Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 294 Pages +
  • « First
  • 289
  • 290
  • 291
  • 292
  • 293
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is online   Micky C 

  • Honored Donor
  • 3,734

#8701

Man, it's a great time to be a part of the eduke community!

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is online   Ninety-Six 

  • 140

#8702

View PostMicky C, on 06 March 2019 - 02:48 PM, said:

Man, it's a great time to be a part of the eduke community!

damn straight. Alien Armageddon, AMC E3, the resurrection of WGR2...
0

User is online   Micky C 

  • Honored Donor
  • 3,734

#8703

Ion Maiden of course, and the countless, countless eduke32 improvements that are directly or indirectly related to Ion Maiden.

Not to mention the all-new eduke32 ports for Redneck Rampage and Blood, of which the developer has been improving TROR in polymost.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Perro Seco 

  • 228

#8704

View PostMicky C, on 06 March 2019 - 04:50 PM, said:

the developer has been improving TROR in polymost.
I hope they don't forget about classic renderer, otherwise I'll not be able to enjoy those TROR improvements.

Posted Image
0

User is online   Micky C 

  • Honored Donor
  • 3,734

#8705

TROR already works relatively well in classic if you have half a clue what youre doing. Ive pulled off some REALLY complex in the classic renderer in the AMC TC. Keep in mind that TROR was originally devised as a polymer-only feature, and that were quite lucky it came to classic in the first place, and that its as stable as it is.

If polymost TROR is at least as stable as classic, this is absolutely huge news.
Once the new version is available, Ill stress test it to see how good it really is. The picture oasiz posted looks promising.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 06 March 2019 - 05:40 PM

0

User is offline   High Treason 

  • 1,093

#8706

TROR is for pussies!
Spoiler


My Youtube - My Let's Plays - SoundCloud - My Website - My FTP - Forum

You have got to let the rhythm move you, move you. You have got to let the rhythm move your body to the beat.
3

User is offline   Perro Seco 

  • 228

#8707

View PostMicky C, on 06 March 2019 - 05:39 PM, said:

Ive pulled off some REALLY complex in the classic renderer
Me too. In fact, current TROR is enough for me. I meant enjoying the new improvements as a player.

View PostHigh Treason, on 06 March 2019 - 07:02 PM, said:

TROR is for pussies!
Can I know how you did it? I'll understand if you prefer to keep it as a secret until the map is released, but I ask because I'm curious to know how can be that possible without EDuke32. Very impressive!

Posted Image
0

User is online   Tea Monster 

  • Polymancer
  • 2,114

#8708

Blocking sprites?

The new ZBrush is out and it has a few render filters built in. One is actually a 'retro game' filter.
Posted Image
7

User is offline   Perro Seco 

  • 228

#8709

View PostTea Monster, on 07 March 2019 - 03:15 PM, said:

Blocking sprites?
I'm asking about the sloped roof.

Posted Image
0

User is online   MusicallyInspired 

  • 3,262

#8710

n/m

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble

This post has been edited by MusicallyInspired: 07 March 2019 - 04:03 PM

0

User is online   Ninety-Six 

  • 140

#8711

Damn, that filter actually looks kinda legit.
0

User is online   Micky C 

  • Honored Donor
  • 3,734

#8712

 oasiz, on 06 March 2019 - 10:58 AM, said:

Posted Image

Big thanks to Nuke.YKT for some new additional fixes (that should go live soon)
From what I can see after some testing, polymost has surpassed classic in terms of TROR rendering stability as it seemed to handle a few corner cases better than classic did.

Apparently mirrors aren't in, but this alone should allow SO much more to be done without going classic-only or polymer.
Still needs more testing but these patches will be a game changer for polymost TROR.

Compared to the current "v1 patch" from the other day, sprites render much better and everything overall is much more stable.


This is taking forever to come out. The AMC TC Episode 4 will probably be released first :P

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   oasiz 

  • 869

#8713

Should be getting it soon I believe. Nuke has been a machine and worked on some other stuff also meanwhile.
I expect there to be a patch/merge and builds soon enough on synthesis. I guess we want to catch any possible side-effects as It's not just plain TROR related bugs that these patches address.

