[RELEASE] KNEE DEEP "Doom remixed in WGR2 with dynamic lights."
#31 Posted 22 December 2012 - 12:14 PM
This post has been edited by EMPATHY_IS_AN_ELEPHANT: 22 August 2015 - 01:51 PM
#32 Posted 29 December 2012 - 03:00 PM
Drek, on 20 December 2012 - 02:21 PM, said:
Forge, on 20 December 2012 - 03:47 PM, said:
We're working hard on a quite substantial update. It's currently undergoing another round of testing. Sorry for the delay, but it won't be too long of a wait. Another week or three... no more than a month... or two...
JK won't be long at all now.
#33 Posted 19 April 2013 - 10:59 PM
Thanks for making something new for WGR2. nice to pick the game up again after so long.
#34 Posted 21 April 2013 - 04:11 AM
That update I promised is still forthcoming. My desktop crashed thankful for svn now
I'm going to go get the latest version and release it here today. It's much improved over the first release. I was hoping to polish it more, but this doesn't mean I can't. Jedrik is in now
Here it is! KNEE DEEP VERSION 1.1 NOW WITH FULL JEDRIK SUPPORT!!
Knee Deep V1.1.zip (10.19MB)
Number of downloads: 512
This post has been edited by Drek: 21 April 2013 - 04:04 PM
#35 Posted 21 April 2013 - 02:50 PM
not my cup of tea to walk around bumping into walls and getting tore up by opponents that are practically invisible.
usenewshade & shadescale didn't change anything
so for my purposes (review) would it matter if i played in classic with the polymer lights on (&32bit) -or- would you rather the lights be off (& 8bit) in classic?
i don't want screenshots misrepresenting the intent of your work
This post has been edited by Forge: 21 April 2013 - 02:54 PM
#36 Posted 21 April 2013 - 03:50 PM
As far as the classic episode, it's intended to be playable in all three render modes, however you choose to play is fine by me.
#37 Posted 21 April 2013 - 04:10 PM
#38 Posted 21 April 2013 - 06:19 PM
Drek, on 21 April 2013 - 03:50 PM, said:
As far as the classic episode, it's intended to be playable in all three render modes, however you choose to play is fine by me.
this is at max ambient light
guess how many barrels are left in this corner
there was alot of time and effort put into implementing the lights so i'll probably go with classic episode & polymer
edit: and the team needs to finish up with their projects and release an updated wgr2. i'm tired of the double barrel shotgun not changing over when it's empty. shit gets me killed so many damn times cause i don't watch the ammo count in the middle of fighting a handful of baddies
This post has been edited by Forge: 21 April 2013 - 06:56 PM
#39 Posted 21 April 2013 - 08:36 PM
Assuming the shades haven't been changed, it's probably just an r_shadescale problem (it's supposed to be set in the included .cfg file). I wonder if the r_usenewshading 2 has anything to do with it, since I think that was implemented after this was created (but reverted?).
Btw, if you're going to play with polymer, and you've got a 64 bit OS, use a 64 bit eduke32.
#40 Posted 22 April 2013 - 05:40 AM
Micky C, on 21 April 2013 - 08:36 PM, said:
so here are the lines in the included file:
autoexec.cfg
r_shadescale 1.08
r_usenewaspect 0
for some reason trying to use the console while in game doesn't work (the file is not read only)
i'll edit these manually to see what i get since obviously one size does not fit all
edit: had to go do this extreme to make it playable
autoexec.cfg
r_shadescale 0.1
r_usenewaspect 0
gamma 1.10
contrast 0.95
ambient light slider 4.0
i hate messing the gamma,etc. corrections. i can see now, but i always feel like the areas that were previously lit now looked washed
This post has been edited by Forge: 22 April 2013 - 06:27 PM
#41 Posted 22 April 2013 - 05:56 PM
Drek has more experience with tweaking shadescales than I do and can probably help with this. Unfortunately he doesn't have internet to his home at the moment and has to go to his local library or something to check the forums.
#42 Posted 22 April 2013 - 06:24 PM
Micky C, on 22 April 2013 - 05:56 PM, said:
i didn't write the included autoexec.cfg so i don't know why that line was put in there
but i'll hand jam r_usenewshading 2 into the file, remove the aspect line and see what happens
r2358 | helixhorned | 2012-02-18 09:56:39 -0800 (Sat, 18 Feb 2012) | 9 lines
Menus: make aspect ratio also control r_usenewaspect.
- RENDERER SETUP is now also accessible from classic, with only 2 options:
'aspect ratio' and 'ambient light level'
- remove the latter option from the VIDEO SETUP menu
- When compiled with OpenGL, the aspect ratio option cycles between 3 states:
r_usenewaspect=1 (the modern way), and r_usenewaspect=0 but r_widescreen=0/1.
In non-GL builds, there are only 2 states.
