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

User is offline   Ninety-Six 

#8710

Damn, that filter actually looks kinda legit.
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User is offline   Micky C 

  • Honored Donor

#8711

 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 :)
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User is offline   oasiz 

  • Dr. Effector

#8712

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.
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User is offline   oasiz 

  • Dr. Effector

#8713

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.
3

User is online   Danukem 

  • Duke Plus Developer

#8714

 oasiz, 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?
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User is offline   oasiz 

  • Dr. Effector

#8715

Mostly just perf related for now. Huge improvements on that front.
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User is offline   Micky C 

  • Honored Donor

#8716

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

 oasiz, 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
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User is offline   oasiz 

  • Dr. Effector

#8717

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 :)
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User is offline   oasiz 

  • Dr. Effector

#8718

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

Controversial change
Spoiler

4

User is offline   TerminX 

  • el fundador

  #8719

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.
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User is online   Danukem 

  • Duke Plus Developer

#8720

 oasiz, 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

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User is offline   Ninety-Six 

#8721

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.
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User is offline   Darkus 

#8722

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

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User is offline   HellFire 

#8723

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.
4

User is offline   Zaxtor 

#8724

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #8725

 HellFire, 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: :)

EDIT2: See later in thread.

This post has been edited by Hendricks266: 20 March 2019 - 04:05 PM

-2

User is offline   HellFire 

#8726

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.
1

User is offline   Forge 

  • Speaker of the Outhouse

#8727

 Hendricks266, 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
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User is offline   Lunick 

#8728

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 :) But the majority of casual players won't care, it's not like other multiplayer Duke source ports are gonna go anywhere.
-1

User is offline   TerminX 

  • el fundador

  #8729

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.
1

User is offline   Forge 

  • Speaker of the Outhouse

#8730

Don't you listen to them Evan. Watching you castigate people is endlessly entertaining.


0

User is offline   Hendricks266 

  • Weaponized Autism

  #8731

Gameplay that requires the use of non-obvious glitches to be balanced is not balanced at all. Against a general community who may not be aware of all the ways to abuse a map's layout, warping is cheating, and I'm glad to see it gone. It can stay left behind inside the Meltdown bubble, a place born from a hostile fork of an open source netplay guider made with goodwill, and a family of GPL-ignoring ports.

Anyone complaining about accuracy to this level will already be very unhappy with the many changes, including legitimate improvements, made to EDuke32's game logic over the past 15 years. Hope for you may lie in Rednukem's accuracy-focused core. We'll see what the future holds.
1

User is offline   HellFire 

#8732

View PostLunick, on 19 March 2019 - 04:02 PM, said:

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 :) But the majority of casual players won't care, it's not like other multiplayer Duke source ports are gonna go anywhere.

Of course it was not intended, no one is saying it was. But its already part of the gameplay. The best players (i know this can sound annoying, buts its the truth, not that it matters tho) in the world use it on online matches and on speedruns, just removing it without having an option to turn it back to how it was originally is a mistake. The new behaviour could be the default one, theres no problem with that, but straight up removing it is a mistake.

What comes next? Removing auto aim because everyone have a mouse these days? Cutting the player speed in half because they never intended Duke to be faster than Usain Bolt?

Of course the other ports won't go anywhere, but at the end of the day, it's Eduke32 that will keep duke alive in the long run, the other ports will end up having less and less significance because they simply dont have such dedicated people working on them. Its a shame that old ass ports will be more like duke than Eduke32.

View PostTerminX, on 19 March 2019 - 04:02 PM, said:

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.

It has nothing to do with "git gud". We have been playing this game for years and years, we have perfected the respawn and item routes for the main maps, and most of them rely on warps to be effective.
Thats like saying using auto aim is for noobs and you need to "git gud" and stop using it (good luck with your shotgun shots vs a fast moving player, and i'm not even talking about steroids).
1

User is offline   TerminX 

  • el fundador

  #8733

View PostHellFire, on 19 March 2019 - 04:15 PM, said:

What comes next? Removing auto aim because everyone have a mouse these days? Cutting the player speed in half because they never intended Duke to be faster than Usain Bolt?

Could you explain a bit more about how fixing glitches which allow players who know how to use them to cheat is in any way comparable to the idea of changing the elements the game was actually balanced around?

