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Posted: Wed Jun 28, 2006 2:16 am
by Diedel
Ok, the bug is caused by the progress bar loading the menu palette, then calling the texture loading stuff which needs another palette (that has been overloaded with the menu palette).

The palette handling of D2X-XL is a big pile of crap. Actually, every functional area of D2X-XL should have its own palette and use it, period. Instead, there is one global palette that gets overloaded by whatever part just needs a palette.

Posted: Wed Jun 28, 2006 5:42 am
by Aus-RED-5
Never mind.

:x

Posted: Wed Jun 28, 2006 5:58 am
by Weyrman
1.6.88

No problems here. I've just finished 2 hours of gameplay flawlessly.

Posted: Wed Jun 28, 2006 7:16 am
by Diedel
Aussie is my labrat, and I just stepped on his tail. :P :lol: ;)

Posted: Wed Jun 28, 2006 4:19 pm
by Aus-RED-5
Diedel wrote:Aussie is my labrat, and I just stepped on his tail. :P :lol: ;)
hehe :lol:
Sorry about that. I don't know if you seen the post before I removed it?

I "thought" there was a bug with weapons not auto selecting and not letting me choose them either.

Somehow the "use weapon hotkey" got tuned off.

So I thought I never used that option before.
But after checking my backup player profile.
It turns out that I have been using that option! :oops:

My bad. :( :)

Posted: Wed Jun 28, 2006 4:28 pm
by reetus
For D1 missions, if you apply a texture to a robot, the texture shows up correctly in the dle-xp objects window but during gameplay the textures aren't the same as indicated in dle-xp, they work fine in other versions of descent, d1 rebirth etc. but when using D2 XL they don't match the texture indicated in the dle-xp objects window. I wasn't sure whether to post this in dle-xp bug reports or d2xl bug reports.

Posted: Wed Jun 28, 2006 10:30 pm
by Pumo
Bugs in 1.6.89:

The 'Display mouse indicator' option remains checked even if i uncheck it.

BTW, i've noticed that the little slow down i mentioned before, only happens in 1024x768 and up.
In 800x600 and down (except 320x200, that works slower than 800x600 but faster than 1024x768) it works even faster than before! Yay! :D

Posted: Thu Jun 29, 2006 4:44 am
by Diedel
That can as well be caused by your gfx driver.

Posted: Thu Jun 29, 2006 1:05 pm
by Kirby
1.6.90

1) resolution selection in-game is all screwed up now. Changing the resolution from the main menu options causes each and every ratio button to be selected in order, then displays a \"Cannot select requested mode on this card\" error.

2) Opening up any door causes a crash, or the door opens...but there is a visible texture shown that can be flown through (excatly what Geist had problems with on page 1 of this thread)

3) D1 mission doesn't load anymore....crashes to desktop once everything is loaded

Posted: Thu Jun 29, 2006 2:13 pm
by Pumo
New bug in 1.6.90:

Mouse indicator always visible. Even now that the option can be unchecked and it remains unchecked, the indicator is still visible. :?

Posted: Thu Jun 29, 2006 3:20 pm
by Diedel
Pumo,

fixed.

Kirby,

I cannot reproduce any of your problems. Make sure to use the newest d2x-xl.hog from the zip file. Maybe that helps.

Posted: Fri Jun 30, 2006 2:08 am
by Aus-RED-5
Kirby wrote:1.6.90

2) Opening up any door causes a crash, or the door opens...but there is a visible texture shown that can be flown through (excatly what Geist had problems with on page 1 of this thread)
No crashing probs on my end.

What screen res are you setup on?
Full screen or window?
800x600 or what?

Maybe post what switches you are using?

Posted: Fri Jun 30, 2006 6:40 am
by Aus-RED-5
Aus-RED-5 wrote:v1.6.85
In main menu. If you wait for the demos to play.
D2x-xl locks up and you get this.
Image
v1.6.91
I'm still getting this^^^^^.
I end up having to "end task" to close it.

Loading D2x-xl back up again. I get the "invalid Player File" error.

Seems to be killing my player file when it locks up for some reason. :cry:

Posted: Fri Jun 30, 2006 8:22 am
by Diedel
Please e-mail me the demo file.