Need to add that island sectors still behave the same as they do with classic so there are still the limitations otherwise.
0

User is offline   oasiz 

  • 869

#8714

Can't say how excited I am about the next patch, tons of cool stuff lined up!

Things like,
VBOs for voxels
Approximate software renderer's relative aligned textures (very close to classic now in poly)
More accurate shading steps for polymost
Very good TROR support for polymost
Masked texture support on slopes (TROR in classic)
One controversial change, bound to be very welcome by mappers :)

In one (rather heavy) test case I managed to get 60fps to 300fps with voxels.. crazy stuff.
We've been testing a lot of this stuff in IM and it's crazy.

Been bugging TX constantly to push these changes :D
It's very close to release though and we've managed to fix a few annoyances meanwhile.

Huge props to Nuke.YKT for unfucking polymost.
Can see his changelogs here btw: Github nblood

That one big change is still pending but other than that, I think things are mostly done.
2

User is online   Trooper Dan 

  • Duke Plus Developer
  • 3,594

#8715

View Postoasiz, on 18 March 2019 - 10:34 AM, said:


VBOs for voxels



Took a look at those changelogs and you weren't kidding. So does VBO on voxels mean we can change their pitch and roll just like models now?
0

User is offline   oasiz 

  • 869

#8716

Mostly just perf related for now. Huge improvements on that front.
0

User is online   Micky C 

  • Honored Donor
  • 3,734

#8717

Funnily enough, I was just about to ask about the eduke update. Now I'm really looking forward to it.

View Postoasiz, on 18 March 2019 - 10:34 AM, said:

One controversial change, bound to be very welcome by mappers :)


Let me guess, you can see blocked walls again in 2D mode Posted ImagePosted Image

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   oasiz 

  • 869

#8718

2D mode walls are taken from the basepal, you could probably edit your own basepal.raw that applies to 2D mode only. It's based on the closest pal entry it can find, you won't find strong magentas in Duke.
I think original build was hardcoded to EGA 16 colour palette instead, where it was quite bright.
For IM they look rather bright since we have some nice purple/pink hues in the palette.

...And this change is way more than that :D
0

User is offline   oasiz 

  • 869

#8719

changelog1
changelog2
https://dukeworld.co...nthesis/latest/

Controversial change
Spoiler

3

User is online   TerminX 

  • el fundador
  • 5,526

  #8720

Yes, these changes will likely break maps and random CON mods related to jumping, etc. Let us all work together toward a brave new world in which you cannot pass through solid walls and metal grates in sewers do not cause you to explode.

EDuke32 wiki svn builds bugs
Join us in #eduke32 on irc.freenode.net!
0

User is online   Trooper Dan 

  • Duke Plus Developer
  • 3,594

#8721

View Postoasiz, on 19 March 2019 - 11:34 AM, said:


Controversial change

Huge changes in collision code. i.e. SOS teleportation largely fixed, sprite clipping fixed (you don't climb tall sprites anymore like you used to)
Still a bit wonky but it's being worked on



Interesting. I'll reserve judgement, but improvements to collision are of course very welcome. On the whole, the EDuke32 team has been extremely conservative about making changes to gameplay that would affect the unmodded game. This has the potential to do just that, depending on how it is implemented. There are maps that depend upon, for example, "ladders" which consist of tall sprites that make the player climb. EDIT: I hadn't seen TX's post when writing that; so it's confirmed that some breakages are expected. Very interesting.


This post has been edited by Trooper Dan: 19 March 2019 - 12:41 PM

1

User is online   Ninety-Six 

  • 140

#8722

At least when it comes to the SOS warping I am looking forward to that being fixed. That has been a particular pain in vanilla runthroughs of levels like Tier Drops and Lunatic Fringe, where either you or enemies will just not be there anymore.
0

User is offline   Darkus 

  • 280

#8723

I tested the new version with a fresh install:

- Apparently, SOS warp bug is gone! Now maps like Lunatic Fringe and Tier Drops are playable without problems

- You can now shoot enemies with RPG / Shrinker or freezer, the projectiles now hit them more often, rather that passing thru them.

Other things I noticed (not really problems):

- When you crouch down over a ledge, you fall (unless you're on a slope.)

