"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#481 Posted 11 April 2013 - 12:37 PM
Since recently, automatic recognition of the Megaton groupfiles has been added, I wondered if it could be made so that the same is possible from within the EDuke32 installation directory. For example, I don't intend to have Megaton installed forever. After uninstalling it, the nice addon selection option in the EDuke32 launcher is gone, even if I still have the addon groupfiles. However, if EDuke32 were able to find the addon groupfiles placed into a local "addons" folder as well, you could have the same convenience as with the Steam installation.
Another idea is to add recognition of "nwinter", "vacation" and "dukedc" subdirs where you can place the groupfiles individually. In that case, you could even put the HRPs there (unless you find a way to prevent loading several HRPs stored within the same dir, because then you could place everything together, e.g. nwinter.grp, nwinter_hrp.zip, vacation.grp, vacation_hrp.zip etc). The solution with the separate folders ofc is already possible if you use the "custom game content" dropdown menu, but choosing the addons from within the selection window might be more elegant (and possibly easier for less experienced HRP users, at least a bit).
This post has been edited by NightFright: 11 April 2013 - 12:38 PM
#482 Posted 11 April 2013 - 12:41 PM
Forge, on 11 April 2013 - 12:17 PM, said:
example:
i can drop a map and its midi file (with the same name as the map file) in a directory external to the duke root directory, start the game, select user map, scroll to the directory the map is located, the game will launch the map and the accompanying midi is recognized and played
i was wondering if the same can be done for art files?
That's a hell of an idea! The interesting part is how to do conflict handling.
#483 Posted 11 April 2013 - 01:21 PM
I suppose the same could apply to .CON files, meaning that you can play an episode by selecting the first map. Though CON is more complicated for the engine, maybe it would need to re-open Eduke32 similar to Mapster32 map testing, unless the CON contains only the volume or map definitions?
By the way, shouldn't the User Map option be labeled Custom Level instead? "User map" sounds like a unpolished technical term (taken from E1L8.map).
This post has been edited by Fox: 11 April 2013 - 11:07 PM
#484 Posted 11 April 2013 - 11:03 PM
#485 Posted 11 April 2013 - 11:07 PM
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It seems that now that the problem with horizontally flipped sprites offset is fixed, the same thing happens with vertically fliped sprites in OpenGL modes:
This post has been edited by Fox: 12 April 2013 - 12:57 AM
#486 Posted 12 April 2013 - 04:13 AM
James, on 10 April 2013 - 01:05 AM, said:
r3666 said:
This fixes liztroops not passing TROR layers when on the jetpack, as well as
other enemies capable of moving upward, and also COMMANDER and DRONE (for which
the code is special-cased).
The downward non-falling motion of COMMANDER and DRONE is also taken into account. Since falling of normal actors is already handled correctly with respect to TROR, this probably only leaves the downward non-falling motion of user actors.
The code posted by Fox,
ifp phigher { ifceilingdistl 128 nullop else ifactornotstayput ai AITROOPJETPACK break }
concerns only the liztroop's standing --> flying change.
#487 Posted 12 April 2013 - 09:11 AM
NightFright, on 11 April 2013 - 12:37 PM, said:
If you move the add-on groups from Megaton into your EDuke32 directory, it should detect them just the same. I just tested and it works.
NightFright, on 11 April 2013 - 12:37 PM, said:
That's hardcoding too much stuff. I have a way planned where the HRP zips can contain their own self-loading instructions.
#488 Posted 12 April 2013 - 12:27 PM
#490 Posted 12 April 2013 - 01:45 PM
Hendricks266, on 12 April 2013 - 09:11 AM, said:
That's hardcoding too much stuff. I have a way planned where the HRP zips can contain their own self-loading instructions.
Ah, I should have tried that. That works as well, of course. It would be awesome if you were able to put all HRPs into autoload actually, and then it only uses the HRP which is needed for the groupfiles used (the one for duke3d.grp always, of course, and any other only if the corresponding grp is loaded). But I dunno if that can be pulled off, and if your self-load idea works out, then it should be just as good.
