Hendricks266, on 24 January 2012 - 04:55 PM, said:
The more I think about it, the more your Polymost HRP update patches need to be featured on hrp.duke4.net, although I would like to try my hand at restoring all the deleted polymerized textures if you have not done that already,
Was one of the main reasons to start this whole thing.
Hendricks266, on 24 January 2012 - 04:55 PM, said:
as well as migrating all alt-pals.
First thing I did.
Due to some lack of disclipline the polymerisation process has not been consistent:
- texture X.png was replaced by diffuse, normal, and specular (X_d.png, X_n.png, X_s.png)
but stayed as unused in the repo [very good]
- same as above but old version deleted [easy to recover]
- texture Y.png stayed and normal (Y_n.png) and specular (Y_s.png) map were added
[sometimes confusing but those look best for me]
- texture Z.png was overwritten, normal (Z_n.png) and specular (Z_s.png) map added, no Z_d.png in the repo [bad]
- and of course some new textures triplets were added with no Polymost predecessor
Hendricks266, on 24 January 2012 - 04:55 PM, said:
It may be helpful for the download page to have a two-column layout for the mainline HRP section with one specifically for Polymer and one compatibility for Polymost.
In any case, a potential solution is in the planning stages involving overlapping definitions of textures/models/etc specifically for either Polymost or Polymer. If you know C/C++ it's planned to be like the ifdef directive.
Not sure if I'd like that (if I have understood correctly).
Ideally the Polymost stuff should be put back into the repo. This would add only 31MiB plus some .svn overhead. It would mean some work but since a working on-par Polymost HRP already exists (single zip on my disk) it wouldn't be
that difficult.
After renaming the Polymost DEFs one would only have to choose between the topmost DEFs, say duke3d_hrp_
polymer.def and duke3d_hrp_
polymost.def. (Maybe one more button in the startup window: choose HRP style.)
Hendricks266, on 24 January 2012 - 04:55 PM, said:
Once that is done, as well as my "autoload killer", we should never have to deal with a noob storm relating to Polymer content breaking in Polymost again.
Did I miss something?