I'm sorry that you spent 20 years learning item routes that require cheats to accomplish. Here's hoping the next 20 helps you learn the ones the developers actually intended to exist.
1

User is offline   HellFire 

#8734

I dont think its comaparable, because i dont think that applies to what we're talking about at all. Warps are not cheats, you can see them as "exploits", but they're definitelly not cheating: anyone can do it, it's not like i'm installing external sfotware or editing the files that originally shipped with the game in any way to be able to do it while everyone else can't. You just happen to dislike it, and then you call it cheating so you can feel good about it.
0

User is offline   HellFire 

#8735

View PostHendricks266, on 19 March 2019 - 04:14 PM, said:

Gameplay that requires the use of non-obvious glitches to be balanced is not balanced at all. Against a general community who may not be aware of all the ways to abuse a map's layout, warping is cheating, and I'm glad to see it gone. It can stay left behind inside the Meltdown bubble, a place born from a hostile fork of an open source netplay guider made with goodwill, and a family of GPL-ignoring ports.


I see it now, you simply dont know what you're talking about. Go tell that to the Starcraft: Broodwar community (which pretty much invented the concept of "esports"). The game has a fair amount of bugs and Blizzard refuses to fix all of them because most of them are now part of the gameplay. You can search on liquidpedia if you want to understand more about this stuff if you want. Basically there are tournament legal bugs and tournament illegal bugs. There's some bugs that are not simple to do that crucial for the balance of the game, and some other ones that can break the game. The later ones are banned on tournament play. If Duke was as big as broodwar, warps would be tournament legal bugs, simply because all the good players enjoy using it and dont find it to be an abuse at all.

As for the "meltdown bubble" thing, this community is also a bubble. As for the fork being hostile, thats fault of the one that made the fork, not the users that just dont have anything better to use than it, or you're telling me that there's an alternative to meltdown that have just as much features and also have "goodwill"? At the end of the day people care about results, and Poda delivered, even though his methods aren't the best (i've also been a crictic of meltdown for quite some time fyi).

View PostHendricks266, on 19 March 2019 - 04:14 PM, said:

Anyone complaining about accuracy to this level will already be very unhappy with the many changes, including legitimate improvements, made to EDuke32's game logic over the past 15 years. Hope for you may lie in Rednukem's accuracy-focused core. We'll see what the future holds.

I actually agree with this, which is why the dukematch people dont use eduke32 for dukematches(me included). I still like Eduke32 a lot, i use it on mods and for usermaps, and i think it's just sad when i see a change like this.

This post has been edited by HellFire: 19 March 2019 - 04:44 PM

2

User is offline   MusicallyInspired 

  • The Sarien Encounter

#8736

Comparing auto-aim (an intentional game feature) to glitch-warping (a thoroughly unintentional one) is ridiculous.

This post has been edited by MusicallyInspired: 19 March 2019 - 04:57 PM

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User is offline   HellFire 

#8737

It being intentional doesnt really matter: in the end, they're have both been part of the game for 20+ years. And yes, they're comparable because they both share some characteristics like: 1)they both can be seen as "cheating" from some people that just don't know what they're talking about; and 2)they both would ruin the "dukematch meta" if removed.

I understand that i'm advocating for a oldschool dukematch thing on the "modders bubble"(using hendricks rationale), so i'm not expecting you guys will agree with me anyway, i just though you guys would be reasonable and admit that is part of the game,even though you may not like it, but i guess this is asking for too much.

This post has been edited by HellFire: 19 March 2019 - 05:06 PM

2

User is online   Danukem 

  • Duke Plus Developer

#8738

I personally will be glad to see SOS glitch warping fixed, but I understand the other point of view. The fact is, Eduke32 is compromised by the need to maintain compatibility with old behavior and I know it can't be fun to be held back by it all the time.

What I would love to see is a fork of Eduke32 that removed all the hardcoded Duke 3D crap and did everything the right way. It could be a general platform for Build, maybe call it "Build Pro". Eduke32 could then just be maintained for bug fixes but otherwise left alone. I would be willing to spend a lot of time making new mods and converting old ones to work with a new fork like that, with all the improvements that would be possible.
6

User is offline   Mark 

#8739

Forking is a dirty word here. I wanted one years ago for advancing Polymer regardless of 100 percent backwards compatibility.
0

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