EDuke32 2.0.0devel r4297 (64-bit) Compiled Feb 8 2014 06:14:55 Using T:/Games/EDuke32/ for game data Windows 7 Service Pack 1 (build 6.1.7601) Initializing SDL system interface (compiled against SDL version 2.0.1, found version 2.0.1) Using "windows" video driver Searching for game data... Using "duke3d.grp" as main game data file. ---- [0] Translating file "GAME.CON" [1] Translating file "DEFS.CON" [1] Translating file "USER.CON" GAME.CON 1304:27: warning: label "randomangle" is not a `move' value, assuming 0 GAME.CON 3967:2: warning: found `else' with no `if' GAME.CON 4021:6: warning: action "ATROOPSUFFERDEAD" has incval different from -1, 0 or 1 GAME.CON 5890:2: warning: found `else' with no `if' [0] Matched whole contents.
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5461 Posted 08 February 2014 - 04:22 AM
#5463 Posted 08 February 2014 - 04:35 AM
#5466 Posted 08 February 2014 - 08:26 AM
#5467 Posted 08 February 2014 - 10:58 AM
Mr. Alias Nameless, on 07 February 2014 - 07:31 AM, said:
(screenshots)
A protagonist apartaments
(screenshots)
TROR advanced usage
(screenshots)
Well, I hope you're making small maps (one room = one map) with a hub system if you want anybody to be able to play that.
This post has been edited by MetHy: 08 February 2014 - 10:58 AM
#5468 Posted 08 February 2014 - 12:14 PM
#5469 Posted 08 February 2014 - 12:38 PM
#5470 Posted 08 February 2014 - 05:13 PM
I just started a new map, actually, number 9 of my episode. It's based on railwaystation of Tampere Finland.
A real picture:
My map... ofcourse still under construction:
Couple other shots of little shop:
AND...I'm actually taking this topic into whole new level, here's how did I work for Duke couple hours ago:
#5471 Posted 08 February 2014 - 05:17 PM
#5472 Posted 08 February 2014 - 06:42 PM
Micky C, on 08 February 2014 - 05:17 PM, said:
Well, I think summer 2014 is dead-line...Just like at last time..last summer, summer 2012, summer 2011, summer 2011....but, seriously I think summer is now the real dead line here.
#5474 Posted 08 February 2014 - 08:43 PM
Fox, on 08 February 2014 - 08:26 AM, said:
That's an oxymoron: both refer to different implementations of the CON parser and VM.
#5476 Posted 10 February 2014 - 10:15 AM
I hope that pointing to the relevant revision range, Lunatic documentation and test/shadexfog.lua is enough to get you started?
EDIT: What's left is making Mapster32 aware of the new member by allowing to change it in the various dialog UIs or shortcuts, and by showing it in the info boxes. Meanwhile, note that when aiming at a sprite in 3D more, the m32script variable 'searchwall' holds the number of that sprite.
#5478 Posted 11 February 2014 - 09:14 AM
MetHy, on 08 February 2014 - 12:38 PM, said:
yup , and i never used spotlights on any streets never tried to make box maps, always white walls separating a lot of the map, split sectors so lights wouldn't "leak" and still not the greatest performance, but still check out other maps just box maps where you can see every light, god damn what an FPS bomb
#5479 Posted 11 February 2014 - 10:31 AM
Gambini, on 10 February 2014 - 02:37 PM, said:
Just think up your favourite blending function and express that one in code. You've got to choose from 25665536 of those, so surely one will suit your needs .
#5480 Posted 11 February 2014 - 10:49 AM
Helixhorned, on 11 February 2014 - 10:31 AM, said:
I am pretty sure he means how do you even make use of this feature. To someone who doesn't know coding etc, you have just provided links to something that is not going to make any sense to them.
Maybe an example would work better?
This post has been edited by The Commander: 11 February 2014 - 10:49 AM
#5481 Posted 11 February 2014 - 11:15 AM
lua "shadexfog = reload'shadexfog'" lua "shadexfog.create_128_trans(1)" lua "shadexfog.create_additive_trans(255)"
This will create blending tables indexed [1 .. 128] for 255 alpha levels and .blend 255 for the additive transparency. Next,
lua "shadexfog.save('SOME_PALETTE_DAT_FILENAME', 0, 0, {{1,128}, 255})"
will save a file with the just created additional blending tables, that can be renamed to PALETTE.DAT and placed somewhere EDuke32 finds it.
To actually use the smooth alpha, you have to add in some scripting code. My test/sprite_access.con shows how to do this. You'd probably want to control spriteext[].alpha (called *actor[].alpha / sprite[].alpha in CON) and have that translated to .blend + relevant .cstat bits.
#5482 Posted 11 February 2014 - 11:43 AM
Helixhorned, on 11 February 2014 - 11:15 AM, said:
Or not, because I still intend to implement .alpha in classic as an analog of the OpenGL alpha.
#5484 Posted 12 February 2014 - 03:12 AM
DanM, on 11 February 2014 - 03:14 PM, said:
My guess:
http://forums.duke4....post__p__180171
#5485 Posted 12 February 2014 - 04:34 PM
Micky C, on 12 February 2014 - 03:36 PM, said:
This is independent of the 33% and 66% cstat bits. Nothing would change if you don't use the spriteext alpha member.
What other feature works with a runtime toggle?
I don't understand what calculating the tables has to do with including something of any size with a mod.
#5486 Posted 13 February 2014 - 07:27 AM
Helixhorned, on 11 February 2014 - 11:15 AM, said:
*snip*
Ok I've done all this but I'm getting the following error when trying to run mapster32 (both up to date lunatic and non-lunatic copies)
ERROR: Invalid number of shades in "palette.dat"! There was a problem initializing the engine.
You said there to rename the file made to palette.dat but I've done that and it's not working (this palette.dat is about 8mb whereas the old was 80kb, which I'm guessing is normal) It's a non-default copy of palette.dat, but it doesn't do anything exotic like what EXTCLUT does, it just changes a few of the colours.