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Posted: Mon Dec 19, 2005 7:31 pm
by fyrephlie
perhaps this is just me... but with the latest source, did you do soemthing with the edge detection on corners. normally i don't hit walls... but my daughter called me over cause she got stuck, i tested the theory and realized that almost every corner you get 'snagged' a bit. this is all through the single player d2 levels. and i don't recall this being a problem (we are talking 1.5.5something) :)

Posted: Mon Dec 19, 2005 8:23 pm
by Diedel
I changed the collision detection, but only for players and objects (not walls), because it didn't work (you could fly right through robots).

Posted: Mon Dec 19, 2005 11:56 pm
by Sirius
It's been noticed in all versions of Descent - the deal is how much.

Posted: Tue Dec 20, 2005 1:30 am
by fyrephlie
what i am talking about is VERY HEAVY snaggage. i don't mean the normal descent type of snag... but star trek style tractor beamish hold me there why the screen does some crazy shaking and what not type snag!

it doesnt bug me that much since i don't make a habit of touching walls lol.

something else my kids found

since my 3 year old just likes to fly around and shoot... and doesnt really get the game much. she keeps running out of energy. when she does, i have come back and gotten her to the local energy center. energy refills... but the lasers auto fire. and you can't make it stop. the only thing i have noticed (in the two times it happened tonight) is that the caps lock was on both times... although this isn't bound to anything. :)

Posted: Tue Dec 20, 2005 1:37 am
by Aus-RED-5
Would it help if you make a demo to show what happens? Just a thought. :wink:

Posted: Tue Dec 20, 2005 4:28 am
by Diedel
I can reproduce neither problem.

Posted: Tue Dec 20, 2005 4:55 am
by Aus-RED-5
Diedel wrote:I can reproduce neither problem.
I was about to say that I couldn't reproduce that prob. :)
Is it a Linux thing maybe? :?:

Posted: Tue Dec 20, 2005 12:59 pm
by Escorter
Okay, I have the full Descent.pig, so no more warning message. The latest d2x-xl handles the screen resultion correctly, too. But in D1 mode, in the exit sequence, before the Pyro reach the surface, the game crashed to desktop.

Why?

BTW: Diedel, you are a GOD!!!!!!!

Problem entering secret level

Posted: Tue Dec 20, 2005 2:49 pm
by MrMajestyk
Hi Diedel (and everyone else of course :-)) I just installed 1.5.55 and I found a couple of things:

* Entering the secret level accessible on level 12 crashes the game. I have inlined a base64 encoded zipped savegame that lets you try this.

* The player selection dialog has no 'texture' - the background is just grey.

savegame content deleted from thread - KoolBear 12/20/05

Posted: Tue Dec 20, 2005 2:53 pm
by MrMajestyk
Hm. Funny that inlined savegame worked fine in the preview - sorry about the fluff you have to scroll through now :-( Anyway - if you want it, I'll mail it.

Posted: Tue Dec 20, 2005 4:07 pm
by VR7
Diedel, you seem to update very frequently. I downloaded 1.5.54 this morning and I saw 1.5.55 not too long after. :p

The camera screen and D1 escape works fine now, but now the game crashes when you try to access an in-game menu. Looks like a bug, because after the crash, an stderr file is created with the following text:
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
Edit: You know what, it might be the DNA drivers and not a real bug. It doesn't seem to crash if I'm in the standard cockpit view, rather than fullscreen. On that note, sometimes in fullscreen it doesn't crash either--instead the menu appears, except with neither the transparent or the opaque backgrounds.

Posted: Tue Dec 20, 2005 4:47 pm
by Diedel
Majestik,

pls mail to karx11erx at hotmail d0t com.

VR7,

OS? If the crash doesn't happen all the time, it might be some random effect like unitialized data that something has a value that makes things work, and sometimes not.

If I find a showstopper bug, I try to fix it as fast as possible.

Posted: Tue Dec 20, 2005 5:30 pm
by Escorter
Ooooohhhh.... 1.5.55 doesn't show the exit sequence: it crash when I go throught the exit door...

