What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8711 Posted 08 March 2019 - 07:51 PM
oasiz, on 06 March 2019 - 10:58 AM, said:

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
#8712 Posted 09 March 2019 - 10:28 AM
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.
#8713 Posted 18 March 2019 - 10:34 AM
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
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.
#8714 Posted 18 March 2019 - 10:55 AM
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?
#8715 Posted 18 March 2019 - 12:27 PM
#8716 Posted 18 March 2019 - 01:33 PM
oasiz, on 18 March 2019 - 10:34 AM, said:
Let me guess, you can see blocked walls again in 2D mode
#8717 Posted 18 March 2019 - 01:43 PM
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
#8718 Posted 19 March 2019 - 11:34 AM
#8719 Posted 19 March 2019 - 12:34 PM
#8720 Posted 19 March 2019 - 12:40 PM
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
#8721 Posted 19 March 2019 - 12:47 PM
#8722 Posted 19 March 2019 - 01:51 PM
- 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.
-
This post has been edited by Darkus: 19 March 2019 - 02:25 PM
#8723 Posted 19 March 2019 - 02:43 PM
Not making this toggleable is a mistake.
#8724 Posted 19 March 2019 - 02:46 PM
Will be in Oblivion HRP.
#8725 Posted 19 March 2019 - 03:18 PM
HellFire, on 19 March 2019 - 02:43 PM, said:
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
#8726 Posted 19 March 2019 - 03:26 PM
Thats a very stubborn way of seeing things hendricks, but OK, if thats how eduke team thinks, then so be it.
#8727 Posted 19 March 2019 - 03:58 PM
Hendricks266, on 19 March 2019 - 03:18 PM, said:
The winning of hearts and minds through a scorched earth policy
#8728 Posted 19 March 2019 - 04:02 PM
#8729 Posted 19 March 2019 - 04:02 PM
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.
#8730 Posted 19 March 2019 - 04:12 PM
#8731 Posted 19 March 2019 - 04:14 PM
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.
#8732 Posted 19 March 2019 - 04:15 PM
Lunick, on 19 March 2019 - 04:02 PM, said:
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.
TerminX, on 19 March 2019 - 04:02 PM, said:
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).
#8733 Posted 19 March 2019 - 04:30 PM
HellFire, on 19 March 2019 - 04:15 PM, said:
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.
#8734 Posted 19 March 2019 - 04:33 PM
#8735 Posted 19 March 2019 - 04:43 PM
Hendricks266, on 19 March 2019 - 04:14 PM, said:
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).
Hendricks266, on 19 March 2019 - 04:14 PM, said:
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
#8736 Posted 19 March 2019 - 04:57 PM
This post has been edited by MusicallyInspired: 19 March 2019 - 04:57 PM
#8737 Posted 19 March 2019 - 05:02 PM
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
#8738 Posted 19 March 2019 - 06:24 PM
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.

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