IDCategoryTask TypePrioritySeveritySummary  descStatusProgress
75Backend / CoreBug ReportVery LowVery LowErroneous CON parser warningUnconfirmed
Task Description

A nullop in brackets may cause a “`nullop’ found without `else’” warning.
Btw, is there a reason why the citations start with ` instead of ' ?

This legit construct can be easily avoided be removing the brackets, but is surely handy during development.

Example (World Tour):

Including: EPISODE5BOSS.CON (8197 bytes)
EPISODE5BOSS.CON: In state `BOSS5code’:
EPISODE5BOSS.CON:377: warning: `nullop’ found without `else’

    ifhitweapon {
      ifwasweapon FLAMETHROWERFLAME {
      else {
        state checkBOSS5hitstate
97Backend / CoreBug ReportVery LowLowEnvironment palette not set/restoredUnconfirmed
Task Description forum thread :

(As of now I can’t reproduce the occurrence when starting an episode’s next level after finishing the previous one under water.)

80Backend / CoreFeature RequestVery LowLoweduke32.log: suppress CON code warnings about official ...Unconfirmed
Task Description

Current example: the two “‘else’ with no ‘if’” warnings in Atomic GAME.CON.
Better show only one message instead (FOOBAR.CON’s checksum is known):
“Note: suppressing warnings about CON code in well-known FOOBAR.CON”

If possible, the check for missing sound files in USER.CON (see FS#79) should be moved to CON compile time. Then this can be handled like above.

78Backend / CoreBug ReportVery LowLoweduke32.log: meaningful message about incompatible save...Unconfirmed
Task Description

The current message is almost useless for average users:
“Incompatible file version. Expected 1.7.340.0.9a65a44c, found 1.3.310.8.0” - Hm, what file are they talking about? -
And it should not show up on each and every save/load action, but only on game startup.
Better message:
“Incompatible version of saved game file dukesav0.esv: Expected 1.7.340.0.9a65a44c, found 1.3.310.8.0”

79Backend / CoreBug ReportVery LowLoweduke32.log: do not endlessly repeat the same messages ...Unconfirmed
Task Description

If you appreciate community members to help casual players with simple issues, please try to make our life easier on occasion.
In this case I’m referring to the sound files defined in USER.CON, but missing in regular DUKE3D.GRP.
This applies to FS#78 as well, for example.

73Backend / CoreBug ReportVery LowCriticalEduke32 source code won't compile (revision 7138, 3 Nov...Unconfirmed
Task Description

The attached log demonstrates that the current revision (7138, 3 November 2018) of eDuke32’s source code will not compile on my machine. I’m using gcc 5.4.0 on Ubuntu 16.04 64-bit. See the attached terminal log.

In fact, eDuke32 has not compiled for me since revision 7078 (16 October 2018), though the source file that gives the error and the compiler message has changed since then. I attach a log of that as well in case that helps.

62Backend / CoreBug ReportVery LowMediumEduke32 doesn't remember vsync on setting when starting...Unconfirmed
Task Description

When starting eduke32(with polymer HRP) and then start a saved game, the game will start with vsync off.
Though in the menu its on.
Turning vsync in the menu off and on again, will solve this problem.
This only happens when starting saved games, directly after eduke32 started.
With new games there is no problem.

56Backend / CoreBug ReportVery LowMediumEDuke32 does not obey NVidia Control Panel's Color Sett...Unconfirmed
Task Description

Basically, with my new laptop, the screen’s default color calibration is off from normal, and I don’t got the $ to try to gamble on replacing the screen with a better one, so I used NVidia Control Panel’s individual color settings to offset the colors [mostly the blue part] to more acceptable colors. Unfortunately, under normal circumstances, loading EDuke32/Mapster32 will force the old color calibration settings while running it [and only while the window is selected, as it will show the proper color calibration outside of it].

