Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 132
  • 133
  • 134
  • 135
  • 136
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Helixhorned 

  • EDuke32 Developer

#3991

 James, on 05 September 2013 - 12:02 PM, said:

While true, adding even one layer of preventation is enough to keep most people away from it IMO. I think more people would cheat in newer games if you had all the levels readily available from the main menu even if the names aren't quite clear at first :lol:

But there's nothing wrong with this form of "cheating", is there? It's similar to skipping forward in a movie or a book -- you may miss out cool stuff and ruin the experience, but other than that no harm is done.

 Deeper Micky, on 07 September 2013 - 01:42 AM, said:

I have this problem where ambiant looping sounds simply don't play when they're anywhere near other SFX sprites. I have like 250 voices in the sound menu, so why is this happening? Very destructive to the atmosphere Posted Image

Can you provide a test map? Note that sounds with bit 1 set will only ever play one instance. (We may want to add another sound bit to to disable that particular aspect of it.)
0

User is offline   Jblade 

#3992

But playing maps out of sequence will harm things since they depend on variables in other levels being set. It's also ugly looking and not very clear when you hit the usermaps and see by default all of the internal maps as well. At the very least by default they should be hidden so only external levels are visible at first. Since EDuk3e32 autoloads the megaton edition I have to scroll through all of duke's default maps as well now.

Either this or a way to disable the menu all together would be appreciated.
0

User is offline   TerminX 

  • el fundador

  #3993

Just name the maps you don't want showing up in there with a file extension other than .map.
2

User is offline   Jblade 

#3994

That's a good idea actually, thanks.

This post has been edited by James: 08 September 2013 - 12:07 PM

0

User is offline   TerminX 

  • el fundador

  #3995

No problem, sometimes the best option is the easiest one.
0

User is offline   Spiker 

#3996

Do the cutscenes like episode 4 intro play fine for you with the recent snapshots?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3997

 Deeper Micky, on 07 September 2013 - 01:42 AM, said:

I have this problem where ambiant looping sounds simply don't play when they're anywhere near other SFX sprites. I have like 250 voices in the sound menu, so why is this happening? Very destructive to the atmosphere Posted Image

I took a look at your map: you were using sound #186 which has bit 1 set. It's hard-coded to ever play only one instance since Duke3D. My theory about why they made it like this is that it was supposed to be able to create an extended, non-circular region where an ambience sound would be played without directional preference. You'd construct such a region by overlapping the circular regions of multiple MUSICANDSFXs and presumably, you'd only want one instance of the same sound playing at any time then. However, I can't find a compelling instance of something like this in the original maps: the regions all seem to be more or less disjunct.

The workaround in your case is to clear bit 1 from the offending sound, either by creating a new sound definition, or overriding it like this:
definesound GENERIC_AMBIENCE10     h2orush2.voc    0   0   0   2   0


Note that I used to recommend setting bit 1 to all looped sounds, but for those played from MUSICANDSFXs, that's not necessary since r3336 (some amendments had to be made, IIRC).
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3998

 Spiker, on 15 September 2013 - 10:22 AM, said:

Do the cutscenes like episode 4 intro play fine for you with the recent snapshots?

Confirmed, in Polymer they seem to to either stay at the first frame and sometimes even keep the first frame of a previous cutscene, e.g. nuke when playing E4 intro.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3999

May I ask, why the default setting is mouse wheel up for previous weapon, and wheel down for next weapon? Shouldn't it be the other way around? I find that to be counterintuitive, especially since the weapons are selected using the number keys.
0

User is offline   Plagman 

  • Former VP of Media Operations

#4000

I had to add special code to artmapping to invalidate the Polymer copy of the ART data when the movie was blasted directly into the tile each frame. Was that code removed somehow or did it only ever work with the intro anims?
0

User is offline   Mark 

#4001

 Fox, on 18 September 2013 - 03:02 PM, said:

May I ask, why the default setting is mouse wheel up for previous weapon, and wheel down for next weapon? Shouldn't it be the other way around? I find that to be counterintuitive, especially since the weapons are selected using the number keys.

If it has been this way for a long time I say leave it alone. If someone wants to change it on their own copy they can.

This post has been edited by Mark.: 18 September 2013 - 04:46 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#4002

Isn't it like that in every game? It is in Half-Life for sure since the weapon selector is a drop down list.
0

User is offline   Mark 

#4003

I checked a few other games and that is how its set up there too. Not sure if me or by default but I'm guessing default. So my vote is leave it as is.

This post has been edited by Mark.: 18 September 2013 - 04:58 PM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4004

It is usually how it is. However, I don't even use the wheel so I don't care. But for the sake of not confusing people I say leave it as is.
0

User is offline   necroslut 

#4005

That's how it is in most games, but not all games.
0

User is offline   Jblade 

#4006

I don't like it that way but just about every single game I've played has it set that way, it's just the standard (much like how WASD is now the standard for movement instead of the arrow keys)
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4007

Or uninverted mouse look....it used to be inverted by default. Like a mouse tethered to the back of the head, not acting as the eye balls. I hate uninverted mouse look.
1

User is offline   Tetsuo 

#4008

At least most games come with Y inversion options for mouse\camera. I always Y invert.. even on a gamepad. Practically the only games that don't have it... or at least exposed in the options are a bunch of Unity engine games. I don't know why so many devs there have a blind spot to that.
1

User is offline   NightFright 

  • The Truth is in here

#4009

Since apparently some folks are running into memory problems with EDuke32 and Polymer: How much longer until we can expect 64-bit builds? My first playtests a few months ago have already revealed at least minor FPS increases when using it, so I think it'd be cool to have it in the near future, especially considering the fact that HRP texture and skin resolutions continue to increase.
0

User is offline   supergoofy 

#4010

the last 64bit build by hendricks266

http://hendricks266....973-20130719.7z

This post has been edited by supergoofy: 05 October 2013 - 06:18 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #4011

Since we removed nedmalloc, there should be no impediment to converting synthesis from the current Wine+MinGW32 setup to the native i686-MinGW-w64 setup that we've tried 2-3 times. It shouldn't be too hard to add x86_64-MinGW-w64 builds too.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4012

New binaries of the Build tools, built with MinGW 4.8. http://hendricks266....dtools_r4075.7z
1

User is offline   NightFright 

  • The Truth is in here

#4013

Excellent news! I hope regular x64 snapshots will pop up at the EDuke32 website eventually.

