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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun Feb 21, 2010 7:51 pm Post subject: |
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Baker wrote: | Revision "KurokQuake 9": source
End of MP3 music no longer causes crash.
mp3 music goes in id1\music folder as track01.mp3, track02.mp3 and such. |
Tried adding your fix in my own engine, it didn't work, and I tried it with the version you have compiled in the archive, also didn't work?
Perhaps it's the MP3 file I'm using? It was just a random song I had on iTunes. |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun Feb 21, 2010 7:57 pm Post subject: |
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Disregard the above post; it was the MP3 file I was using. |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun Feb 21, 2010 8:11 pm Post subject: |
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Uh, disregard the above post, the fix actually doesn't seem to work, regardless of MP3 file. |
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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Sun Feb 21, 2010 10:06 pm Post subject: |
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From what I have noticed, in Bakers PSP Engine, the MP3 files don't play automatically.
I had to go to the console and type , to get it to work. My configuration files might have caused that to happen. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun Feb 21, 2010 11:56 pm Post subject: |
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Regardless, the engine still crashes when the MP3 ends, on both my engine (With his fix added), and the precompiled EBOOT in the archive. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Feb 22, 2010 12:35 pm Post subject: |
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I'm not having either of the problems you guys are having.
MP3s load and play and never crash in my setup. It could be something about my MP3s?
Either way:
1. I managed to identify precisely where the crash occurred in the old version so it can be avoided.
2. The current version is not the final version of this little project.
Once I get this project closer to final state, I'll pay a lot more attention to bug problems or problems that others are having. I have this little project maybe about 50% of what I want, but need more quality time with it to complete the single codebase goal I have.
[And unfortunately, all the snow in my area has very much impeded me from everything lately. It wiped 2 days a couple of weeks ago by blocking satellite internet and then killed 2 days a week later by stranding me somewhere with no internet and additionally messing with real life ... stupid snow ... ] _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Feb 22, 2010 9:11 pm Post subject: |
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Can you share the MP3 files you're using? |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Feb 23, 2010 3:51 am Post subject: |
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Actually I can't.
It's the Quake sound track converted to mp3. But I've used both the Kurok mp3s and the Travail sound track as well.
When I do another revision, I'll post some mp3s or even a shareware compatible setup with a non-Quake soundtrack that works for me for others to test/verify my work. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Tue Feb 23, 2010 5:47 am Post subject: |
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I'll windiff what you did from revision 8 to 9 and see what I can deduce..
How long are you leaving the songs playing for? There's a good chance mine looped once, then crashed when it hit the second loop point, as I wasn't familiar with the Kurok soundtrack (That's what I used..)
Regardless, something's definitely up, although it may be related to my configuration, as you suggested. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Feb 23, 2010 6:33 am Post subject: |
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I think I defined my testing as "didn't crash after the first loop".
I didn't explicitly wait to see what happened after the second loop, although I think I had Quake running for 8 to 10 minutes at least a few times during testing which seems likely it looped a few times.
I don't have access to the source code right now, but there was no "how long did I set the music to". I intercepted EOF condition in the mp3 code and forced the cd track to restart via ("cd play whatever_the_current_track_is") . _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Wed Jun 09, 2010 8:36 am Post subject: |
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Update in-progress ...
4 months between updates? Bleh ...
(The plus is any mod that runs on this runs in Windows, OS X and Flash and of course the MH-sponsored DX8 build ... the engine is one and damn near the same. I'd add Linux to the mix but I can't find the motivation to deal with Linux. I'll probably email the QuakeSpasm people with modifications for them to use ... I have a *lot* of them. Shows you what I can do with 42 hours of free time, they can't stop me -- they can only hope to contain me. Foo sure.)
Update: It compiles and runs. So now its on like Donkey Kong.  _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Jun 10, 2010 6:21 pm Post subject: |
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Revision "KurokQuake 10" source: source
Supports rotating doors and a few other things I can't remember. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Jun 15, 2010 1:51 pm Post subject: |
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Revision 11 -- and this one is different ...
Windows | OS X | PSP | Flash combined source version "4.15 Beta"
Source: Download
There is an EBOOT.PBP (PSP engine binary) hiding in there and a FlashProQuake415.swf, but the emphasis is more on getting the source code uploaded.
Status:
Windows and Flash have 100% same codebase
Windows and OS X have 98% same codebase
Windows and PSP have about 75% identical codebase
Hopefully in the next revision or 2 I can get 100% for OS X and maybe 85% for the PSP (still a bit of work to do for the integration).
I've noticed a few differences of compatibility for the PSP engine thus far, which I want to look into carefully.
Merging all 4 together was NOT fun and quite a bit of work, I have more to do and the next couple of revisions should be more interesting. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Ranger366

Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany)
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Posted: Tue Jun 15, 2010 5:36 pm Post subject: |
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Baker wrote: | Revision 11 -- and this one is different ...
Windows | OS X | PSP | Flash combined source version "4.15 Beta"
Source: Download
There is an EBOOT.PBP (PSP engine binary) hiding in there and a FlashProQuake415.swf, but the emphasis is more on getting the source code uploaded.
Status:
Windows and Flash have 100% same codebase
Windows and OS X have 98% same codebase
Windows and PSP have about 75% identical codebase
Hopefully in the next revision or 2 I can get 100% for OS X and maybe 85% for the PSP (still a bit of work to do for the integration).
I've noticed a few differences of compatibility for the PSP engine thus far, which I want to look into carefully.
Merging all 4 together was NOT fun and quite a bit of work, I have more to do and the next couple of revisions should be more interesting. |
Thanks baker for this!
And this idea is very interesting... porting Progs Compiler to PSP and building progs for your mod... lol. Notepad for PSP required. |
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Mexicouger

Joined: 01 May 2010 Posts: 129
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Posted: Tue Jun 15, 2010 7:45 pm Post subject: |
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Baker, Please Continue this Awesome Engine. This would help us psp modders alot. A better engine would be awesome. Please pull through! |
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