What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8792 Posted 20 March 2019 - 12:17 PM
Forge, on 20 March 2019 - 10:25 AM, said:
Radar, on 20 March 2019 - 10:27 AM, said:
So now I'm barred from playing all the stock maps? The very maps that everyone who plays the game are guaranteed to have? And have to rely on user maps that many people won't have? Again, unfair.
HellFire, on 20 March 2019 - 10:32 AM, said:
Yeah, I don't want to play that game. But a global option would make sense. My only worry then would be how many servers would keep the old behaviour vs the new behaviour? In that light it doesn't really make sense to add the fix at all. But I understand having the fix. In the end it's Voidpoint's decision and they're going to do what they want to do. I understand the idea of having an option but I also understand why having the option could be counter-productive.
#8793 Posted 20 March 2019 - 12:17 PM
Radar, on 20 March 2019 - 10:22 AM, said:
Meltdown is the result of forking YANG and then failing to comply with the GPL, so there is an inherent problem here. I would call it code theft, from our friend nonetheless. Don't forget the fact that Meltdown piracy.
If Meltdown likes EDuke32 then why haven't they updated support for EDuke32-OldMP to any of Striker's new versions?
#8794 Posted 20 March 2019 - 12:30 PM
Poda has openly talked about the shit he can/does do to users of it, just ask him why it needs admin privileges xd
#8795 Posted 20 March 2019 - 12:58 PM
MusicallyInspired, on 20 March 2019 - 12:17 PM, said:
No.
You are only at a disadvantage.
adversity builds character
Deal.
MusicallyInspired, on 20 March 2019 - 12:17 PM, said:
subjective and irrelevant
#8796 Posted 20 March 2019 - 01:14 PM
Hendricks266, on 20 March 2019 - 12:17 PM, said:
If Meltdown likes EDuke32 then why haven't they updated support for EDuke32-OldMP to any of Striker's new versions?
I can't defend Meltdown violating the GPL. I agree with you there. But I also think it's worth clarifying that there is no "they" involved here. "They" didn't put pirated copies of each game in the Meltdown installer. Poda did. And we ask him about these things quite frequently. We bring up quite often how Meltdown shouldn't require administrator rights. And regarding EDuke32-OldMP, not only have we asked for that, but other common requests include implementing BloodGDX or NBlood, as well as reinstating XDuke which was recently removed.
This post has been edited by Radar: 20 March 2019 - 03:04 PM
#8797 Posted 20 March 2019 - 01:58 PM
MusicallyInspired, on 20 March 2019 - 12:17 PM, said:
Stock maps are not suitable for dukematch anyway. Weapons are very sparse in the original maps. E1L1 is used as a benchmark for skill simply because it is the first map in the game. I myself am not a vanilla map player.
But an experienced player will win even if he can't use warps.
This post has been edited by Radar: 20 March 2019 - 01:59 PM
#8798 Posted 20 March 2019 - 02:40 PM
Nonetheless, I can see how it almost does look like only oddities which lend the player an advantage are being fixed, it's not like any of the things which actually damage gameplay are being run after as of late. I don't actually think this is the case, priority is almost certainly dictated by what Ion Maiden needs at any given time and besides, I only DM in the DOS version of Duke anyway... incidentally if anyone knows of a good IPX tunneler that will run on Win9X and DOS, let me know.
I'm tempted to make a slight to the effect of; The stock maps have plenty of items, you just don't know how to lap the map to get the most use out of them, but I shan't.
This post has been edited by High Treason: 20 March 2019 - 02:48 PM
#8799 Posted 20 March 2019 - 02:49 PM
Please do what your tag implies and move this discussion to its own thread, like" EDuke32 changes and multiplayer".
#8800 Posted 20 March 2019 - 02:58 PM
High Treason, on 20 March 2019 - 02:40 PM, said:
This is true, but it's also the way EDuke32 development started in the first place--priority was dictated by what I personally needed to do mod stuff I wanted to do. Now it's dictated by what Ion Maiden needs and by what annoys players enough to leave bad reviews.
