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

User is offline   Player Lin 

#3271

View PostHendricks266, on 12 December 2012 - 10:37 PM, said:

No. GOG has special distributor rights and is putting on this promotion for a limited time. Once the window is over, everything is back to normal.


http://www.gog.com/n..._nukem_3d_pcmac

This promo ended at 2012/12/14 14:59 GMT.

Seriously, I hate them. :)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3272

[quote name='Hendricks266' timestamp='1355378110' post='143415']
[quote="Helixhorned"]I think the tilesiz* arrays are still inaccessible from CON.[/quote]
[quote name='"TerminX"]The access could be pretty easily added to CONs' date=' just need some stuff merged into the EDuke32 CON system from the Mapster32 system.[/quote']
Done:
[quote="r3274"]Port [url="http://wiki.eduke32.com/wiki/System_gamearrays"]system gamearray[/url] access from M32Script to CON. Expose tilesizx and tilesizy.[/quote][/quote]
Thanks for that... but where are the arrays for tile x-y offset?
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#3273

Tilesize is a must. If you have textures with very different pixel sizes, it can mess up a lot.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3274

View PostCraigFatman, on 13 December 2012 - 01:44 AM, said:

Yup... I'll have to stick to older builds until this is resolved. What about having a special command for altering the aspect of HUD graphics to maintain the backward compatibility?

Actually, I can get HUD graphics to stretch in r3280 using a modification of your code:

// x, y, z etc. omitted

gamevar orient 1040 0

onevent EVENT_DISPLAYREST
  setvarvar a totalclock
  divvar a 120
  modvar a 4
  mulvar a 16384
  addvar a 16384
  // a is now one of {1,2,3,4}*16384
  setaspect 65536 a

  setvar x 64
  setvar y 100
  setvar z 65536
  setvar picnum 4584 // has y size 100
  setvar pal 0
  setvar shade 0
  rotatesprite x y z 0 picnum shade pal orient 0 0 xdim ydim
endevent


But note how they scale with screen x dimension: for example, in 640x400, the sprite reaches exactly to the bottom of the screen, while in wider resolutions such as 800x400, it goes below it. So it can really be hard to write HUD code in a generic fashion when various elements have to align etc., but drawing them at a different aspect ratio works.
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User is offline   Kyanos 

#3275

Quote

Hendricks;
If you are interested, you can take a look at the updated build instructions. If there is enough interest, I could post some 64-bit binaries for the curious, but not regularly.

I'd like to see a 64-bit build for sure! I've not ever built my own Eduke yet, but I will sooner or later. Sooner rather than later now that I have reason to.

This post has been edited by Drek: 13 December 2012 - 03:20 PM

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#3276

View PostHelixhorned, on 13 December 2012 - 02:17 PM, said:

Actually, I can get HUD graphics to stretch in r3280 using a modification of your code:

Well, now I have to use the 1024 flag in the orientation parameter everywhere. Maybe I should have made use of it before, but I didn't know about it, seems like a relatively recent addition. Let's see if I can get my graphics to work properly with this. Thanks anyway.
By the way, the scaling without that flag is now done in a different fashion because of no setaspect_new()... and that doesn't look correct to me (because it results in gaps between sprites). You guys might wanna check if any custom graphics is broken in the current version.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3277

View PostFox, on 13 December 2012 - 08:57 AM, said:

Thanks for that... but where are the arrays for tile x-y offset?

typedef struct {
    uint8_t num;  // animate number
    int8_t xofs, yofs;
    uint8_t sf;  // anim. speed and flags
} picanm_t;
EXTERN picanm_t picanm[MAXTILES];


To expose this to CON, I would need to be able to define gamearrays in a manner like this:

tileanmnum[] = picanm[].num
tilexofs[] = picanm[].xofs
tileyofs[] = picanm[].yofs
tileanmsf[] = picanm[].sf

In theory I could add a flag that treats the arrayPtr value as a function, then make four one-liners to return the correct address. I don't know how that would interact with the other gamearray systems, including the copy command. This needs more thought.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3278

View PostHendricks266, on 13 December 2012 - 07:06 PM, said:

tileanmnum[]
tilexofs[]
tileyofs[]
tileanmsf[]

That would be just fine for me.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3279

I didn't like the contributor credits scroller, so I wrote code to take the list and make columns.