Posted: Fri Jun 30, 2006 8:36 am
by Aus-RED-5
Sent to hotmail. :)

Posted: Fri Jun 30, 2006 8:39 am
by Diedel
Works here. You could have told me that it's the standard D2 demo and saved sending the e-mail. ;)

Posted: Fri Jun 30, 2006 8:46 am
by Aus-RED-5
Well I don't know what demo is making it lock up coz I see nothing.

Are you waiting for the demo to load on its own???

Not from the demo menu.

Do not load from demo menu.

EDIT:

WOW!
I got an error message this time!
Image
I removed all other demos but the standard D2 demo.

Posted: Fri Jun 30, 2006 12:34 pm
by Diedel
Workse forse mese.

Posted: Sat Jul 01, 2006 4:52 am
by Aus-RED-5
Ok then.....

If I add the \"-progress_bars 0\" cmd switch to the d2x.ini file.

Demos auto load fine.

Without the cmd switch it does locks up. :x

Posted: Sat Jul 01, 2006 9:40 am
by reetus
same deal here Aus and Deidel, just wrecked my player file twice and was forcced to reboot in order to get d2xl to shut down.

Posted: Sat Jul 01, 2006 11:23 am
by Aus-RED-5
reetus wrote:same deal here Aus and Deidel, just wrecked my player file twice and was forcced to reboot in order to get d2xl to shut down.
Thanks! ;)

Anybody else with this prob needs to post about it too. Need more then 1 person reporting about this bug.

Every time you guys report a bug. Even I test to see if the same thing happens for me.
If so, I report it. ;)

Though some of the times the bug is fixed before I even know there was a bug.
Damn time zones! :lol:

Posted: Sat Jul 01, 2006 12:09 pm
by Diedel
Why do you need more than 1 person? I believe every bug report, that is not the problem. :evil: The problem is that I could not reproduce it. I can now though. :P

So hold your breaths in anticipation of a true break through in debugging D2X-XL, removing the most painful show stopper bug that is currently totally, utterly and completely ruining any usefulness this POS (errm, Piece Of Software ;)) might have. :P

Posted: Tue Jul 04, 2006 5:47 am
by Aus-RED-5
v1.6.94

The framecap bar in render options stays at 150. I tried setting it a lower frame rate and it still goes back to 150. :(
Also when you move the framecap bar. The numbers don't change either.

Posted: Tue Jul 04, 2006 6:18 am
by Diedel
That's a service for owners of really fast 'puters. :P

Actually, I am not having these problems.

Posted: Tue Jul 04, 2006 6:44 am
by Aus-RED-5
Diedel wrote:Actually, I am not having these problems.
Oh really?? Why does this not surprise me?? :P

Never mind.
I found the prob.
For some reason, it seems like every time I update D2x-xl it kills my player profile. :x

Having said that. Even when trying the defaul player or tnt player profile didn't work either.

Good thing I keep a backup player file or this will really drive me mad! :roll:

Posted: Tue Jul 04, 2006 7:39 am
by Diedel
Tsk ... :?

It won't surprise you either then that this does not happen on any of the three different machines and four different OS's I run D2X-XL on, right? :mrgreen:

Can you e-mail me a messed up player profile please?

Posted: Tue Jul 04, 2006 8:02 pm
by Aus-RED-5
Diedel wrote:Can you e-mail me a messed up player profile please?
I have before.
E-mail from Diedel wrote:Hi George,

do you think it makes sense to send an empty file for inspection? :P
Next time it happens I'll send another.

Posted: Wed Jul 05, 2006 1:44 am
by Diedel
Aus-RED-5 wrote:
Diedel wrote:Can you e-mail me a messed up player profile please?
I have before.
E-mail from Diedel wrote:Hi George,

do you think it makes sense to send an empty file for inspection? :P
Next time it happens I'll send another.
I didn't get that the file got erased. :oops: I thought it just didn't work any more. How the heck can it get erased? :?

Posted: Wed Jul 05, 2006 2:16 am
by Aus-RED-5
v1.6.95

Kill a reactor and the \"self destruct sequence.....\" and there is no \"activated\" sound. :oops:

Posted: Wed Jul 05, 2006 5:42 am
by Diedel
What is the \"activated\" sound? The repeating klaxon sound?

Posted: Wed Jul 05, 2006 5:56 am
by Aus-RED-5
Diedel wrote:What is the "activated" sound? The repeating klaxon sound?
ok ok... wrong choice of word. I ment audio voice.