- don't display black translucent overlay in COLOR CORRECTION menu
&
http://wiki.eduke32.com/wiki/Setaspect
edit: changed the cfg file
added : r_usenewshading 2
removed: r_usenewaspect 0
no difference
the console commands only seem to work with the classic episode, so i'll just get through lighting redux as is. won't gripe about it too much since the classic episode is there as an option
This post has been edited by Forge: 22 April 2013 - 07:13 PM
#43 Posted 23 April 2013 - 05:51 AM
the little skull icon disappears while scrolling through the keyboard setup screen
for some reason the polymer checkbox has to be ticked everytime the game is launched. doesn't do that with vanilla game which remembers the last option used
these guys frequently don't respect doors and pretty much walk through them like they don't exist
This post has been edited by Forge: 23 April 2013 - 05:54 AM
#44 Posted 23 April 2013 - 03:04 PM
EDuke32 2.0.0devel r3262
Compiled Dec 9 2012 06:00:52
Quote
About r_usenewaspect 0, it is there for some compatibility issues with the shotgun.
About r_shadescale 1.08, that was how I found it in the svn, just like most of the code you see. DT has added a lot of new code since WGR2 was released. I was the one who made all the knee deep con files based of where WGR2 sits in the svn, well somewhere between the current state and the original. It's Dan's code for the most part, my mess though I'm the one who coded Jedrik's new fifth arrow type, the spy arrows didn't fit in the tight corridors, I replaced them with grab arrows.
Quote
I think it's to do with using a custom grp file, it annoys me also. I believe it could be
Quote
I know, I can't remember it happening anytime other then while playing Knee Deep. Has this ever happened to anyone in WGR2 siegebreaker? or was it my coding? I have no clue why or how it's happening.
#45 Posted 23 April 2013 - 03:20 PM
#46 Posted 23 April 2013 - 03:33 PM
for future reference - you probably shouldn't submit new releases with untested snapshots
i'm going to continue on with what i have instead of downgrading. i've already played to the first soul gate and then re-started new games multiple times just to get the visibility right & test some of the game's aspects and mechanics
it'd also be nice to fix the stats at the end screen.
i.e.
0/0 golden apples
0/0 every thing kinda sucked. i wanted to know how many there were and how many i found
This post has been edited by Forge: 25 April 2013 - 02:05 PM
#47 Posted 24 April 2013 - 03:18 PM
This post has been edited by Forge: 25 April 2013 - 02:06 PM
#48 Posted 25 April 2013 - 03:33 PM
#49 Posted 25 April 2013 - 04:57 PM
We should probably actually release it on the WGRealms 2 moddb page (after these issues like darkness and enemies walking through doors are fixed?)...
The wider community probably thinks WGRealms 2 is dead by now.
#50 Posted 26 April 2013 - 03:57 AM
Drek, on 21 April 2013 - 04:10 PM, said:
Forge, on 24 April 2013 - 03:18 PM, said:
#51 Posted 26 April 2013 - 06:57 AM
the correct version is now uploaded
This post has been edited by Forge: 26 April 2013 - 08:36 AM
#52 Posted 28 April 2013 - 06:56 AM
here are two pics I took showing the "new" default shading compared to the original default shading, now called r_usenewshading 1
About the stats screen, what's happened there is the project was split into multiple maps, for performace and music reasons. Now the stats don't carry over, I should be able to store them safely, across all Knee Deep maps to display after beating the Boss.
I'll be looking at the axe demon code to see why he's been slipping through the cracks. It'd be cool to get this up on Moddb soon, I've already added the r_usenewshading line to the autoexec.cfg so it shouldn't be an issue moving forward.
#53 Posted 11 December 2013 - 01:10 AM
when installing Knee_Deep, it overwrites eduke32 (version r1836 to r3262), and then i'm having an issue in WGR2 with shotgun aiming while zooming.
(When i play with eduke32 r1836, there's no issue anymore.)
It's strange that zooming is good in Knee Deep but not in WGR2 ?!
#54 Posted 28 May 2014 - 06:45 AM
This post has been edited by NukemRoses: 28 May 2014 - 06:46 AM
#55 Posted 28 May 2014 - 12:48 PM
NukemRoses, on 28 May 2014 - 06:45 AM, said:
#57 Posted 21 August 2015 - 09:32 PM
#58 Posted 22 August 2015 - 08:26 PM
#59 Posted 22 August 2015 - 08:46 PM
Micky C, on 22 August 2015 - 08:26 PM, said:
well. i looked at the EDuke32 and it said "EDuke32 2.0.0devel r3701" and that's the EDuke that came with the knee deep episode mod, and i looked more into it and at the end of the log thing i see this
"E1L1: Knee Deep Classic
Fatal Signal caught: SIGSEGV. Bailing out.
g_errorLineNum: 4326, g_tw: 12"
EDIT: so after trying out other EDuke variations i have, i finally got it to work with a EDuke that uses the GRP files from Megaton. so things are finally working on it, and i'm glad to cause i really like the Knee Deep episode mod for WG Realms 2
This post has been edited by Mr. Nukem Roses: 22 August 2015 - 09:09 PM
#60 Posted 22 August 2015 - 11:35 PM
However it seems you got a bit lucky with that Megaton thing and I'm wondering if other people may have the problem. I'm no code guy and don't understand what's going on, but hopefully someone who knows what they're doing pops their head in and sheds some light onto what that Fatal Signal Caught error is.