Posted: Tue Dec 20, 2005 5:48 pm
by VR7
I'm using Windows XP, with SP2 installed.

I think I'm wrong on a number of accounts--The D1 mine escape crash hasn't been fixed. I've also reverted from DNA drivers to Omega drivers. Let me try and reiterate:

The cameras do work properly now, yes. The D1 mine escape crash happens randomly, but also sometimes it doesn't crash, but instead looks like this:

http://vf1.homestead.com/files/d1crash.jpg

Just for the record, it crashed after the mine exploded. :P Sometimes it doesn't though, and sometimes it crashes a few seconds into the score screen.

Notice the white in the screenshot. When I go to configure controls, in-game or out, the screen fades white until you get out of it. Oh, and D1 briefings are now flickering. They weren't in the patch before, oddly enough.

Now, in cockpit and status bar modes, the menus actually work fine, tested with transparent menu backgrounds and opaque. (Though it does tend to get a little too sluggy, but I guess that isn't relevant) In fullscreen mode it works fine too, but if you have the radar and/or rear view opened up, with transparent menu backgrounds, if the game doesn't crash, the transparent background doesn't show. (Opaque backgrounds show properly if the switch is toggled in the INI file) With either transparent or opaque though, it has a very likely chance of crashing to Windows.

Posted: Tue Dec 20, 2005 6:01 pm
by D3Hack
Something is seriously fracked up for me in the latest version... A screenshot will say far more than words could, so I won't waste my breath... :P
Image
Happens whether or not I have the new menus on. Also, that screenshot is 640x400... yet I was running the game @ 640x480... :?

Here are a few more things; these ones only happen with the new menus on:
Main Menu is much brighter.
When I go into a menu from in-game, the screen goes black for a few seconds, then the colors are all messed up when it comes back up.
Background shows up as white rather than black when viewing a movie.

AMD Athlon 2200+; WinXP SP2; DX 9.something; NVidia GeForce 2 MX 400 (PCI).

Posted: Tue Dec 20, 2005 6:25 pm
by DCrazy
MrMajestyk, try to wrap such posts in [ size=4 ] [/size] tags (remove the spaces around the words "size=1"). The reader can then copy/paste that into notepad if so desired.

Posted: Tue Dec 20, 2005 6:30 pm
by Diedel
D3Hack,

works for me. :?

VR7,

crash looks like some textures are missing. Ugly texture is a palette problem due to my recent menu changes.

Config menus obviously need fixing too. Looks like there's a lot of places affected by the new menu style I haven't looked over yet.

I have only fixed D2 mission briefings so far (they use movies for the robots, while for D1 the actual polymodels are displayed, so different code).

Posted: Tue Dec 20, 2005 7:22 pm
by spud
When I start a single player game with 1.5.55 everything looks fine, but if I start a multiplayer (ipx) game with 1.5.55 every color from the HUD to the mine, to the powerups is incorrect. It's like the color palette is all wrong.

spud

Posted: Tue Dec 20, 2005 7:32 pm
by D3Hack
Diedel wrote:D3Hack,

works for me. :?
Strange. You know what's stranger? I ran it in windowed mode to see if it would work, and it did. I switched back to fullscreen, and now it works fine again. WTF. :?
The problem with the screen turning black and then the colors going whacko when I tried to switch to a menu in-game is gone too. The other two problems remain.

Some new things (both of which happen regardless of menu style):
> Custom textures no longer work.
> I played an older mission (older as in last edited w/ an earlier version of DLE-XP) w/ colored lighting, and the lighting was all fracked. As in really fracked. This did not happen in a mission last edited w/ the most recent version of DLE-XP.

I really like your new menu style! :D However, it's pretty slow on my system, so I'm not sure I'll use it... :(

Posted: Wed Dec 21, 2005 2:44 am
by Diedel
D3Hack,

I figured where your problem probably came from.

I had exchanged the screen mode ids d2x-xl uses for 640x400 and 6480x480 recently (640x480 1 <-> 2 640x400). It could be that the screen mode stored in your player file was from before I did that, and now it got interpreted as 640x400 instead of 640x480. It would be sufficient to simply go to the screen res menu and change the screen res and then set it back to the desired value.