This post has been edited by NightFright: 12 April 2013 - 01:46 PM
#491 Posted 12 April 2013 - 01:59 PM
Hendricks266, on 12 April 2013 - 01:11 PM, said:
Yes, for breakable masked TROR walls or water for example, if you don't block it, the water effect doesn't work.
#492 Posted 12 April 2013 - 10:06 PM
Fox, on 11 April 2013 - 11:07 PM, said:
technically yes, but then Dukeplus would need an upgrade for a couple of PNGs and a map, its not really something i want to be bothering people with would be cool if i could just drop a couple of custom PNG's with the map and it works. I wouldn't mind just using it for posters / wall art sprites give the map more variance and uniqueness instead of the same old move posters, paintings, be a nice easy way to keep the maps up to date on the pop culture side of things without messing around in art files, i assume the program to make an art file is way more complicated than just a PNG is too.
Helixhorned, on 12 April 2013 - 04:13 AM, said:
ifp phigher { ifceilingdistl 128 nullop else ifactornotstayput ai AITROOPJETPACK break }concerns only the liztroop's standing --> flying change.
yes they work, had fun running some troops/commanders/and drones up and down 4 tror levels, makes the combat so much better now, the ways the enemies can invade and come at you now is endless.
Norvak, on 12 April 2013 - 01:59 PM, said:
I didn't think you could make a breakable TROR glass floor, i just tried then is there anything extra i should be doing besides making it a visble texture and setting the block and hitscan bit?
#493 Posted 12 April 2013 - 11:45 PM
#494 Posted 13 April 2013 - 03:03 AM
Quote
Version: 4.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 660 Ti/PCIe/SSE2
Also, an easier issue, I have an Azerty keyboard lay-out but quitting Eduke32 resets it to Qwerty.
This post has been edited by Sangman: 13 April 2013 - 03:04 AM
#495 Posted 13 April 2013 - 03:14 AM
@Norvak, if the player is submerging in that pool because you're using TROR and gave the ice a lotag of 1 and the below water section a lotag of 2, if you don't want the player to teleport to the bottom sector, have you tried untagging the bottom sector?
This post has been edited by Trooper Mick: 13 April 2013 - 03:17 AM
#496 Posted 13 April 2013 - 08:44 AM
That's the way it is set, and that's how it should work, the player should stay underwater since the ceiling is blocked by an ice layer, but due the automatic TROR water the effect is messed up.
What I'm trying to say is that TROR water shouldn't work unless you put a pair of SE7 there.
@ DanM: Mhhh I don't remember, maybe I'm just exagerating, there's a way to make TROR ceilings and floor explode, but glass...
Hey Micky: Is possible to make breakable glass with TROR already?
This post has been edited by Norvak: 13 April 2013 - 09:25 AM
#497 Posted 13 April 2013 - 09:16 AM
Doesn't TROR water works the same as long you have made it blocking and hitable?
#498 Posted 13 April 2013 - 09:36 AM
So I can't simulate ice with TROR right now, I don't want to use a sprite workaround with regular water because as everyone knows sprites above and underwater brings weird side effects.
#499 Posted 13 April 2013 - 10:35 AM
Fox, on 12 April 2013 - 11:45 PM, said:
For something like this I would suggest using EVENT_ANIMATESPRITES to change the actual actor's appearance.
#500 Posted 13 April 2013 - 03:20 PM
Trooper Mick, on 13 April 2013 - 03:14 AM, said:
Yes and it's not activated in the Nvidia control panel either.
#501 Posted 13 April 2013 - 04:26 PM
Hendricks266, on 13 April 2013 - 10:35 AM, said:
I already do that, but an ugly hack.
I am not sure of how complex that would be. It would require to return a different picnum when using an if confition check, however it would still return its own picnum.
#502 Posted 13 April 2013 - 04:29 PM
#503 Posted 13 April 2013 - 04:37 PM
Norvak, on 13 April 2013 - 08:44 AM, said:
Don't listen to Fox breakable glass on TROR floors/ceilings doesn't work.
Sangman, on 13 April 2013 - 03:20 PM, said:
So wouldn't the horizontal lines brightening up be due to the screen tearing? Another person had this issue not to long ago. Technically switching on vsync should fix the problem. If you really want to have vsync off then there's probably not much that can be done about it.
