EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3542 Posted 24 March 2013 - 01:22 PM
This post has been edited by Fox: 24 March 2013 - 01:23 PM
#3543 Posted 24 March 2013 - 01:29 PM
#3544 Posted 24 March 2013 - 01:32 PM
This post has been edited by Skulldog: 24 March 2013 - 01:34 PM
#3545 Posted 24 March 2013 - 02:02 PM
JonoF uploaded the source to his data installer to his forums but they are closed, so I made a mirror: http://hendricks266....datainst-r8.zip
A completely separate Mac data installer is on GitHub: https://github.com/jonof/datainst-osx
#3546 Posted 27 March 2013 - 10:43 AM
#3547 Posted 28 March 2013 - 10:57 AM
I have a map where there is a huge spotlight for a water caustics effect on a big area. If the light radius encompasses other areas from the map that are completely isolated from the area the light is on (separated by a closed door), it won't get 100% occluded inside the isolated areas. Sprites inside those areas will be affected by the light, but sectors will not.
This post has been edited by Diaz: 28 March 2013 - 11:02 AM
#3548 Posted 28 March 2013 - 12:05 PM
James, on 27 March 2013 - 10:43 AM, said:
Yes, this is a thing for the future.
#3549 Posted 29 March 2013 - 02:05 PM
http://hendricks266....est_20130329.7z
#3550 Posted 29 March 2013 - 02:32 PM
Diaz, on 28 March 2013 - 10:57 AM, said:
I have a map where there is a huge spotlight for a water caustics effect on a big area. If the light radius encompasses other areas from the map that are completely isolated from the area the light is on (separated by a closed door), it won't get 100% occluded inside the isolated areas. Sprites inside those areas will be affected by the light, but sectors will not.
Hi Diaz,
You're right, sprites get affected regardless of which sector they're in. When we keep better track of which sector(s) sprites are into, this will be solved. I added it to this:
http://wiki.eduke32....er_Deficiencies
#3552 Posted 29 March 2013 - 10:10 PM
Do you have any suggestions that I should check ?
By the way, many thanks for this.
#3553 Posted 30 March 2013 - 12:11 AM
#3554 Posted 30 March 2013 - 04:46 AM
supergoofy, on 29 March 2013 - 10:10 PM, said:
Nothing big comes to mind. Could you check if 32-bit and 64-bit savegames are labeled as such correctly in both builds? Also, one remaining item on the to-do list is to make readarrayfromfile/writearraytofile consistent between architectures (i.e. save in one; load in the other); at present I don't think it works correctly. Networking compatibility between architectures is something we'll also have to look out for.
supergoofy, on 29 March 2013 - 10:10 PM, said:
No problem. We've tried a couple times to move synthesis to a different toolchain that could build 64-bit binaries but each time it ends up making the 32-bit builds crash. It might be because of nedmalloc.
One way to help would be to help diagnose these crashes. This is the most recent build with "i686-w64-mingw32-gcc-4.7.2-release-linux64 + native NASM". Try it with and without nedmalloc in all three renderers.
#3555 Posted 30 March 2013 - 05:05 AM
I will check later with the build you told me (http://dukeworld.duk.../20121230-3350/)
[edit]
I have tested eduke32_win32_20121230-3350.zip
When nedmalloc.dll is present, then eduke32.exe doesn't even start (no crash message of eduke32.log)
When I deleted nedmalloc.dll, then eduke32 started ok.
This post has been edited by supergoofy: 30 March 2013 - 05:15 AM
#3556 Posted 03 April 2013 - 09:32 AM
This post has been edited by M210: 03 April 2013 - 09:33 AM
#3557 Posted 03 April 2013 - 09:51 AM
#3558 Posted 03 April 2013 - 09:57 AM
#3560 Posted 04 April 2013 - 03:49 AM
#3561 Posted 04 April 2013 - 09:14 AM
James, on 04 April 2013 - 03:49 AM, said:
Either that or exposing to CON the array which determines which sectors have been automapped, so that it can be manipulated directly.
#3562 Posted 04 April 2013 - 09:39 AM
I suppose a work-around would be to convert the player id to a bitfield, since it is only for a true or false check. If the sector is visible for player n, add 2ⁿ to the sector structure or array.
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Is it possible to add a display respawn toggle in Mapster?
This post has been edited by Fox: 05 April 2013 - 07:27 AM
#3563 Posted 05 April 2013 - 08:18 AM
Fox, on 04 April 2013 - 09:39 AM, said:
It's already there, coded in a.m32, but you have to "lock" onto the RESPAWN sprite with SPACE unless you set the showrespawn_always gamevar to 1. Also, it sometimes doesn't work due to an m32-script interpreter bug.
#3564 Posted 05 April 2013 - 09:32 AM
Hendricks266, on 29 March 2013 - 02:05 PM, said:
http://hendricks266....est_20130329.7z
Yeah, it runs far faster for me as well with Polymer. It's about a 75% increase for me in a steady frame rate... It'd be cool to have 64 bit Windows binaries in the synthesis. It seems according to the wiki that a 64 bit binary can be compiled with MinGW-w64, is this right?
#3565 Posted 05 April 2013 - 09:37 AM
#3566 Posted 08 April 2013 - 10:35 AM
#3568 Posted 08 April 2013 - 11:15 AM
TerminX, on 08 April 2013 - 10:35 AM, said:
Nice update TX.
#3569 Posted 08 April 2013 - 04:49 PM
#3570 Posted 08 April 2013 - 08:31 PM
Helixhorned, on 05 April 2013 - 08:18 AM, said:
I remember suggesting that idea and being happy to know it was implemented. But I never managed to make it work.
Just tried with "include a" in the console but nothing happened. Tried that showrespawn 1 but nothing happened. Tried pressing space on a respawn but nothing agian.
Would you give detailed instructions to make it work?