The only workaround I’ve come up with for this is to setting the in-game/engine Contrast to 0.0 in the console [”vid_contrast 0”] which somehow re-inforces my Control Panel Color settings over EDuke32, however this does weird things to the gamma setting in certain ranges [like between 0.85 and 1.17, the screen will be very faded out, while otherwise, the game is brighter than normal gamma and changing it has very little effect], so you don’t have as fine tuned control over it as you’d like, and brightness is completely uneditable when the contrast is 0 too.

Another issue is even if I do this in Mapster32, going into 2D mode always unsets the contrast in 2D mode and thus forces the original screen color calibration, forcing me to set the contrast to 0 for 2D mode each time. It also doesn’t seem to save the 3D mode contrast when I leave the program, so I have to reset it once for 3D mode each time I run Mapster32.

50Backend / CoreBug ReportVery LowLoweduke32 command line: relative path Unconfirmed
Task Description


when I launch addons with eduke 32, in a command line, I have to specify the full path.

Is it possible to add relative path (the executable is the source).

Thank you for your help.

74Backend / CoreBug ReportVery LowMediumDuke Nukem Atomic Edition eDuke32 v 7335 crashes on dem...Unconfirmed
Task Description

Problem may happen due to custom controls?


1. Delete all *.edm files or backup them in such way that game is not going to see them.
2. Start eDuke32 Atomic Edition (eduke v7335)
3. Go to game options and turn recording on.
4. Start new game (L.A. Meltdown with Come get some difficulty)
5. Play the game for >3s.
6. Go to Game options and turn demo recording off.
7. Quit to title.


1. Intro animation,
2. Recoded demo loads and starts to play,
3. Demo crashes after <3s of playback,
4. Crash causes game to quit to system desktop.

Please see attached demo that crashes and log file.

94Backend / CoreBug ReportVery LowHighDucking BehaviourUnconfirmed
Task Description forum thread :

88Backend / CoreBug ReportVery LowVery Lowdistorted floor aligned sprites in Mapster32 2D viewUnconfirmed
Task Description forum thread 8241 / post #19:

72Backend / CoreBug ReportVery LowLowDialogue missing during Episode 3 ending Unconfirmed
Task Description

At the end of Episode 3, after completing the Stadium boss fight and watching the cutscene, Duke merely says “My name is Duke Nukem”, instead of the expected full speech “My name is Duke Nukem, after a few days R&R...(etc)”

I have tested this using a clean install of the latest build (EDuke32 r7067
Built Oct 10 2018 14:07:44, GCC 7.2.0, 64-bit)

61Backend / CoreBug ReportVery LowCriticalCrash during sound initialisation r6301 with map from a...Unconfirmed
Task Description


With vanilla 1.5 duke3d and no other files loaded
Crash during sound initialisation.
This also happens using v1.3d .grp file as well.
Please find attached full crash log (from debugging build) and copy of map.

Critical part of log:

Initializing sound... 32 voices, 2 channels, 16-bit 48000 Hz
g_errorLineNum: 0, g_tw: 0
45Backend / CoreBug ReportVery LowMediumController issues, againUnconfirmed
Task Description

Several issues with controllers:

- Double tap commands set by default cannot be unbound, even by editing the file settings with a text editor. This is a bug I noticed in 2010 AFAIK and that is still occurring in 2016!
- With an Xbox 360 controller, Axis 3 and 4 are respectively bound to Axis 0 and 1, meaning that two commands are bound to the same analog stick. Also, setting a correct sensitivity in order to not to have Duke spinning as hell is nearly impossible.

4Backend / CoreBug ReportVery LowHighController IssuesUnconfirmed
Task Description

Using a gamepad results in odd behavior. There is always a tilt to Duke’s movements, or to put it another way there is no zero. Changing the sensitivity offsets this, but the sensitivity also reveals how out of balance it is. at 26% and below it leans to the left, and at 27% and above it leans to the right. It also appears to completely ignore the existence of the second stick, using it as four buttons rather than...well, a stick. Oddly, it still shows up as an axis in the joystick settings, though modifying it does nothing.

