3dfxdev / EDGE

EDGE Source Code
http://edge2.sf.net
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unable to run 'Duke it out in DOOM' mod with current master #21

Closed ryan-sg closed 8 years ago

ryan-sg commented 8 years ago

Can anyone else run the current version of Duke it out in DOOM with the current version of hyper3dge? The current version of the mod is 1.8, fails as such:

edit: as an additional note, an older version of the mod that I still have, v1.5b, still seems to work okay. seems strange that the mod's changelog lists. I notice that their changelog notes for v1.6 say "Menus tweaked to support changes made in 3DGE 2.0.3", I will check and see if that version also fails.

01:27 ryan@iddqd:3dge$ ./3dge -file duke/DukeOut.wad                                                                         
3DGE v2.1.0 - TEST 1 compiled on Jun 21 2016 at 23:20:05
hyper3DGE homepage is at http://edge2.sourceforge.net/
hyper3DGE is based on DOOM by id Software http://www.idsoftware.com/
hyper3DGE problems should be reported at http://tdgmods.net/smf
Command-line Options:
  ./3dge 
  -file duke/DukeOut.wad
3DGE cannot detect your Processor Type!
M_LoadDefaults from /home/ryan/.EDGE2/EDGE2.cfg
SDL_Video_Driver: default
I_StartupGraphics: initialisation OK
Desktop resolution: 0x0
I_StartupControl: 0 joysticks found.
SDL_Audio_Driver: default
I_StartupSound: trying 44100 Hz, 16 bit Stereo
I_StartupSound: Success @ 44100 Hz, 16 bit Stereo
I_StartupMusic: OPL Init OK
Loading Timidity config: ./8MBGMPAT/timidity.cfg
I_StartupMusic: Timidity Init OK
>> LocalHostName: iddqd.inter.lan
>> LocalAddress: 10.21.8.129
> name =    lo0
> family = 24
> name =       
> family = 0
> name =       
> family = 0
> name =       
> family = 0
> name =       
> family = 0
> name =       
> family = 128
> name =       
> family = 0
> name =     .+
> family = 115
> name =     ..
> family = 67
> name =       
> family = 0
> name =   .W..
> family = 0
> name =  ..p.+
> family = 0
> name =       
> family = 200
> name =    re0
> family = 0
> name =   enc0
> family = 0
> name =  urtw0
> family = 0
> name = pflog0
> family = 0
I_StartupNetwork: Initialised OK.
Available Resolutions:

I_SetScreenSize: trying 1024x768 32bpp (fullscreen)
OpenGL: Initialising...
OpenGL: Version: 3.0 Mesa 11.2.2
OpenGL: Renderer: Gallium 0.4 on AMD RV770 (DRM 2.29.0)
OpenGL: Vendor: X.Org
OpenGL: GLEW version: 1.12.0
OpenGL: Lights: 8  Clips: 8  Tex: 8192  Units: 8
Drawing progress 0 -1
Drawing progress 1 -1
Drawing progress 2 -1
Drawing progress 3 -1
Drawing progress 4 -1
  Adding ./doom2.wad
  Adding /home/ryan/.EDGE2/cache/doom2-1324C9-AD8C38.gwa
  Adding ./EDGE2.wad
  Adding ./duke/DukeOut.wad
Drawing progress 8 -1
Loaded global palette.
Drawing progress 9 -1
Drawing progress 11 -1
W_InitFlats...
Drawing progress 14 -1
W_InitTextures...
Drawing progress 16 -1
Drawing progress 18 -1
Drawing progress 21 -1
Drawing progress 23 -1
Drawing progress 24 -1
EDGE2.WAD version 8.00 found.
Drawing progress 25 -1
Drawing progress 26 -1
Loading external Languages
Loading DDFLANG from: ./duke/DukeOut.wad
Loading external Sounds
Loading DDFSFX from: ./duke/DukeOut.wad
Drawing progress 27 -1
Loading external ColourMaps
Loading DDFCOLM from: ./duke/DukeOut.wad
Drawing progress 28 -1
Loading external Images
Loading DDFIMAGE from: ./duke/DukeOut.wad
Drawing progress 29 -1
Loading external Fonts
Drawing progress 30 -1
Loading external Styles
Loading DDFSTYLE from: ./duke/DukeOut.wad

DDF_MainGetColourmap: No such colourmap 'TEXT_MENU_GREY'
Error occurred near line 45 of DDFSTYLE
Error occurred in entry: [OPTIONS]
Line contents: TITLE.COLOURMAP="TEXT_MENU_GREY"; // selecting a string color
Corbachu commented 8 years ago

I see that it is failing in DDFSTYLE of the mod (open it up with SLADE to see). It seems I had removed the TITLE.COLOURMAP setting from styles.cc -- just comment out that line and it should work just fine. In the engine, ddf/styles.cc, we need a detection method to find and IGNORE that line.

It used to work just fine but, the Styles.ddf code was not very mature yet, and since I hadn't designed it I was going to hold out for a better effort much later on. What do you think?

ryan-sg commented 8 years ago

Thanks! That seems to do the trick to get v1.8 of the mod working. As for detection method, I guess it wouldnt' really matter much if the mod author releases an update, but I can see you might want to be careful about balancing backward compatibility vs. forcing mod authors to update.

As for a 'better effort much later on', I am not qualified to help ya there. I have enough experience to look at source code and add any necessary ifdefs, or look for a header on my system that would contain definitions needed to satisfy compilation, but not much of a C (or C++) coder :(

Corbachu commented 8 years ago

No worries! Even the extra pair of eyes goes a long way ;)