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lucius DarkXL Developer

Joined: 17 Feb 2008
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Aug 20, 2008 03:23 Post subject: |
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Wow, a lot to take in with this new build!
I've been putting together a list of bugs, but I wasn't sure about this so I thought I'd ask: Every mission starts with Kyle looking at the ground. Is that intentional? I don't think I noticed it until one the alpha7 builds.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 20, 2008 03:33 Post subject: |
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Oh and I forgot to mention, CodePlex is back up, so the IssueTracker works again.
_________________ DarkXL....http://darkxl.wordpress.com |
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Aug 20, 2008 05:57 Post subject: |
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Has anyone had trouble setting key commands? When I first opened the program I had no trouble, but now when I click each command to set it jumps to Ins and I can't reset the command to anything else.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Kanpai Dianoga
Joined: 19 Aug 2008
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Posted: Aug 20, 2008 13:56 Post subject: |
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hi everyone
when i try to start the new alpha 8 build i get this error messages:
Microsoft Visual C++ Runtime Library
Buffer overrun detected!
c:\..\DARKFORC\DarkXL_Alpha_b8\DarkXL.exe
A buffer overrun has been detected which has corrupted the program's internal state. The program cannot safely continue execution and must now be terminated.
I had no problems with earlier builds, beside graphic problems with the first two or three builds.
Specs:
XP SP3
Intel Pentium M 2.00 Ghz
512 MB RAM
Mobile Intel 915GM/GMS, 910GML Express Chipset Family
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Aug 20, 2008 14:09 Post subject: |
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I believe that problem has already been reported.
To work around it, right click My Computer, click properties, Advanced tab, Performance Settings, Data Execution Prevention.
I assume "Turn on DEP for all programs and services..." is selected, which is really the only way your problem can occur. If so, click Add and navigate to and select DarkXL.exe.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Kanpai Dianoga
Joined: 19 Aug 2008
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Posted: Aug 20, 2008 16:43 Post subject: |
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I found the problem. while changing the path in the DXL-Settings.txt i deleted the second blank line. now after hitting the 'enter'-button at the end of the path it works.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 20, 2008 17:35 Post subject: |
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Thanks for being patient and figuring that out. I'm doing a "mini-build" now, I'll see about putting in a temp. fix for that issue. [by temporary, I mean that the "txt" file is temporary and will go away completely in the next major build].
Data overruns are bad news and means I must of done something silly (like not checking file length and reading past it) when parsing that file. I'll fix it, if for no other reason, that buffer overruns should not occur in the program, anywhere. I'm kind of embarrased that it happened at all. 
_________________ DarkXL....http://darkxl.wordpress.com |
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Aug 21, 2008 04:15 Post subject: |
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Looks like zapping the .cfg file cleared it up, thanks.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 21, 2008 09:14 Post subject: Build 8a |
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Build 8a is out. Not many visible fixes, although I cleaned up some issues with memory. In some cases there were some memory leaks and D3D didn't always close properly. D3D always closes properly now and there are no memory leaks. Note that the leaks only really caused an issue on exit - but the importance of cleaning them up was to fix any underlying problems. Sometimes things like this are merely a symptom of a larger problem. Fortunately nothing big in this case.
In addition I've verified the integrity of the memory while running so there shouldn't be any other issues either.
The buffer overrun shouldn't happen anymore if the text file doesn't have the extra newline.
In addition if fullscreen mode fails, it should then try to go into windowed mode.
Marley, please test and let me know if it starts for you now.
Build 8b should be a much more comprehensive bug fixing build.
The download link in the first post has been updated.
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Aug 21, 2008 16:18 Post subject: |
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No joy I'm afraid...
The log states...
DarkXL Alpha, Build 8a.
<System::InitLogFile 81> Log File Open
<WinMain 212> Initialize Game.
<Driver3D_DX9::Init 107> Using Hardware Vertex Processing.
<Driver3D_DX9::Init 118> Using Pixel Shader 2.0+.
<Driver3D_DX9::Init 196> Create Direct3D Device Failed - Trying Windowed Mode.
<Driver3D_DX9::Init 234> Create Direct3D Device: Windowed mode failed!
<Driver3D_DX9::Destroy 301> Direct3D Device Destroy.
_________________ *ZaP* |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 21, 2008 17:59 Post subject: |
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Marley wrote:
No joy I'm afraid...
The log states...
DarkXL Alpha, Build 8a.
<System::InitLogFile 81> Log File Open
<WinMain 212> Initialize Game.