53Backend / CoreBug ReportVery LowLowCommand line options, difficulty settingsUnconfirmed
Task Description

-s command line parameter doesn’t seem to work, it doesn’t change the difficulty (skill) in settings.cfg; I can only change it via game menu by starting new game with the difficulty I want.
Also, if I launch the game with -s4 (Damn I’m Good, respawning enemies), then it doesn’t change the difficulty (in terms of enemies/objects placement) but enemies WILL respawn.

101Backend / CoreBug ReportVery LowVery Lowcase mismatch warning inconsistencyUnconfirmed
Task Description

Current EDuke32 version: r8534

System: Win10 / NTFS


map file: .\E1L1.MAP
cmd line: eduke32 -map
> Using level: “/”.

map file: .\
cmd line: eduke32 -map E1L1.MAP
> warning: case mismatch: passed “E1L1.MAP”, real “” > Using level: “/E1L1.MAP”.

102Backend / CoreBug ReportVery LowLowBacktrace DLLs fail to build on Win10/MSYS2Unconfirmed
Task Description

“make ebacktrace” fails on current Win10/MSYS2. And the DLLs shipped with EDuke32 are more than five years old, actually.

Fix (64bit):
> pacman -S mingw-w64-x86_64-expat mingw-w64-x86_64-gettext

Working command line (64bit):
> gcc -O2 -std=gnu99 -ggdb -shared -Wall -Wextra -static-libgcc -o ebacktrace1-64.dll platform/Windows/src/backtrace.c -I/mingw64/include/binutils/ -L/mingw64/lib/binutils/ -lbfd -liberty -limagehlp -lintl
(I’m using “-Og” instead of “-O2 -std=gnu99” locally)

Fixing the make files accordingly should be easy.

34Backend / CoreBug ReportVery LowLowaddons folderUnconfirmed
Task Description


actually I have two way to launch addons with eduke 32:

1) put all fikes (grp and maps) into the eduke32 main folder or in the config folder.
2) launch eduke32 with -j /full_path_to_folder_with_grp

Could you add another cleaner way please?

Like this one:

Eduke could search for an /addons folder located in his main folder (executable folder) or in his config folder (/home/username/.eduke32 for linux).

91Backend / CoreBug ReportVery LowLowAdding FreeBSD support Unconfirmed
Task Description

Please consider adding support for FreeBSD by updating “source/build/include/zpl.h” to the latest ZPL version (GitHub commit 26753e04e9ed08dff55a5998a085ca2996d1775f) and applying the following patch. EDuke32 then compiles on FreeBSD as well with:

$ gmake -f GNUmakefile L=/usr/local/lib/ I=/usr/local/include/ BUILD32_ON_64=1 CLANG=1
--- zpl.h	2019-11-01 05:35:57.095504000 +0100
+++ zpl_new.h	2019-11-01 05:50:39.201436000 +0100
@@ -520,10 +520,16 @@
 #include <stdlib.h> // NOTE: malloc on linux
 #include <sys/mman.h>
-#if !defined(ZPL_SYSTEM_OSX)
+#if !defined(ZPL_SYSTEM_OSX) && !defined(ZPL_SYSTEM_FREEBSD)
     #include <sys/sendfile.h>
+#if defined(ZPL_SYSTEM_FREEBSD)
+    #include <sys/types.h>
+    #include <sys/socket.h>
+    #include <sys/uio.h>
 #include <dirent.h>
 #include <sys/stat.h>
 #include <sys/time.h>
@@ -767,6 +773,11 @@
+#if defined(ZPL_SYSTEM_FREEBSD)
+    #define ZPL_EXTERN extern
+    #define zpl_inline inline
 #if !defined(zpl_no_inline)
     #if defined(_MSC_VER)
         #define zpl_no_inline __declspec(noinline)
@@ -1557,7 +1568,7 @@
     zpl_isize threads_per_core;
 } zpl_affinity;
-#elif defined(ZPL_SYSTEM_LINUX) || defined(ZPL_SYSTEM_EMSCRIPTEN)
 typedef struct zpl_affinity {
     zpl_b32   is_accurate;
@@ -6967,7 +6978,7 @@
-#if defined(ZPL_SYSTEM_LINUX)
+#if defined(ZPL_SYSTEM_LINUX) || defined(ZPL_SYSTEM_FREEBSD)
 zpl_inline zpl_f64 zpl__unix_getime(void) {
     struct timespec t;
     zpl_f64 result;
@@ -8152,7 +8163,7 @@
     return a->threads_per_core;
-#elif defined(ZPL_SYSTEM_LINUX)
+#elif defined(ZPL_SYSTEM_LINUX) || defined(ZPL_SYSTEM_FREEBSD)
 // IMPORTANT TODO: This zpl_affinity stuff for linux needs be improved a lot!
 // NOTE(zangent): I have to read /proc/cpuinfo to get the number of threads per core.
@@ -10816,7 +10827,11 @@
     struct stat stat_existing;
     fstat(existing_fd, &stat_existing);
+#if defined(ZPL_SYSTEM_FREEBSD)
+    size = sendfile(new_fd, existing_fd, 0, stat_existing.st_size, NULL, 0, 0);
     size = sendfile(new_fd, existing_fd, 0, stat_existing.st_size);
81Backend / CoreFeature RequestVery LowLowAdd Transfusion's art2tga to EDuke32 toolsUnconfirmed
Task Description