Posted Image

Not yet committed. Design thoughts?
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3280

If you want my opinion, you should avoid as much as possible to use Duke 3D fonts. Why can't these credits be in the Eduke32 start menu?

But I guess it's better than the scrolling credits, it reminded me of those 90's html websites

Posted Image

This post has been edited by Fox: 14 December 2012 - 12:19 AM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3281

View PostFox, on 13 December 2012 - 11:49 PM, said:

If you want my opinion, you should avoid as much as possible to use Duke 3D fonts. Why can't these credits be in the Eduke32 start menu?

But I guess it's better than the scrolling credits, it reminded me of those 90's html websites

Posted Image


I can almost hear the MIDI music.
2

User is offline   Hendricks266 

  • Weaponized Autism

  #3282

Here is a 64-bit build. You will need to extract it over a synthesis build.

eduke64-r3283-20121214.7z
5

User is offline   Helixhorned 

  • EDuke32 Developer

#3283

View PostCraigFatman, on 13 December 2012 - 04:56 PM, said:

Well, now I have to use the 1024 flag in the orientation parameter everywhere.

You're right. I checked LNGA2 and the widescreen-aware rotatesprite calls wreck the whole HUD. That's why there is a command-line-option to get the old behavior now:

r3284 said:

Add command line option "-rotatesprite-no-widescreen".

This global option will set bit 1024 and clear bits 256 and 512 for all
rotatesprite calls, fixing complex HUD drawing code relying on precise
alignment of individual elements (widescreen rotatesprite is entirely
unsuitable for this purpose).

1

User is offline   TerminX 

  • el fundador

  #3284

View PostHendricks266, on 13 December 2012 - 11:31 PM, said:

I didn't like the contributor credits scroller, so I wrote code to take the list and make columns.

Posted Image

Not yet committed. Design thoughts?

Approved! Though if we get many more contributors we're going to end up scrolling again...
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User is offline   Kyanos 

#3285

View PostHendricks266, on 14 December 2012 - 10:36 AM, said:

Here is a 64-bit build. You will need to extract it over a synthesis build.
[/url]

Much thanks! I'll let you know how it delivers, I have some low framerate polymer maps that may just become playable with this. Fingers crossed.
0

#3286

View PostHendricks266, on 14 December 2012 - 10:36 AM, said:

Here is a 64-bit build. You will need to extract it over a synthesis build.

eduke64-r3283-20121214.7z

Whew, hail to EDuke64, baby! Gonna give it a try. Will it actually perform better in x64 OS than 32-bit one?

View PostHelixhorned, on 14 December 2012 - 11:32 AM, said:

You're right. I checked LNGA2 and the widescreen-aware rotatesprite calls wreck the whole HUD. That's why there is a command-line-option to get the old behavior now:

Oh, thanks a lot, but I've already revised my drawing routines to use bit 1024. I think it's quite handy to have a set of pre-defined values for various orientations (here, C stands for corner, T for translucency, R for translucency reversal, Y for flipping and Q for no masking):

// Orientation presets

define OR_     0x400
define OR_Y    0x404
define OR_C    0x410
define OR_YC   0x414

define OR_T    0x401
define OR_YT   0x405
define OR_CT   0x411
define OR_YCT  0x415

define OR_TR   0x421
define OR_YTR  0x425
define OR_CTR  0x431
define OR_YCTR 0x435

define OR_Q    0x440
define OR_YQ   0x444
define OR_CQ   0x450
define OR_YCQ  0x454


By the way, savegames seem to be broken now (EDuke32 bails out with 'code 5' when trying to load a game).
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User is offline   Kyanos 

#3287

64 bit FTW, almost a straight up doubling o' fps when rendering polymer lighting. Great work Hendricks!! I've started gathering the building tools, doesn't look too hard at all.
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User is offline   Micky C 

  • Honored Donor

#3288

Indeed there is a noticeable improvement in polymer with the lights. All hail EDuke64! (Looking forward to EDuke128 Posted Image)

What are the CPP builds for?