I have recently been changing the color format to achieve better cross platform compatibility and maybe broken something. I will look into this. What you can do is get DLE-XP 1.5.22, load these levels and store them again, they will then get converted to the new format. But ofc d2x-xl should be able to handle the old format, too.

I will also try to tune the new menus a little to respond faster. The way it now works is like the game screens, btw: A complete screen is written in a hidden buffer (the so called back buffer), and if its done, the currently visible image buffer (front buffer) and the back buffer are exchanged. Maybe the input isn't sampled often enough in between.

Posted: Wed Dec 21, 2005 12:42 pm
by TechPro
Diedel,

Awesome stuff you're doing with this, by the way. B)

Haven't downloaded since 1.5.44... and just downloaded 1.5.53 and then 1.5.56 (all Windows).

Menus: Cool idea, I'm sure you're working to smooth them out.

Opening video and player selection menu: Instead of a black border or the traditional Descent 2 menu backgraound, getting all white instead. An Example jpg

Also, in Single Player, when going from Level 21 to the Secret Level, the game crashes immediatly upon entering the secret level portal. No messages.

If I try that same secret level portal when running 1.5.44, it waits until I begin to shoot at the second mini-reactor and then it crashes with a warning message: ERROR: Segnum == -1 in get_seg_masks()

I'm running XP.

Posted: Wed Dec 21, 2005 2:02 pm
by Escorter
I have the same problem with mini-reactors.

Posted: Wed Dec 21, 2005 2:23 pm
by Diedel
Techpro,

pls send me a savegame stored right before shooting at that reactor.

Other bugs fixed, just uploading 1.5.57 (Win).

Posted: Wed Dec 21, 2005 4:31 pm
by Escorter
Now, I don't know what's going on with 1.5.57...
It doesn't load D1 levels at all and now it crashes in D2 mode when I try to open the GB menu...

Strange! I have more trouble with the latest version than the old D2X-W32.

Posted: Wed Dec 21, 2005 5:09 pm
by D3Hack
All aforementioned problems are fixed in the latest version. Thanks Diedel! :D

[quote=Diedel]It would be sufficient to simply go to the screen res menu and change the screen res and then set it back to the desired value.[/quote]
Odd... I had tried that, but it only worked in windowed mode...

Posted: Wed Dec 21, 2005 6:07 pm
by VR7
Strange, the D1 mine crash still happens. The menu crash is fixed though.

Don't know if this has already been looked at since it's been an inherent problem I noticed in the D2X-XL versions I've played so far, but I'll just post it anyway: In a map where robots are in the same room as your starting position and are in a position to see you, (like Pyrotechnica) you will already be taking damage from them, (attacking you before the game fully loaded?) or on higher difficulty levels like Insane, you die instantly as soon as you spawn.

Edit: I recorded a demo in Pyrotechnica that basically gives off the same idea, though that probably isn't necessary.

Posted: Wed Dec 21, 2005 7:07 pm
by Diedel
VR7,

please send me a savegame right before exiting the D1 mine.

Posted: Thu Dec 22, 2005 11:52 am
by cwoelkers
I'm having some problems compiling the 1.5.59 version of d2x-xl. I run ./configure with no problem and get this at the end of the output:

Code: Select all

        d2x has been configured successfully.

        Platform(s): linux ogl sdl
        Features   : no_asm network kalinix ipx OpenGL fasteventpoll fastfileio release

        Shared game data directory (unix only): /usr/local/share/games/d2x-xl
I then run make and it errors out with the following output:

