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Duke 3D Voxel Pack

User is offline   NightFright 

  • The Truth is in here

#2191

Can someone take a look at mxrtxn's radio voxel for Caribbean (#3792)? It looks like it's floating above ground. Must be missing proper alignment. You can see it right away in the first Caribbean level at the beach.

This post has been edited by NightFright: 30 April 2021 - 10:38 AM

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User is offline   Dzierzan 

#2192

Looks like all vaca props have this issue.
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User is offline   NightFright 

  • The Truth is in here

#2193

Well, they were all made by the same person, so the mistake was probably consistent. It's also harder to check these since we still don't have any autoload function for addons like BuildGDX or Raze. But it seems at least the pickups work fine, only props are screwed (and there aren't many). But then again, I didn't check anything past the first area of the first level, so there could be more.

This post has been edited by NightFright: 30 April 2021 - 11:16 AM

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User is offline   jkas789 

#2194

Hmm, think I reported that a while ago. There are more floating voxels like the lunchbox thing at the start.

I think I documented all the misaligned voxels in Carribean however I don't remember were I placed the screenshots at this moment. I may play the whole addon next week if it is needed (as I'm going out this weekend).
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User is offline   NightFright 

  • The Truth is in here

#2195

Would be good to have a comprehensive list with "floaters". Should be fixed before the next release candidate, if possible.
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User is offline   Striker 

  • Auramancer

#2196

Floating objects aren't a fault of the voxels, but due to how the physics for CON actors work. When an object is on the floor, they're lifted slightly above it. You'll notice that sprites do the same thing. It's annoying, but hard to fix without source modification, potentially introducing new bugs, or changing the voxel offsets, which will potentially sink it into the floor in certain cases.

This post has been edited by Striker: 01 May 2021 - 12:15 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2197

View PostStriker, on 01 May 2021 - 12:13 PM, said:

When an object is on the floor, they're lifted slightly above it. You'll notice that sprites do the same thing.


Do the sprites float as high as those Caribbean voxels in the screenshots, though?
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User is offline   NightFright 

  • The Truth is in here

#2198

Yeah, they are high above the ground. I doubt it's only some ingame thing.
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User is offline   Danukem 

  • Duke Plus Developer

#2199

View PostNightFright, on 01 May 2021 - 02:09 PM, said:

Yeah, they are high above the ground. I doubt it's only some ingame thing.


Are those voxels floating that high if you load the map in mapster? Should be pretty easy to load the map with and without voxels and see if there is a difference. A lot of decorative objects are not affected by gravity -- they will only fall if they are hardcoded or script coded to do so, and for Caribbean I think those are just non-coded sprites for the most part.
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User is offline   Phredreeke 

#2200

My assumption is that these were made for an older version BuildGDX where voxels had the tile's X/Y offsets applied to them (this behaviour was later changed to make it consistent with EDuke32)
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User is offline   Dzierzan 

#2201

Alright slackers, I did a very brief investigation. It has nothing to do with GDX as I exported voxels back to vox format and again exported them as slab6 format to make sure it's all fine. And it didn't help. So I adjusted offsets. It worked and it seems to be working everywhere, but I was too lazy to test all maps (I tested 3). Pull request is ready.

Ohh and I updated a bit shading for "coolbox" and "radio" because why not (it was a bit off for my taste).

This post has been edited by Dzierzan: 02 May 2021 - 04:38 PM

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User is offline   NightFright 

  • The Truth is in here

#2202

Github updated. I will do a Vacation playthrough one of these days with those voxels to see if everything looks OK now.
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User is offline   NightFright 

  • The Truth is in here

#2203

Added Raze support. Due to the autoload folder feature, this one (like BuildGDX) allows loading Caribbean voxels automatically without the need to edit any defs.

This post has been edited by NightFright: 04 May 2021 - 12:22 AM

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User is offline   Dzierzan 

#2204

@NightFright
What about my N64 voxels? Do you want them? Currently only I have them on my drive and it would be a waste to not have them on github as well, even if not used.
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User is offline   NightFright 

  • The Truth is in here

#2205

Well, Rednukem has Duke64 support, so people using that will want it. I think it has def support, even though it's vanilla-oriented.

We still need to work on the Vacation voxels. Right now we have inconsistencies, e.g. when dropping a pineapple bomb, it turns into a pipebomb. Same with tripbombs, I think.

This post has been edited by NightFright: Yesterday, 10:41 AM

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User is offline   jkas789 

#2206

View PostNightFright, on 07 May 2021 - 10:12 AM, said:

Well, Rednukem has Duke64 support, so people using that will want it.



YES WE DO.
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