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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   Hendricks266 

  • Weaponized Autism

  #5461

One upvote to whoever can figure out what this log is a "first" of:

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.

0

User is offline   Mark 

#5462

translating con = LUA ???
0

User is offline   Micky C 

  • Honored Donor

#5463

It's quite obviously an example of your con code mutator system.
0

User is offline   Lunick 

#5464

Can I spoil it?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5465

Sure, why not.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5466

I am with Mark, looks like an Eduke32 executable that translates C-CON to LunaCon when loaded.
0

User is offline   MetHy 

#5467

View PostMr. Alias Nameless, on 07 February 2014 - 07:31 AM, said:

Dark Level: my first horror mod

(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

0

#5468

Rsolusion of textures mostly 1024x1024 like GRP. Resolution of models textures mostly 128x128. System requirements aren't so great....
0

User is offline   MetHy 

#5469

It's the lights that require a beast, unless you optimize stuff. Remember, Duke Nukem Eternity wasn't even 100% smooth at lowest settings on my 3,2ghz quadcore.
0

User is offline   pmw 

#5470

Huh huh huh, I'm Back.

I just started a new map, actually, number 9 of my episode. It's based on railwaystation of Tampere Finland.

A real picture:
Posted Image

My map... ofcourse still under construction:
Posted Image


Couple other shots of little shop:

Posted Image
Posted Image


AND...I'm actually taking this topic into whole new level, here's how did I work for Duke couple hours ago:

7

User is offline   Micky C 

  • Honored Donor

#5471

Looks pretty good, any idea on the release date of the episode? IIRC you've been working on it for years!
0

User is offline   pmw 

#5472

View PostMicky C, on 08 February 2014 - 05:17 PM, said:

Looks pretty good, any idea on the release date of the episode? IIRC you've been working on it for years!


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.
0

User is offline   Micky C 

  • Honored Donor

#5473

You better hurry up then, only 20 days of summer left Posted Image
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5474

It's a 64-bit Windows Lunatic build.

View PostFox, on 08 February 2014 - 08:26 AM, said:

I am with Mark, looks like an Eduke32 executable that translates C-CON to LunaCon when loaded.

That's an oxymoron: both refer to different implementations of the CON parser and VM.
0

User is offline   Mark 

#5475

So I'm closest by just saying LUA. Do I get the point?
1

User is offline   Helixhorned 

  • EDuke32 Developer

#5476

OK, sprite[].blend is in, for both Lunatic and non-Lua builds. It turned out pretty much exactly like I had planned, but I used the 'filler' member instead of extending the spritetype structure type. While only Lunatic has interfaces for creating and registering blending tables, there's an extension to the PALETTE.DAT format which is recognized everywhere. This way, you can create custom blending tables using Lua scripting inside Mapster32 and save them for later use, even with the non-Lua build.

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.
1

User is offline   Gambini 

#5477

uh? and how we, monkeys, make use of that?
3

User is offline   Stabs 

#5478

View PostMetHy, on 08 February 2014 - 12:38 PM, said:

It's the lights that require a beast, unless you optimize stuff. Remember, Duke Nukem Eternity wasn't even 100% smooth at lowest settings on my 3,2ghz quadcore.


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
0

User is offline   Helixhorned 

  • EDuke32 Developer

#5479

View PostGambini, on 10 February 2014 - 02:37 PM, said:

uh? and how we, monkeys, make use of that?

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 :blink:.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5480

View PostHelixhorned, on 11 February 2014 - 10:31 AM, 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 :blink:.

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

1

User is offline   Helixhorned 

  • EDuke32 Developer

#5481

Earlier, two ideas for which custom blending tables can be used were posted: more levels of "usual" alpha transparency, and additive blending. Both are implemented in test/shadexfog.lua. From a Lunatic Mapster32 build, enter the following lines in the OSD (quotes matter):
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.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5482

View PostHelixhorned, on 11 February 2014 - 11:15 AM, said:

You'd probably want to control spriteext[].alpha (called *actor[].alpha / sprite[].alpha in CON) and have that translated to .blend + relevant .cstat bits.

Or not, because I still intend to implement .alpha in classic as an analog of the OpenGL alpha.
1

User is offline   Stabs 

#5483

shadexfog is this some cool new fog system?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5484

View PostDanM, on 11 February 2014 - 03:14 PM, said:

shadexfog is this some cool new fog system?

My guess:

http://forums.duke4....post__p__180171
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5485

View PostMicky C, on 12 February 2014 - 03:36 PM, said:

If eduke32 is going to calculate the tables at startup, maybe the player can be given the choice as to whether they want the improved translucency or classic? Then if a modder wants to use them, they can then just include it with the mod since it'll probably be a fraction of the mod's size anyway.

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. :blink:
0

User is offline   Jblade 

#5486

View PostHelixhorned, on 11 February 2014 - 11:15 AM, said:

Earlier, two ideas for which custom blending tables can be used were posted: more levels of "usual" alpha transparency, and additive blending. Both are implemented in test/shadexfog.lua. From a Lunatic Mapster32 build, enter the following lines in the OSD (quotes matter):
*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.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#5487

Right... we need to open binary files in binary mode in Windows. This has already bitten me once and should be fixed with r4331. Thanks for reporting!
1

User is offline   Jblade 

#5488

Got it working, this is pretty fantastic. Thanks for helping out with this!
0

User is offline   pmw 

#5489

Well, I hate maps with details made of sprites, but, now I wanted to try it too, so here's what happened:

Posted Image
Posted Image
Posted Image
2

#5490

He hate sprites...
0

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