This post has been edited by Micky C: 14 December 2012 - 04:03 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3289

The C++ builds have no functional changes at present. They have been built as C++ instead of C. Within EDuke32, the only change is that certain structure variables are replaced with a class tracking changes made to them. In the future, the networking code will utilize this and EDuke32 will require C++ to build unless you disable networking. Some extra C++ stuff is also statically linked to the exe by the compiler to handle language features (like operators delete and new), though fortunately we avoid the STL completely. That's why they are about 300 KB bigger.
1

User is offline   Hank 

#3290

View PostHendricks266, on 14 December 2012 - 10:36 AM, said:

Here is a 64-bit build. You will need to extract it over a synthesis build.

eduke64-r3283-20121214.7z

lost for words - I am impressed. Posted Image
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User is offline   Kyanos 

#3291

I've got two three bugs to report using Eduke32_64BIT.exe

1) Loading saved games crash for me. Obviously saved from this same build.

2) WGR2 monsters can be grouped using z-vel. Once all monsters of a group die they activate a tag. Using this build the tag is activated each time a monster dies in the specific group. ( similar code is used in duke plus too )

Added 3) Pow menu slots say invalid value
Attached Image: duke0000.png

I will gladly test more 64 bit builds for you if you'd like.

This post has been edited by Hendricks266: 06 January 2013 - 10:54 AM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3292

64-Bit build is nice! I always had nice framerate on my machine, but I notice a lot less jumpiness and glitches now!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3293

View PostTerminX, on 14 December 2012 - 01:22 PM, said:

Though if we get many more contributors we're going to end up scrolling again...

Posted Image
3

User is offline   Hendricks266 

  • Weaponized Autism

  #3294

View PostDrek, on 14 December 2012 - 05:55 PM, said:

I will gladly test more 64 bit builds for you if you'd like.

Thanks for the reports!

I created this wiki page to stay organized and serve as a proper to-do list that I can use as a reference. If you come across more issues please add them.
0

User is offline   Micky C 

  • Honored Donor

#3295

Is the slower software renderer really that bad? I mean so what if you get 200 fps instead of 250.
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User is offline   Lunick 

#3296

View PostMicky C, on 14 December 2012 - 04:00 PM, said:

Indeed there is a noticeable improvement in polymer with the lights. All hail EDuke64! (Looking forward to EDuke128 Posted Image)


I didn't know we were porting eduke to Nintendo 64 :) (jk)

Glad to see 54-bit getting some love!
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User is offline   Hendricks266 

  • Weaponized Autism

  #3297

I need someone to test if joysticks work:

(edit: I know it won't work, give me a few minutes.)

(This include potential fixes for ebacktrace and DirectInput.)
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User is offline   Hendricks266 

  • Weaponized Autism

  #3298

Fixed build: http://hendricks266....est_20121215.7z

This time I verified in GDB that my changes actually took effect.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3299

View PostDrek, on 14 December 2012 - 05:55 PM, said:

Added 3) Pow menu slots say invalid value
Attachment duke0000.png

This must not be in the released v1.2 from 2011/03/10. You're lucky mods have access to private forums so I can have a shot at actually debugging this.
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User is offline   Kyanos 

#3300

Well, somebody turned all that fancy pow stuff off in our new development code, which is the root of Knee Deeps code, which is where that screenshot is from. I forced the pow menu to work, and am no doubt responsible for that error with poor coding. (it's my first release)

I have a controller and will test that too.

Added: It works. I'm dizzy. Keyboard and mouse for me.

This post has been edited by Drek: 15 December 2012 - 06:46 PM

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