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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8581 Posted 05 November 2018 - 08:10 PM
#8584 Posted 15 November 2018 - 11:04 PM
#8585 Posted 15 November 2018 - 11:10 PM
#8586 Posted 15 November 2018 - 11:43 PM
Truck Stop Santa Claus, on 15 November 2018 - 11:10 PM, said:
The texture on the box is rotated 90 degrees.
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#8587 Posted 16 November 2018 - 07:55 AM
#8588 Posted 16 November 2018 - 08:09 AM
TerminX, on 16 November 2018 - 07:55 AM, said:
Checking my calendar to make sure it's not April 1st.
Much appreciated.
Taking requests?
Actual scaling of floor and ceiling textures instead of only being able to use "E"
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This post has been edited by Forge: 16 November 2018 - 08:40 AM
#8590 Posted 16 November 2018 - 09:11 AM
TerminX, on 16 November 2018 - 08:58 AM, said:
Aw well. Thanks for replying. (probably to the same question for the Nth time)
The 90o rotation is pretty sweet.
This post has been edited by Forge: 16 November 2018 - 09:14 AM
#8591 Posted 17 November 2018 - 08:48 AM
Does that works on all renderers?
Can we rotate sprites too?
#8592 Posted 17 November 2018 - 04:31 PM
#8593 Posted 17 November 2018 - 05:33 PM
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It's one the things I'm dying to play with in mapster 32
#8594 Posted 17 November 2018 - 06:07 PM
Truck Stop Santa Claus, on 17 November 2018 - 05:33 PM, said:
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It's one the things I'm dying to play with in mapster 32
#8595 Posted 18 November 2018 - 06:10 AM
There is currently less than ~1% difference in source code level between "duke" and "standalone" builds, differences are mostly just removals/minor changes of hardcoded stuff (i.e. bugfixing that may break legacy compatibility on minor things). Everything does still work with the latest eduke binaries on our dev builds.
Do keep in mind that in CON everything was coded from scratch so there is a TON of boilerplate code that is IM specific and might not work at all when put to duke as-is.
Access to IM's CON code is not yet supported or intended, that's more for the actual release. However porting of many things is possible in theory (not something we will do).
#8596 Posted 18 November 2018 - 06:35 AM
Will a list be published on what those breaks are in case someone wishes to know if their older projects are affected?
This post has been edited by Mark: 18 November 2018 - 06:36 AM
#8597 Posted 18 November 2018 - 06:58 AM
This affected stuff like escalators being broken in IM as the player was pushed forwards way too fast.
Right now I think it's proper fixed to match d3d speeds while being refactored.
Correct behavior is to be slower, d3d always had it way too fast. This fixed to be "proper" for IM.
#8598 Posted 18 November 2018 - 07:47 AM
oasiz, on 18 November 2018 - 06:58 AM, said:
the comment and the video don't match, so shotgunning it:
escalators have never worked right. They look like epileptic caterpillars, and I only know of a couple of maps that used them (*cough*Gambini*cough*).
Conveyors can be "fixed" via the gpspeed sprite, but that's a popular effect and a lot of d3d releases would be affected.
This post has been edited by Forge: 18 November 2018 - 07:50 AM
#8599 Posted 18 November 2018 - 08:05 AM
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I guess I'll just have to wait and see.
This post has been edited by Mark: 18 November 2018 - 08:06 AM
#8600 Posted 18 November 2018 - 08:14 AM
Mark, on 18 November 2018 - 08:05 AM, said:
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^this
Not sure why conveyor speed in the IM or eduke32 port has to be adjusted away from the original duke3d behavior. Especially for something that can be tuned during map creation with a gpspeed sprite
#8601 Posted 18 November 2018 - 10:08 AM
Anyway, I think it had quite widespread things it could affect overall but conveyor belts and escalators are the biggest you will see.
gpseed fixes it to a degree but I believe the texture panning is still offset to the player speed, which was the main issue.
IIRC the only thing broken with duke's escalators are the interpolation as it will try to "fill" in the missing frame if it resetting back and that gives you the jerky motion. You can hold ESC to spam the menu and you will see that 99% of the motion is correct but it's the jerky reset that kinda kills it. IM goes around this and slows them down a bit (in CON).
As for the speed differences: It IS the original DOS behavior now more or less. For a moment in eduke32 it was incorrect (more realistic speed) and didn't match 1.5 speed at all. This was considered to be a bug for sake of legacy compatibility and ended up being manually tweaked to match DOS behavior again.
IM on the other hand was built against the more realistic speed that doesn't match duke's bugged speed and once 1.5 speeds were restored, we had to make a change for IM specific binaries to keep the more realistic speed as any new project that didn't need Duke map compatibility would consider this an obvious bug.
This is part of the "less than 1%" difference that most won't even notice anyway
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#8602 Posted 18 November 2018 - 10:30 AM
I'm a little sensitive on the subject of Eduke32 changes because I remember during the year and a half development time of my GraveyardTC the shading and visibility of the renderer was changed 2-3 times and I had to keep compensating for it in my maps. It was just bad luck in timing but was a pain in the ass none-the-less.
This post has been edited by Mark: 18 November 2018 - 10:38 AM
#8603 Posted 18 November 2018 - 10:43 AM
I believe HHR was done for B
B originates from before IM, quite old.
Whatever changes you do now will match DOS duke and if it ever breaks to C then it will be reverted back to A down the line anyway.
#8604 Posted 18 November 2018 - 11:25 AM
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It is what it is. Its not as though I'm going to change and release the map a 3rd time. Its the only time I used a conveyor belt so its not a widespread issue for me.
This post has been edited by Mark: 18 November 2018 - 11:27 AM
#8605 Posted 18 November 2018 - 12:59 PM
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the current snapshot has the original speed and is the correct speed. It was changed for X reason for a series of snapshots, but was noticed and got changed back.
#8606 Posted 18 November 2018 - 03:30 PM
My recollection is A B A B with the 2nd B being the latest. I'm going to be doing testing on all my old projects tonight and tomorrow on the latest revision. That will answer my question.
This post has been edited by Mark: 18 November 2018 - 03:35 PM
#8607 Posted 18 November 2018 - 03:54 PM
Mark, on 18 November 2018 - 03:30 PM, said:
I'm going to be doing testing
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#8608 Posted 19 November 2018 - 03:12 AM
Due to temple size it has 2 parts.
Part 1 has about 80% of the level, part 2 20% or so.
it will have a part 2, mostly before the last floor and last floor for pt2.
We can still access most of part 1 and entrance from part 2.
Few rooms and areas from Pt1 in Pt2 cannot be accessed (are the parts we passed)
#8609 Posted 20 November 2018 - 02:56 AM
Howver, I still don't have all the necessary code, so I don't know when I'll release it.