These aren't bad things, however, and all of these changes are made in a way in which Duke3D is the "first-class citizen" and IM is the afterthought, despite the changes being made to improve IM in the first place. It makes a lot more sense for me to do things this way because the behavior of Duke3D is well defined whereas the behavior of IM is something I can change on a whim.
#8801 Posted 20 March 2019 - 04:04 PM
HellFire, on 19 March 2019 - 03:26 PM, said:
Thats a very stubborn way of seeing things hendricks, but OK, if thats how eduke team thinks, then so be it.
You're right, sorry. What I said doesn't read back with the tone I had in my head when writing it.
#8802 Posted 20 March 2019 - 04:26 PM
Radar, on 20 March 2019 - 04:33 AM, said:
I realize I'm barking up the wrong tree, but I think the matter is about map intent. Vanilla maps never intended to have this warping effect. User maps with sprite ladders did. Sure the game code wasn't built for it, but from the user's perspective, the map itself is the part they'll be thinking around and actually playing. So that's what I think they mean when it's case by case, versus the warping which is very clearly not intended in either code or design.
#8804 Posted 20 March 2019 - 06:33 PM
As for sprite ladders, I hope something can be done to make sure they still work perfectly fine, or at least a means of flagging our sprites for specific collision behavior.
This post has been edited by Striker: 20 March 2019 - 06:33 PM
#8805 Posted 21 March 2019 - 12:49 AM
High Treason, on 20 March 2019 - 02:40 PM, said:
DmDucts (the very best)
Krachtest
Library (the one made by someone from Sunstorm, looks like it might be Travis), the original version, not the DX version Megaton comes with in which balanced is fucked
Courette
Daisy II
DK3
Entrepot (by the same author as these last 3 iirc)
Alcatraz (great if you have 4 players or more)
WGCityDM (same)
Night&Day
Chuckles and Cigam are also decent
There was also one called Hexy, Hexi or something (it was a map with 4 vats of water/acid; surrounded by glass windows and corridors with teleporters behind; all connected by an overwater area)
and of course yours truly Atomic Bunker and Canyon Bunker
There, that's 14 maps; and I know I'm forgetting some.
This post has been edited by MetHy: 21 March 2019 - 12:49 AM
#8806 Posted 21 March 2019 - 03:05 AM
This post has been edited by Radar: 21 March 2019 - 03:15 AM
#8807 Posted 21 March 2019 - 12:56 PM
Ninety-Six, on 20 March 2019 - 04:26 PM, said:
Yeah, the changes that fix the player clipping through walls and into other sectors are actually completely different from the changes that could potentially prevent a sprite ladder constructed in a certain way from working. The former was an engine bug and the latter was just poor design in Duke3D-specific code.
#8809 Posted 21 March 2019 - 02:15 PM
oasiz, on 20 March 2019 - 11:35 AM, said:
Between this post and Slum Noir, I just can't seem to decide which output of yours I love the most.
#8810 Posted 21 March 2019 - 02:24 PM
This post has been edited by Jblade: 21 March 2019 - 02:24 PM
#8811 Posted 22 March 2019 - 11:22 AM
brullov, on 21 March 2019 - 01:41 PM, said:
Build?
This looks really cool, though if I had to nitpick, the difference in pixel density bothers me a little. Half of the textures look "low-res" while the other half doesn't, which could probably be easily fixed by using a bigger repeat on that first half.
Also, if it's supposed to be a remake of The Abyss, the cool thing about that room was the moving sectors, and I see no indication of that here.
Hope we get to play this at some point!
#8812 Posted 01 April 2019 - 09:34 AM
I haven't seen anyone mention this before..
And no, it doesn't work in 1.3 at least.. maybe 1.4 ?
#8813 Posted 01 April 2019 - 12:24 PM
oasiz, on 01 April 2019 - 09:34 AM, said:
It is surely interesting to discover something which was actually around for all of these years.
Quote
I confirm that it doesn't work in 1.4, either.
