Duke 3D Voxel Pack
#1501 Posted 19 February 2020 - 05:30 AM
And two variants of improved foodobject10. Not sure which is right, so it is not uploaded yet:
#1502 Posted 19 February 2020 - 05:42 AM
#1503 Posted 19 February 2020 - 06:42 AM
Borion, on 19 February 2020 - 05:30 AM, said:
#1504 Posted 19 February 2020 - 09:12 AM
- Replaced #1007 neon3 with thick version
- Reverted Expander ammo commit (was rotated by 180° instead of just 90°, better luck next time)
- Deleted some needless maphacks
- Added empty lines in def files where needed
#1505 Posted 19 February 2020 - 09:32 AM
LeoD, on 19 February 2020 - 06:42 AM, said:
Noted! Based on his upvote, I assume Fox is also preferring lower one.
Maybe two more votes and we got a winner
#1509 Posted 19 February 2020 - 09:03 PM
LeoD, on 17 February 2020 - 11:33 AM, said:
Charlie Wiederhold's maps from 1996 had sprite orientations set front-facing. It's almost like he made his maps future proof.
Borion, on 19 February 2020 - 05:30 AM, said:
I'd say include both with the lower one as the default. Modders/mappers could find the first one more useful somehow. I'm an options guy. "Why not both?"
#1510 Posted 20 February 2020 - 03:37 AM
#1511 Posted 21 February 2020 - 03:24 AM
#1512 Posted 21 February 2020 - 09:05 AM
Thank you. Because of this, it "just worked" with my existing maps.
(No sarcasm in this, btw.)
BTW, is there a chance someone can fix the colors on FOODOBJECT17 (4546), FOODOBJECT18 (4547), FOODOBJECT19 (4548), and JOLLYMEAL (4569)? They were royally palette crushed because they were converted from voxels made for the Shadow Warrior palette.
This post has been edited by Striker: 21 February 2020 - 09:09 AM
#1513 Posted 21 February 2020 - 11:11 AM
https://imgur.com/rL8DBQv
Unfortunately some voxels will still display even if they are one-sided and on the other side where they are supposed to not be rendered.
#1515 Posted 21 February 2020 - 11:28 AM
Trooper Dan, on 21 February 2020 - 11:11 AM, said:
https://imgur.com/rL8DBQv
Unfortunately some voxels will still display even if they are one-sided and on the other side where they are supposed to not be rendered.
I really think your mod may have something to do with this (or recent EDuke32 builds). I notice that a lot of things that are meant to be one-sided are being rendered. There's supposed to be code that prevents voxels from being rendered if you're behind a one-sided sprite.
#1516 Posted 21 February 2020 - 11:48 AM
Striker, on 21 February 2020 - 11:28 AM, said:
It's not my mod. I just tested using a vanilla install with nothing added but the voxels and it still happens with the latest Eduke32. I invite you to do the same, just to make sure I'm not crazy or doing something wrong.
EDIT: A quick test case is in E1L1, the switch that opens the armor secret above the concession stand. The one-sided switch is visible if maphacks are not installed.
https://imgur.com/M0q6p1W
You can see I've got voxels installed from the voxels displaying on the counter, and that the one-sided switch is visible.
This post has been edited by Trooper Dan: 21 February 2020 - 11:52 AM
#1517 Posted 21 February 2020 - 11:55 AM
Trooper Dan, on 21 February 2020 - 11:48 AM, said:
EDIT: A quick test case is in E1L1, the switch that opens the armor secret above the concession stand. The one-sided switch is visible if maphacks are not installed.
https://imgur.com/M0q6p1W
You can see I've got voxels installed from the voxels displaying on the counter, and that the one-sided switch is visible.
Then something is up with the latest EDuke32. One-sided sprites with voxels shouldn't render from behind, maphack or not. Something in the voxel code must have changed over the years, because in old builds this doesn't happen.
This post has been edited by Striker: 21 February 2020 - 11:57 AM
#1518 Posted 21 February 2020 - 11:56 AM
Trooper Dan, on 21 February 2020 - 11:11 AM, said:
https://imgur.com/rL8DBQv
Unfortunately some voxels will still display even if they are one-sided and on the other side where they are supposed to not be rendered.
Phredreeke, on 21 February 2020 - 11:27 AM, said:
#1519 Posted 21 February 2020 - 11:59 AM
(if you wanted to disable by tile number wouldn't you remove the voxel definition itself?)
#1520 Posted 21 February 2020 - 12:50 PM
Striker, on 21 February 2020 - 11:55 AM, said:
Yes.
Yes, but I don't know what the cause is. I was trying to set tsprcstat to 32768 in ANIMATESPRITES to make them invisible, but actually it needs to be -1. At least now I have a hack that works.
EDIT: No I don't. Because most of the time, setting tsprcstat to -1 makes the game instantly quit without even a log error.
This post has been edited by Trooper Dan: 21 February 2020 - 01:20 PM
#1521 Posted 21 February 2020 - 02:33 PM
#1523 Posted 26 February 2020 - 07:43 AM
This post has been edited by NightFright: 26 February 2020 - 07:43 AM
#1524 Posted 27 February 2020 - 02:41 AM
#1525 Posted 28 February 2020 - 12:02 AM
NightFright, on 27 February 2020 - 02:41 AM, said:
No worries, looks like 558 needs small correction anyway. Will send it during weekend.
Cheers!
#1526 Posted 01 March 2020 - 07:48 AM
Your generic pole tile # 977 is broke when flipped and seated to the ceiling.
Sincerely,
Anonymous user that does not want to get backlash for trying to help
DC L4 & E1L4
This post has been edited by Forge: 01 March 2020 - 07:49 AM
#1527 Posted 01 March 2020 - 08:33 AM
Forge, on 01 March 2020 - 07:48 AM, said:
It's not the voxels, it's the renderer. Software is OK, Polymost is not.
[Edit:]HRP/MD3 is OK in both Polys, btw.
This post has been edited by LeoD: 01 March 2020 - 08:36 AM
#1528 Posted 01 March 2020 - 09:44 AM
#1529 Posted 02 March 2020 - 08:14 AM
I will upload it when tree2 will be done. Makes no sense to replace just one, they are often next to each other.