- When you're shrinking/growing, now the point of view gradually move up/down instead of being instantaneous. (you can even use the third person mode)

- The texture filter option and the console command 'r_usetileshades' are gone (maybe temporary?)

Now the problems:

- In E1L2, I was bumping invisible walls (probably the upper floor) in the dark corridor near the lift.

- Still in sector over sector effect, you can still bump enemies when they are in the other sector of the one you are.

- When coming out from the underwater with a sector that uses TROR effect, the view stick temporary to the ceiling.

- Crash when starting E2L1 Edit: fixed in 7440


This post has been edited by Darkus: 19 March 2019 - 02:25 PM

0

User is offline   HellFire 

  • 32

#8724

It would be optimal to have a new screen on eduke32 that lets you turn on/off various options (like in ZDOOM) and then put an option on there to keep the original clipping behaviour, otherwise the oldschool dukematch community will simple see Eduke32 as unusable, even when it eventually gets a client/server implementation. I understand the warping/teleporting effect is just a bug, but it's already part of dukematch gameplay and there are multiple maps that deppend on it to be ballanced (e.g. Hollywood holocaust 1v1 is particularly very balanced only because of warps).

Not making this toggleable is a mistake.

Amon Amarth - Live For The Kill | Disturbed - Torn | In Flames - Dead Eternity | Scar Symmetry - Deviate From The Norm | Throwdown - Godspeed
nDuke developer - nduke.dukenukem.com.br | www.dukenukem.com.br
3

User is offline   Zaxtor 

  • 1,545

#8725

turned a texture I've made myself for Oblivion over a decade ago into HRP
Will be in Oblivion HRP.


Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   Hendricks266 

  • Sperge Overlord
  • 6,319

  #8726

View PostHellFire, on 19 March 2019 - 02:43 PM, said:

It would be optimal to have a new screen on eduke32 that lets you turn on/off various options (like in ZDOOM) and then put an option on there to keep the original clipping behaviour, otherwise the oldschool dukematch community will simple see Eduke32 as unusable, even when it eventually gets a client/server implementation. I understand the warping/teleporting effect is just a bug, but it's already part of dukematch gameplay and there are multiple maps that deppend on it to be ballanced (e.g. Hollywood holocaust 1v1 is particularly very balanced only because of warps).

Anyone who this actually matters to can stick with Meltdown and hDuke instead of polluting the general community. EDIT: :P

EDIT2: See later in thread.
0

User is offline   HellFire 

  • 32

#8727

The fuck you're talking about? Wanting to have faithful gameplay just like we have been playing it for 20+ years is "poluting the community"?

Thats a very stubborn way of seeing things hendricks, but OK, if thats how eduke team thinks, then so be it.

Amon Amarth - Live For The Kill | Disturbed - Torn | In Flames - Dead Eternity | Scar Symmetry - Deviate From The Norm | Throwdown - Godspeed
nDuke developer - nduke.dukenukem.com.br | www.dukenukem.com.br
0

User is offline   Forge 

  • 8,111

#8728

View PostHendricks266, on 19 March 2019 - 03:18 PM, said:

Anyone who this actually matters to can stick with Meltdown and hDuke instead of polluting the general community.

The winning of hearts and minds through a scorched earth policy

Posted Image
4

User is offline   Lunick 

  • Snazzy Ex Tazzy
  • 4,652

#8729

I can understand wanting to keep the game how it was for authenticity but warping was never intended in the first place and is made worse by some ports such as Megaton (albeit a fork) which is the choice port for speedrunning now. As for multiplayer, That's not a huge concern right now :lol: But the majority of casual players won't care, it's not like other multiplayer Duke source ports are gonna go anywhere.

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
Posted Image
0

User is online   TerminX 

  • el fundador
  • 5,526

  #8730

I wouldn't personally use words like polluting, but my general opinion is that players who rely on bugs and glitches to win need to "git gud."

Reminds me of how players didn't want to use Atomic Edition when it came out because they couldn't use the "K cheat" anymore.

EDuke32 wiki svn builds bugs
Join us in #eduke32 on irc.freenode.net!
0

Share this topic:


  • 294 Pages +
  • « First
  • 289
  • 290
  • 291
  • 292
  • 293
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password


Sign in options