed password I've manage to make a post, then suddenly it just logs me out and again and I sit as a guest. Now I just read, its a lot easier :)
Edited by ProAsm at
Hendricks 266 at
Try setting it to remember your password and/or keep you logged in.
supergoofy at
ProAsm are you behind a proxy? Because I don't think that duke4.net like proxy servers.
While you are logged in in duke4net send a p.m. to one of the mods/admins to contact you.
Also try another browser, like Firefox, Opera etc.
Edited by supergoofy at
Goost at
kor said at
04:00 is compiled with 4.4.1 using the new makefiles. (interested in this one)
XP - Works like silk underwear... (smoothly and pleasantly)
Music always starts at max volume ? + sometimes error on line 510.....
supergoofy at
gcc 4.4.3 is out
ProAsm at
I think I'm behind a proxy, never know with this crowd here. Also I do set to remember password but every time I go there I'm a guest. I have Firefox, Chrome and IE8 and tried them all. Like I say its not a problem, I like to read mainly :)
@kor, yes I know about the music problem at startup and am looking into it, thanks ;)
Thanks for the headsup on 4.4.3 supergoofy, will give it a whirl. Got a link anywhere :)
Edited by ProAsm at
supergoofy at
my bad it was gcc-3.4.4-3-msys-1.0.13-bin.tar.lzma and the rest of the files. so no gcc 4.4.3 is released. my mistake.
Goost at
Funny thing that on first start, everything worked great :/
Except, i had music always turned off, so didnt know about that problem even in any previous versions. If music volume stays correct in any previous versions, please let me know. Anybody...
ProAsm at
http://gcc-uk.internet.bs/releases/ ;)
MartinHowe at
Dunno if it's a bug or just a "partially implemented", but the -nam option results in a "failure to load tables.dat". This is Windows 7, Duke3DW 4.1.5 and a clean copy of nam.grp with game.con renamed nam.con. Should I even be trying the -nam option out yet?
supergoofy at
2 ways to play NAM:
A) Play with: Duke3dw -nam -gNAM.grp -xNAM.con
B) Create a Games folder where Duke3dw is and put inside NAM.grp and NAM.con Then from the startup windows go to Addons, select NAM and play
TESTED and WORKING with Duke3dw 4.1.6.4
http://www.proasm.com/files/beta/d3w4164.zip
Edited by supergoofy at
ProAsm at
Try 4.1.6.5 beta, as it will probably be the last before a release unless more bugs are found.
http://www.proasm.com/files/beta/d3w4165.zip
MartinHowe at
supergoofy said at
Play with: Duke3dw -nam -gNAM.grp -xNAM.con
Thanks, tried the -x option, works OK. But I thought the whole point of the -nam option was so that nam.con would be found automatically along with nam.grp? Even 4.1.6.5 needs -x. If treating NAM as an addon, which in a sense it is anyway, is all that's required, what is the -nam option for? ???
ProAsm at
To date I have had no interest in detecting NAM but I'll look into adding it.
supergoofy at
You can run NAM without having duke3d.grp in the same folder. duke3d.grp is not needed
ProAsm at
In Duke3dw just check the 'Disable Resolution Packs' and select NAM in the Addons and it works perfectly :) I'll make it do this automatically for NAM.
MartinHowe at
@Supergoofy - guess not looking for duke3d.grp is what -nam does.
Anyway thanks guys!
ProAsm at
Yeah the not loading of the duke3d.grp is not necessary any longer, was in the dos days and the -nam should not be used, you can but leaving it out will give better results. The secret is disabling the hrp so it does not load. The code detects that its NAM as quite a lot of in game actions change for it and is now catered for.
MartinHowe at
Thanks, that's interesting... better results if duke3d.grp is present... even though the original NAM wouldn't have it there? Now you got me really curious - programmers hate not knowing why things work :) Haven't looked at the source code for ages, maybe I'll even have time one day if that nasty Real Life goes away for a while :)
ProAsm at
Duke3dw beta 4.1.6.6
A long outstanding feature has been added in this beta. Every .GRP Addon now has its own 10 saved games. When Duke3dw starts up with a Addon, it will look to see if you have a folder called 'Saves' and if not it will create one. All the Addon's gameX.sav files will go in this folder. This allows multi Addons to be played at will. Example, Dukedc.Grp will have its 10 saved games as dukedc-gameX.sav where X is 0 to 9. NAM is also better catered for in this beta.
http://www.proasm.com/files/beta/d3w4166.zip
Jinroh at
ProAsm said at
Duke3dw beta 4.1.6.6
A long outstanding feature has been added in this beta. Every .GRP Addon now has its own 10 saved games. When Duke3dw starts up with a Addon, it will look to see if you have a folder called 'Saves' and if not it will create one. All the Addon's gameX.sav files will go in this folder. This allows multi Addons to be played at will. Example, Dukedc.Grp will have its 10 saved games as dukedc-gameX.sav where X is 0 to 9. NAM is also better catered for in this beta.
http://www.proasm.com/files/beta/d3w4166.zip
That's really awesome ProASM!!! ^_^ That's very helpful as it can be confusing sometimes knowing which save goes with what.
ProAsm at
Duke3dw Release Version 4.1.6
This version has many updates as follows:
1. Windows 7 compatibility. 2. Added -nohrp in command line. 3. Fixed Music paths. 4. Fixed mapname displays when selected in game maps. 5. Fixed music volume level at start. 6. Fixed NAM compatibility. 7. Option to Disable default HRP at start up. 8. Command window hidden if started with a batch file. 9. Updated Audiolib options. 10. Each Addon/TC now has its own 10 saved games and autosave. 11. Last played Addon will now be on top of Addon list. 12. Each Map now has its own 10 saved games and autosave. 13. Last played Map will now be on top of Map list. 14. Last played map and addon listed in log file. 15. All maps that have been completed will be displayed with ** next to them. 16. Music can now be selected with almost anything. 17. Extensive Help option added with every Tab. 18. Resolved start menu locking up on some computers.
http://www.proasm.com/files/dn/Duke3dw_v416.zip
ProAsm at
Duke3dw Release Version 4.2.0
Duke3dw now has a whole 'New Look' start up menu/launcher.
http://www.proasm.com/files/dn/Duke3dw_v420.zip
Thanks to the guys who all helped with this :)
ProAsm at
Duke3dw Release Version 4.2.1
Fixed LCD/CRT not seperating in Menu setup Fixed classic mode in Windows 7 Added video mode settings when fullscreen on/off Added vsync Added load autosaved game -asv Added DeleteAutoSave deleting correct file paths Playduke 7 compatible gcc 4.4/5 fix Added -by to commandline detection for bypass press(x) and start menu
http://www.proasm.com/files/dn/Duke3dw_v421.zip
http://www.proasm.com/files/dn/Playduke70.zip
NB. These updates and changes were done in May 2010, so I can no longer remember the code changes. This will probably be the last Duke3dw update as all work on the build engine code has come to an end. I must thank those that were involved and helped with this development as it was great fun. I will however offer a backup service to the code where necessary.