Code: Select all

if gcc -DHAVE_CONFIG_H -I. -I. -I../.. -I../.. -I../../include -I../../arch/include -I../../main    -I ../../arch/linux/include -I/usr/include/SDL -D_REENTRANT -pipe -O2 -Wall -Wno-char-subscripts   -MT fbuffer.o -MD -MP -MF ".deps/fbuffer.Tpo" -c -o fbuffer.o fbuffer.c; then mv -f ".deps/fbuffer.Tpo" ".deps/fbuffer.Po"; else rm -f ".deps/fbuffer.Tpo"; exit 1; fi
fbuffer.c: In function `ogl_fbuffer_avail':
fbuffer.c:69: warning: implicit declaration of function `glCheckFramebufferStatusEXT'
fbuffer.c:69: error: `GL_FRAMEBUFFER_EXT' undeclared (first use in this function)
fbuffer.c:69: error: (Each undeclared identifier is reported only once
fbuffer.c:69: error: for each function it appears in.)
fbuffer.c:70: error: `GL_FRAMEBUFFER_COMPLETE_EXT' undeclared (first use in this function)
fbuffer.c:72: error: `GL_FRAMEBUFFER_UNSUPPORTED_EXT' undeclared (first use in this function)
fbuffer.c: In function `ogl_create_fbuffer':
fbuffer.c:87: warning: implicit declaration of function `glGenFramebuffersEXT'
fbuffer.c:89: warning: implicit declaration of function `glGenRenderbuffersEXT'
fbuffer.c:90: warning: implicit declaration of function `glBindFramebufferEXT'
fbuffer.c:90: error: `GL_FRAMEBUFFER_EXT' undeclared (first use in this function)
fbuffer.c:105: warning: implicit declaration of function `glGenerateMipmapEXT'
fbuffer.c:106: warning: implicit declaration of function `glFramebufferTexture2DEXT'
fbuffer.c:106: error: `GL_COLOR_ATTACHMENT0_EXT' undeclared (first use in this function)
fbuffer.c:107: warning: implicit declaration of function `glBindRenderbufferEXT'
fbuffer.c:107: error: `GL_RENDERBUFFER_EXT' undeclared (first use in this function)
fbuffer.c:108: warning: implicit declaration of function `glRenderbufferStorageEXT'
fbuffer.c:109: warning: implicit declaration of function `glFramebufferRenderbufferEXT'
fbuffer.c:109: error: `GL_DEPTH_ATTACHMENT_EXT' undeclared (first use in this function)
fbuffer.c: In function `ogl_destroy_fbuffer':
fbuffer.c:125: warning: implicit declaration of function `glDeleteFramebuffersEXT'
fbuffer.c:127: warning: implicit declaration of function `glDeleteRenderbuffersEXT'
fbuffer.c: In function `ogl_enable_fbuffer':
fbuffer.c:141: error: `GL_FRAMEBUFFER_EXT' undeclared (first use in this function)
fbuffer.c: In function `ogl_disable_fbuffer':
fbuffer.c:153: error: `GL_FRAMEBUFFER_EXT' undeclared (first use in this function)
make[3]: *** [fbuffer.o] Error 1
make[3]: Leaving directory `/home/chris/d2x-xl/src/arch/ogl'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/chris/d2x-xl/src/arch'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/chris/d2x-xl/src'
make: *** [all] Error 2
I've only included the last bit of the output to save space. I am using SuSE 9.3 with the latest updates. If you need more info just ask. The other problems that I posted earlier are still there as well.
Chris

Posted: Thu Dec 22, 2005 12:59 pm
by Neumaennl
Hi, I just got my PC back after it was 8 weeks (!) in repair. I reinstalled WinXP Pro SP2 and D1, D2 incl. Vertigo and D2X-XL 1.5.59 I upgraded D1 to v1.5 and D2 to v1.2

I noticed a few bugs:
1. weird flicker in D1 briefings
2. I can only use 2 of my "gaming input devices"
I got a Gravis Phoenix plugged into the Gameport, a Spaceorb plugged into the Serial Port and a USB Gamepad
I can only use the USB Gamepad (which I don't want to use) and the device which is set as "the device old applications use" in the control panel
I'd like to have one profile for the Gravis Phoenix and one for the Spaceorb, but I'd have to change the device in the control panel each time I want to change profiles, which is not very convenient.
It used to work 8 weeks ago (v1.3.xx IIRC)

Posted: Thu Dec 22, 2005 1:43 pm
by Diedel
Neumaennl,

I could fix (1), but not (2), and I doubt (2) has anything to do with d2-xl.

cwoelkers,

I am pretty sure that you are not using the most recent source code. The compilation errors are caused by some OpenGL function declarations in include/fbuffer.h and arch/ogl/fbuffer.c that are already declared in gl.h on Linux, and which I have bracketed in #ifdef _WIN32 ... #endif. Otherwise I get the same errors on Linux.