On a relevant note, a few of you may recall that I took the public Enhanced Duke 2.0/2.1 sources, and modified them to cover sources which are 100% equivalent in behaviors to Duke Nukem 3D: Atomic Edition v1.5.
Not that long later, though, Nuke.YKT suggested me to check the "extras" dir from the GPLed Duke3D sources of 2003. These include that same se40.c file which I think that at least a few should remember.
As it turned out, "extras" contains *exactly* the code for v1.5! And, even GAME.C itself has a few SE40-related routines. So while se40.c itself might not be present in the 1.5 EXE at all, there's still some (partially) working code, which is surely something.
This post has been edited by NY00123: 01 April 2019 - 12:43 PM
#8814 Posted 03 April 2019 - 03:06 AM
#8815 Posted 03 April 2019 - 04:15 AM
There is no mention of it on the infosuite or any tutorial to my knowldge outside of that sample folder, or any map that I know of which used it; even those dating from after 2003.
It's still quite a shock to find out 1.5 was capable of the exact same kind of RoR that RR:RA does, the only difference being that hitscan doesn't go through the RoR surface. Common widespread knowledge has it that Duke doesn't have RoR, unlike Blood, Shadow Warrior, etc it's just as big to me as finding out about slopes in Powerslave.
This post has been edited by MetHy: 03 April 2019 - 04:20 AM
#8816 Posted 03 April 2019 - 05:04 AM
#8817 Posted 03 April 2019 - 01:19 PM
#8818 Posted 03 April 2019 - 01:34 PM
Radar, on 03 April 2019 - 05:04 AM, said:
More of a hack than an effect XD
It's as you say, you can see/move through floors and ceilings that are not actually connected in the map. Much like the se7 teleporter the se40 sprite will teleport you to the other sector, but it does more too, se40s will cause the other sector to be duplicated and shifted at runtime to actually exist above/below it's connecting sector. When the renderer encounters a ROR tagged sector it first draws the adjoining sector then calls drawroom again and draws your normal scene with the tagged floor/ceiling removed so you can see the other sector in what would normally be void space and cause a hall of mirrors.... I dealt with these in that SW M32 project I had a while back.
#8819 Posted 03 April 2019 - 02:12 PM
Duke's version is indeed limited but like Methy said, it's crazy that nobody seems to document it despite allowing tons of new possibilities visually.
RR has one extra form of this as it can do multipass rendering and actually project off-map objects in to play field.
Generally it just boils to this:
> Render foreign sector
> Render main sector
Bits that connect to foreign sector are NULL in the main sector.
End result is the same as using two photoshop layers where you have a cut-out on the main area to where the secondary area is seen.
Exact same logic is used with mirrors, except that this is placed opposite to the player and doesn't take this concept vertical.
RR's 3D multipass does the opposite and renders the player view first and then appends these additional camera snaps in one by one with a specific rendering order, i.e. a floating cube could be 2-3 passes with few faces being rendered at a time and rest are textured "null".
All ROR methods still rely on some anchor point and a camera.
You still had the problem of actually moving objects between these areas since they were fundamentally still just rooms with a garbled floor/ceiling texture. Relocating sectors physically allows something similar such as powerslave where you just flip the "current sector" while keeping x/y/z coordinates and velocities intact.
Not relocating will require something similar to SE7 underwater transitions (teleportation) and in some cases no logic is really needed as the whole projection can just be visual only (like a skybox). Each game had their own share of additional hacks to make the game play as seamless as possible between these disconnected areas, i.e. do enemies see you throught them.
These are all still game side hacks and BUILD never supported any form of ROR until TROR.
#8820 Posted 05 April 2019 - 10:22 PM
E2L1's beginning where were in warp inside the small ship
I used the AMC TC skybox trick, TROR and etc.
you know the SE lotag 80 skybox thingy
Makes the warp effect look damn cool (cooler than the old Oblivion TC warp sequence of E2L1)
and once the warp halts, I used the
setsector[THISACTOR].floorpicnum and ceilingpicnum to change the skybox sector into an ordinary space skybox