<Driver3D_DX9::Init 107> Using Hardware Vertex Processing.
<Driver3D_DX9::Init 118> Using Pixel Shader 2.0+.
<Driver3D_DX9::Init 196> Create Direct3D Device Failed - Trying Windowed Mode.
<Driver3D_DX9::Init 234> Create Direct3D Device: Windowed mode failed!
<Driver3D_DX9::Destroy 301> Direct3D Device Destroy.
Stange. I'll have to check over it again, I'm not sure why its failing now. Hopefully I'll get you a fix soon.
You can try updating your NVidia drivers, just in case if you want.
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Aug 21, 2008 19:03 Post subject: |
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Have updated, could it be anything in my settings?
_________________ *ZaP* |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 21, 2008 19:38 Post subject: |
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Does your monitor support atleast 1024x768 @ 32bpp? Are you running in 32bpp on your desktop? Otherwise I'm not sure, I'll make another build that resports the DirectX error code so I can figure it out. I would have done that before but I didn't expect it to fail again. 
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Aug 21, 2008 20:00 Post subject: |
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Yes to both of those questions...
_________________ *ZaP* |
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sweatervest Ree-Yees
Joined: 22 Apr 2008
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Posted: Aug 22, 2008 03:47 Post subject: |
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Awesome job with the build, I had a lot of fun playing through it.
Here are the issues I can remember right now:
The player falls through rotating 3DOs and gets stuck in them. I noticed this twice when activating the generator. I tried to walk out across the platforms while they were moving and fell through, then they dragged me through the water and I could not escape.
When I picked up a weapon supercharge I got a message saying a I picked up a shield supercharge.
I got the buffer error on build 8a, I don't know if that was supposed to be resolved or not.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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Posted: Aug 22, 2008 18:33 Post subject: |
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Just checked this build out and I really think you did a really great job lucius
Burning Gundam wrote:
- I was attacked by a dianoga on dry land when there was no water-source present (although it was directly below a water pipe, so it must have been eating me through the pipe )
Didn't people say they were getting attacked by invisible enemies. Layers don't complicate with enemies in sectors that are overlapping the current sector and layer the player is in. So apparently enemies are 1337 hackers 
Last edited by Ryuichi91 on Aug 22, 2008 21:23; edited 1 time in total |
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Aug 22, 2008 18:55 Post subject: |
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Burning Gundam wrote:
- I was attacked by a dianoga on dry land when there was no water-source present (although it was directly below a water pipe, so it must have been eating me through the pipe )
Yeah, that happens a lot at the beginning of Talay.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 23, 2008 07:18 Post subject: |
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Gez wrote:
Burning Gundam wrote:
- I was attacked by a dianoga on dry land when there was no water-source present (although it was directly below a water pipe, so it must have been eating me through the pipe )
Yeah, that happens a lot at the beginning of Talay.
You mean Sewers right? There are no Dianoga's in Talay...
_________________ DarkXL....http://darkxl.wordpress.com |
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Aug 23, 2008 12:04 Post subject: |
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Yes, of course.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Aug 25, 2008 07:26 Post subject: |
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Okay, here are the new specifications for my new computer:
iMac 20"
Bootcamp ver. 2.1 Running Windows XP SP2
Intel Core 2 Duo @ 2.66 Ghz
ATI Radeon HD 2600 Pro 256mb
2 Gb of RAM
Unfortunately, I must have a setting wrong or something because DarkXL won't load
Edit: However, I did just run the older build and that worked just fine 
_________________ I don't think outside the box... I customize it. |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Aug 25, 2008 12:04 Post subject: |
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Have you got a copy of the log file? Could be the same problem as mine...
_________________ *ZaP* |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Aug 26, 2008 01:15 Post subject: |
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I'll try and get a crash log when I switch back to Windows later.
_________________ I don't think outside the box... I customize it. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 26, 2008 07:21 Post subject: |
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Interesting, I wonder what you're systems have in common that are different than most.
Anyway Build 8b will report the error code which should help diagnose the problem.
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 26, 2008 08:52 Post subject: Build 8b update |
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I'm working on Build 8b, which is a bug fix release. I'll also work on getting the Init Direct3D crash fixed as well.
To see progress, look at the Issue Tracker in the "Advanced View", if you look at Fixed issues - those that are fixed for the next build will have [Fixed: 8b] appended to their name.
I'll do this for all the builds now, so you guys can see bug fixes as they happen. This'll also give you an idea what to expect for the next build (in addition to any new features of course).
_________________ DarkXL....http://darkxl.wordpress.com |
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