The audio voice.
You only hear her say, "Self Destruct sequence".
When she should say "Self destruct sequence activated".

Posted: Wed Jul 05, 2006 6:37 am
by Diedel
Weird. Again, this works for me.

Posted: Wed Jul 05, 2006 6:53 am
by Aus-RED-5
Ok just tried it again.

Try shooting the ground none stop during playback of the self destuct sequence audio.

It work all the time for me.

The bug that is.

;-fullscreen
-grabmouse
-sound22k
-nocdrom
-render_quality 3
-gl_alttexmerge
-playermessages
-noredundancy
-nomovies 1
-gl_reticle 0
-shortpackets
-pps 10
-player AusRED5
-1024x768
-render2texture 1
-menustyle 1
-fastmenus 1
-sdl_mixer 1
-mathformat 2
-use_d1sounds 0
-altbg_name menubg.tga
-altbg_brightness 0.75
-altbg_alpha -1.0
-altbg_grayscale 0
-hires_textures 1
-hires_models 1
-point_sprites
-vertex_arrays
-progress_bars 1

Posted: Wed Jul 05, 2006 7:49 am
by zif
Aus-RED-5 wrote:Ok just tried it again.
Try shooting the ground none stop during playback of the self destuct sequence audio.
Yep, it happens here too.

The first time I tested it all I got of the sample was "Self..."
Second time, "Self destruct se..."
Third "Self destruct sequence act..."

Seems to have something to do with other samples being played at the same time as, like AusRED5 said, I can make the sample cut out at any point by shooting the ground with my weapons.

-1280x1024
-fullscreen
-progress_bars 1
-grabmouse
-sound22k
-nocdrom
-render_quality 3
-gl_alttexmerge 0
-playermessages
-noredundancy
-nomovies 1
-gl_reticle 0
-pps 10
-render2texture 1
-menustyle 1
-fastmenus 1
-sdl_mixer 1
-mathformat 2
-use_d1sounds 0
-altbg_name menubg.tga
-altbg_brightness 0.75
-altbg_alpha -1.0
-altbg_grayscale 0
-hires_textures 1
-hires_models 1

Posted: Wed Jul 05, 2006 8:35 am
by Diedel
OMG - freggin peanuts! :P

Posted: Wed Jul 05, 2006 12:48 pm
by Neumaennl
Another one that's peanuts and I already reported it: in the movie list intro.mve is listed twice, but final.mve (that's the name IIRC) isn't listed at all

so you can't watch the D1 end movie :cry:

Posted: Wed Jul 05, 2006 1:37 pm
by Diedel
You mean the rendered D1 end movie from the PS version, right?

Strange. :?

Oh well ... the pain never stops. :roll: Sigh.

Posted: Wed Jul 05, 2006 1:44 pm
by D3Hack
D2X-XL won't even boot! :shock: :?

Here's my d2x.ini:

Code: Select all

-fullscreen
-mathformat 2
-grabmouse
-sound22k
-nocdrom
-gl_alttexmerge 0
-gl_reticle 0
-gl_intensity4_ok
-gl_luminance4_alpha4_ok
-gl_rgba2_ok
-render2texture 1
-use_shaders 1
-pps 10
-maxfps 130
-render_quality 1
-menustyle 1
-fastmenus 1
-player Blaine
The latest version I have that works is 1.6.63. I'm not sure how long this problem has been around, but it's happened since 1.6.94. If needbe, I can also give you all my ingame options from 1.6.63. And it's definitely not my player profile; for one it works in 1.6.63, and what's more, I can remove that line and it still won't boot.

Posted: Wed Jul 05, 2006 1:55 pm
by Diedel
Run it using -printlog and post the last 20 lines of d2x.log here.

Posted: Wed Jul 05, 2006 2:01 pm
by D3Hack

Code: Select all

Loading text resources
File 'descent.tex' not found
Loading hires models
File 'pyrogl.oof' not found
Loading ban list
File 'banlist.txt' not found
Initializing i/o
Reading configuration file
File 'descentw.cfg' not found
Initializing control types
Initializing joystick
Initializing graphics
   initializing SDL
   switching to fullscreen
   initializing OpenGL
setting OpenGL attributes
   initializing OpenGL window
setting SDL video mode (640x480x32, fullscreen)
setting OpenGL attributes
It appears that this is where the trobule begins.