Please make sure you are overwriting your current source completely with the contents of the source tgz. Alternatively, you can try http://www.descent2.de/resources/d2x-xl-unified-src.zip (contains only the source code and MSVC projects, so you can extract it and will not overwrite the Linux make and configure files).

Posted: Thu Dec 22, 2005 3:41 pm
by DCrazy
[Edited by DCrazy: Never mind. 2005-12-22 21:43 UTC]

Posted: Thu Dec 22, 2005 3:41 pm
by Escorter
Cool! The latest version works fine for me!
Good work, Diedel!

But possible to fix that mini-reactor problem?

Posted: Thu Dec 22, 2005 3:54 pm
by Diedel
Escorter,

please send me a savegame from the mini reactor situation to karx11erx at h0tmail d0t c0m. Or should I have one already?

Edit: Oh well, secret level. I will look whether I find Tech Pro's save game with the secret level entry ...

Edit 2: There is no mini reactor in that particular secret level ...

Posted: Thu Dec 22, 2005 4:22 pm
by Escorter
OK. It's heading to you!

Posted: Thu Dec 22, 2005 5:28 pm
by cwoelkers
I just tried it again with the same result. This time I untared the source into a new directory of its own but still got the same error.

I have also tried the binary version but it does not start. So I had it create a log file and this was the last line of the file:

Code: Select all

Error: Could not set 1024x768x32 opengl video mode
The first time I tried to run the executible I did so without any switches and the log had 640x480x32 instead of 1024x768x32. So I attempted to define the resolution and got the above results. I also got the same results using the fullscreen switch as well.

Posted: Thu Dec 22, 2005 5:55 pm
by Diedel
Escorter,

D'oh!

Fixed.

cwoelkers,

hm. As I take a 2nd look at your error message log: Some identifiers are missing, not doubly defined. Maybe you simply don't have the newest OpenGL libraries and headers installed (2.0)?

If you find these #define _WIN32 ... #endif brackets in fbuffer.c and fbuffer.h, try to disable them and see what happens then. If they're not in there, your source code isn't up to date, for whatever reason. I have just extracted d2x-xl-1.5.59.tgz and checked these files, they're ok.

Posted: Thu Dec 22, 2005 6:21 pm
by VR7
D1 mine crash still happens. Sometimes the crash occurs the moment you touch the exit, or it happens as normal, except in first person view your view is blocked with a black screen (You can still see your HUD and any rear camera or radar view) until the camera switches to third person.

It might be just my Omega drivers though.

Posted: Thu Dec 22, 2005 6:25 pm
by arieligena
Hi.

dx2-xl 1.5.60

Sometimes screen contrast changes and guidebot says "no reactor in level" when I reload games. (multiple bosses disabled).

Posted: Thu Dec 22, 2005 6:30 pm
by Diedel
VR7,

I am sorry, but as long as I cannot reproduce the problem, I cannot fix it. It could also be due to some unitialized data that never happens to assume the 'critical value'.

arie,

please send me such a save game to karx11erx at h0tmail d0t c0m.

Posted: Thu Dec 22, 2005 7:22 pm
by cwoelkers
Diedel, thanks for the help so far.
I first took care of the #define _WIN32 ... #endif brackets in fbuffer.c and fbuffer.h by commenting them out. I then did a make clean and tried to make again but got the same results.
Next I attempted to find out which OpenGL headers I had installed on my box but could find no entries that seemed to be directly related to OpenGL in YAST. I found entries for OpenGL-perl bindings and Mesa among other things but nothing that looked like it was just OpenGL. From the looks of things I am using Mesa instead of OpenGL. The version of Mesa that is installed is 6.8.2-30 which is the latest version available for SuSE 9.3. SuSE 10 uses version 6.8.2-100 which is nothing more than a release containing security fixes.