This little tool is really handy and GPL‘d.
I have attached an updated source code with the Duke3D palette added and set as the default, so that it works standalone without PALETTE.DAT.

27Backend / CoreBug ReportVery LowLow64-bit version doesn't use the system MIDI deviceUnconfirmed
Task Description

Windows 8.1 x64. The default MIDI device is loopMidi.
Works fine with 32-bit EDuke32 and other applications like DosBox, but the 64-bit EDuke32 uses some primitive synthesizer instead. loopMidi shows zero throughput.

42Backend / CoreBug ReportVery LowVery Low"Duke Talk" Sound block should be per-actor, not global...Unconfirmed
Task Description

Sounds with the Duke Talk bit enabled have a bit of code that blocks another Duke Talk sound from playing if any Duke Talk is already playing. This is normal, but there’s a bit of a bug/oversight with it. With the way it is now, in Multiplayer, only one player can play pain or death sounds at a time. If someone is being damaged, it’ll block other players from making noise. Same can happen in singleplayer if you have useractor that uses Duke Talk. What I suggest, is adding an additional check so it blocks on a per-actor basis, so only one sound can play per actor, and not one sound globally. This check wouldn’t apply if GlobalSound is being used, however, for obvious reasons.

44Backend / CoreFeature RequestVery LowLow"actorsound" CON functionUnconfirmed
Task Description

Right now, EDuke32 has stopactorsound, and ifactorsound, but no actorsound function. I can think of many scenarios where it would not only be nice to stop other actors from playing sounds/check if they are playing a sound, but also make other actors start playing sounds.

This could be used to make Duke Talk play from the attacking player (without the need of flimsy, ugly hacks), instead of globally. It can also be used to make an enemy that uses a psychic attack that makes the target emit a high-pitched sound before causing it to explode, scanners-style. Or, it could be used to make items that cause the player picking it up to make a sound that’s audible to other players.

11Backend / CoreFeature RequestVery LowLow.FBX file supportDeferred
Task Description

This is a request for the fbx model format to be supported along side md3s.

This format has way more features such as skeletal animations and is more easily created by most 3D applications.

I believe supporting a more popular file format will encourage others to contribute to projects.

68Backend / CoreBug ReportVery LowLow-m doesn't disable enemiesUnconfirmed
Task Description

In the eduke32 -help output as well as in the online wiki, it is documented that:

eduke32 -m

should disable all monsters. But it doesn’t.

I have attached the output log.

103Backend / CoreBug ReportVery LowLow ALT-strafing is brokenUnconfirmed
Task Description

As of r8551, while ALT is pressed, Duke moves into the opposite direction of the used right/left arrow key. ALT-mouse strafing is still OK.

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