#504 Posted 13 April 2013 - 04:54 PM
Hendricks266, on 13 April 2013 - 04:29 PM, said:
Right now Eduke32 doesn't allow you to automatically make new doors, switches, lights, televisions, pick-ups and etc, which all are textures with hard-coded features.
It would make it easier if I could make a textures borrom the functionality of another. Otherwise it requires reverse engineering a constantly updating source code, hoping you actually can make it work the same way. And of course there are cases which you simply cannot reproduce a certain bevahior because the access to certain events or structures is not avaiable, such as for example projectiles radius explosion changing walls.
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Is is possible to to use a tile in the GRP instead of an image file? I often need to move or copy a certain tile, or simply use a tile for a highres texture or model. Right now I am forced to include a folder with 3,500 png images for the Duke 64 mod in order to make tint apply to all textures.
Also can a resize option be added to tilefromtexture (using nearest filter obviously)? For example, I want to stretch a tile to double of its size without the need of having an resized copy of the image file.
This post has been edited by Fox: 13 April 2013 - 06:50 PM
#505 Posted 13 April 2013 - 07:50 PM
Fox, on 13 April 2013 - 04:54 PM, said:
Would it be easier to add a tint flag that will apply to 8-bit part in place of lookup tables?
Fox, on 13 April 2013 - 04:54 PM, said:
That would require modifying deep engine arrays and possibly delving into the gritty renderer code. Is this anything that cannot be done from CON?
#506 Posted 13 April 2013 - 08:46 PM
Hendricks266, on 13 April 2013 - 07:50 PM, said:
Yes it would. And I would really glad if you could do that for tints (and palmaps).
But I would also like to be able to use a tile from inside the grp without the need of extracting it.
Hendricks266, on 13 April 2013 - 07:50 PM, said:
I think you misunderstood me, I don't want to have a 32px tile to display a 64px image in 8-bit mode, I know that is beyond the scope.
I am asking for tilefromtexture command to load a tile the same way as if it was resized with an external program.
For example:
The main reason I am asking it now is for texture align, so CON is not very helpfull. Right now all I can do is resize the texture with an external program, but I don't like to do that.
#507 Posted 13 April 2013 - 10:24 PM
Fox, on 13 April 2013 - 08:46 PM, said:
Is there any reason more than "I don't like to" that you want this? I can't see why it would not suffice to perform the change yourself using an external program (thereby customizing your result to your tastes) and leave an "_original" file alongside your resized one.
I added the tint and highpalookup flag to my long list. Did you also want something to do with tints overriding highpalookups (posted earlier)?
The tile behavior copying still seems to me like a workaround to deeper problems. What is an example of a constantly changing source code in terms of a specific tile with changing functionality? For unreproducible functionality, the example of radius explosions changing walls is an interesting one. What do you mean in detail?
Besides the tinting, what other reasons are there to copy an art tile from the GRP, and approximately how many tiles in your projects are affected by them?
#508 Posted 14 April 2013 - 04:02 AM
Trooper Mick, on 13 April 2013 - 04:37 PM, said:
D'oh, yeah I'm dumb. Turning it on fixed it indeed.
My keyboard lay-out being reset to QWERTY is still an annoying issue though.
#509 Posted 14 April 2013 - 08:19 AM
Hendricks266, on 13 April 2013 - 10:24 PM, said:
Unfortunately the tile size itself matters in Eduke, and I think it's ugly to have picture files to workaround something related to the engine.
Hendricks266, on 13 April 2013 - 10:24 PM, said:
Not exactly, I was just having some problems with HRP compatiblity. I make it so I include duke3d_hrp.def before my mod data, however I am unable to undef palmaps or setuptile. What I need is for tints defined later to override palmaps, and undeftexture to remove the effect of setuptile.
Hendricks266, on 13 April 2013 - 10:24 PM, said:
I was speaking of breakable walls (lights, televisions, etc). They are also affected by explosives, but you can't reproduce that in your own.
Hendricks266, on 13 April 2013 - 10:24 PM, said:
Not many to tell the truth. It's just an option I would like to have.
#510 Posted 14 April 2013 - 11:25 AM
Fox, on 14 April 2013 - 08:19 AM, said:
What would it take to open up that functionality to CON?