This post has been edited by NightFright: 06 October 2013 - 12:59 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4014

How feasible would be to rework the enemies killed and max kills counts? It has been broken in the DOS version too. I did some tests, and this is what I have found:

1) The following enemies don't work with RESPAWN, but still count to the max kills:
- Recon Car
- Egg

2) The following enemies doesn't count to the max kills, but do for the enemies killed:
- Egg
- Shark

3) Additionally, the Octabrain is the only enemy that decreases the number of enemies killed when it is revived in Damn I'm Good.

The first case only affects Red Light District as far I know. The second affects almost all levels excluding episode 1, basically making it look like all enemies have been killed while there are plenty of left.


For the first case, while it would be relatively easy to simply make a special check so that the Recon Car doesn't count for the max kills, the correct solution would be to check if the actor x-yrepeat doesn't equal zero zero before adding to the max kills.

Regarding the second case, I can think of two solutions:
A. Make it so that Eggs and Sharks count towards the max kills;
B. Make it so that the addkills command only works for actor which count for the max kills, which makes sense;
Both would work, but A would take in account the CON code idea, while B would follow the source code.

About the third case, an ugly hack would be to prevent the addkills command to work inside an ifrespawn condition. It would do the job, but is it worth to change the source code because of an inconsistency in the CON code?


Ultimately, I should ask if it isn't weird that enemies using RESPAWN only count to the max kills after they respawn? I suppose it would be relatively easy to make it so that the RESPAWN add to the max kills instead, although I don't know if that would be too much of a gameplay change. Also it would be necessary to add a routine to check if any trigger for the RESPAWN is avaiable, since there are unlinked enemies in some levels (for example Red Light District).

This post has been edited by Fox: 06 October 2013 - 07:02 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #4015

I have a month-long winter break from the middle of December to the middle of January, and I've been thinking of holding myself to a personal EDuke32 Winter of Code where I polish off four or five long-standing items on my to-do list every seven days. Things like the "if polymost / if polymer" def code, actually implementing the user maphacks tokens, and making the Wii port use more Wii-like pointer controls. Thoughts?
2

User is offline   LeoD 

  • Duke4.net topic/3513

#4016

 Hendricks266, on 09 October 2013 - 12:06 PM, said:

actually implementing the user maphacks tokens
Yessss! I was already thinking about tackling that myself, but I guess you'd be done with it before I even figure out where to begin in the sources.

"if polymost / if polymer" doesn't seem important right now, because maintenance wise I'd prefer the parallel Polymer/Polymost DEF hierarchy.

Btw, I'd like to see radio buttons in the startup window to choose the renderer from "Classic", "OpenGL Polymost" and "OpenGLPolymer". Currently it's confusing that ingame you can only choose between "OpenGL" and "Software", and Polymer isn't mentioned.

I don't know how you plan to implement conditional DEF parsing, but something like:
if exist "dukedc_hrp.def" then ...

or
includeifexist "dukedc_hrp.def"

might come in handy.

This post has been edited by LeoD: 10 October 2013 - 12:24 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #4017

 LeoD, on 10 October 2013 - 12:13 PM, said:

"if polymost / if polymer" doesn't seem important right now, because maintenance wise I'd prefer the parallel Polymer/Polymost DEF hierarchy.

Maintenance pales in comparison to easing burdens on end-users. The goal is for users to be able to download only one package that uses the respective content for both renderers.

 LeoD, on 10 October 2013 - 12:13 PM, said:

I don't know how you plan to implement conditional DEF parsing, but something like:
if exist "dukedc_hrp.def" then ...

or
includeifexist "dukedc_hrp.def"

might come in handy.

I have no plans for anything like this. It has never been discussed.
0

User is offline   Jimmy 

  • Let's go Brandon!

#4018

 Hendricks266, on 09 October 2013 - 12:06 PM, said:

I have a month-long winter break from the middle of December to the middle of January, and I've been thinking of holding myself to a personal EDuke32 Winter of Code where I polish off four or five long-standing items on my to-do list every seven days. Things like the "if polymost / if polymer" def code, actually implementing the user maphacks tokens, and making the Wii port use more Wii-like pointer controls. Thoughts?

I would say the Wii port should be the last of your priorities. Probably 1% of EDuke32 users use the Wii port.

This post has been edited by Jimmy: 10 October 2013 - 08:43 PM

1

User is offline   Lunick 

#4019

I'm in the 1% \o/
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4020

Said code would also be important for the upcoming Android port. It would be toggleable by a cvar that is merely set by default on the Wii so you could use a lightgun on your PC if you wanted, or use your mouse like a point-and-click game while you move with a flightstick, or something.
0

Share this topic:


  • 213 Pages +
  • « First
  • 132
  • 133
  • 134
  • 135
  • 136
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options