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need help with a script

User is online   Danukem 

  • Duke Plus Developer

#31

OK, I looked at the code and I added a line that might help. I have attached a modified CON file.

		ifvarn monstflags 0 // pulsing light
		{
			// hitag the var is the max brightness
			// monstflags is the length of the cycle
			// initshade is the time offset on the cycle
				
			// tempe at a time = peak deviation from mid-intensity value * sin ( (frequency * time) + offset value )
			
			setvarvar tempd timer
			addvarvar tempd initshade 
			mulvarvar tempd monstflags // frequency * time
			sin tempe tempd
			mulvarvar tempe hitag
			shiftvarr tempe 14
			ifvarvarg tempe hitag setvarvar tempe hitag
			setactor[THISACTOR].hitag tempe
		}


This is the new line of code I just added: ifvarvarg tempe hitag setvarvar tempe hitag

What it should do is prevent the intensity of the light from ever exceeding the original value. Let me know if that fixes it -- I haven't actually tested it.

Attached File(s)


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User is offline   Stabs 

#32

cheers but...


DukePlus/dpcons/DUKEPLUS.CON: In actor `WEAPONS':
DukePlus/dpcons/DUKEPLUS.CON:2362: error: symbol `noweapflash' is not a game variable.
DukePlus/dpcons/DUKEPLUS.CON:2362: error: parameter `ES' is undefined.
some typo no doubt


edit : removed line 2362 tried again, still had the lightning effect but it was more frequent in dne04

This post has been edited by DanM: 23 February 2014 - 01:20 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#33

 DanM, on 22 February 2014 - 04:24 AM, said:

helix how do i def two different models to the same tile cause i want to use the new duke model for the player but keep the old duke model for edf/cops

ive done it before i know it can be done

Right now I'm uncertain whether you can assign different models to one and the same tile. Parts of the source code suggest that is possible.
From a typical HRP model definition,
// Pistol (21)
model "highres/sprites/pickups/0021_pistol.md3" { 
   scale 3.0 shade 0
   skin { pal 0 file "highres/sprites/pickups/0021_pistol_d.png" }
   normal { file "highres/sprites/pickups/0021_pistol_n.png" }
   specular { file "highres/sprites/pickups/0021_pistol_s.png" }
   frame { name "none00" tile 21 }
}

it would seem that assigning different skins is possible, but not different models. What's certain though is that EDuke32 didn't change in this respect (unless there's a bug).
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User is online   Danukem 

  • Duke Plus Developer

#34

@DanM -- That's not a typo, what that means is that the CON file I attached requires the most recent versions of other CON files as well, so I need to include the entire set for it to work. Now I have attached all of them.

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#35

I'm also posting this link, where I will upload my latest changes to DukePlus CONs:

http://fissile.duke4.net/dp/dpcons.zip

If the attachment above doesn't help, try the CONs on that site. I disabled some code that may be the culprit.
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User is offline   Stabs 

#36

Hmmm still exhibits the problem, maybe an eduke thing
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User is online   Danukem 

  • Duke Plus Developer

#37

 DanM, on 23 February 2014 - 03:51 PM, said:

Hmmm still exhibits the problem, maybe an eduke thing


We already knew that the problem did not occur with DNE on old versions of EDuke32, so in that sense we already knew that it's an eduke thing. Now we need to isolate the problem and find a solution, preferably a fix at the source level but a workaround would be acceptable. I need to see it for myself, but I won't have any more time to work on it for a while.
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User is online   Hendricks266 

  • Weaponized Autism

  #38

 Helixhorned, on 23 February 2014 - 03:02 PM, said:

Right now I'm uncertain whether you can assign different models to one and the same tile. Parts of the source code suggest that is possible.

This is possible using "pal" in the model block (the same place as scale). Check the HRP's ice defs to see more.
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User is offline   Stabs 

#39

hey dudes

any chance of getting a script for my model shadings / sprite

i need ones that make

make every sprite NOT floor aligned wall aligned
make all wall aligned sprites shade 21

with the exception of tiles

2929 - 2965 - alphabet - DP effects contains shade specific settings
1 - 9 - SE effects

also set all tiles floor or wall / ceiling
707 - 708 - 128 shade 0

that should keep lights looking bright

This post has been edited by DanM: 26 February 2014 - 01:20 AM

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User is offline   Stabs 

#40

can i please get a script of someone that makes floorsand ceilings normal if they are not TROR

sometimes i press T on textures and they turn straight to transparent, it should go mask / trans 1 1/ trans 2 / normal but as soon as i press T on it it turns to trans 1 indicated the foor has been turned masked which seem to be detrimental to the fps, it would appear it is some perhaps older version that may have flagged certain sectors with funny numbers or tab was copying mask flags to floors that are just normals that don't need it

This post has been edited by Stabs: 12 March 2014 - 02:33 AM

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User is offline   Stabs 

#41

Iam really not joking about these masked floor sector tags that came from nowhere guys

I think when tab copy/paste its not checking if you say took properties of a mask wall / or a transparent sprite and pasting funny flags onto sectors, causing them to make PNG's display glicthes on any floor with the mask flag even though it has nothing to do with TROR, i've found floors affected by this bug in maps since DNE's first release 2 years ago, I am assuming all these weird flags where the cause of a lot of FPS issues when polymer was turned on and i guarantee any polymer map that has a script run over it that corrects the sectors flags would make a lot of polymer based maps run a stack faster. Literally removing even small numbers of these glitches increases the FPS hugely

naturally its going to have to have checks for if the "e" large/small bit was on and relativity but i really need a script that gives sectors its proper flags

This post has been edited by Stabs: 12 March 2014 - 11:36 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #42

do state FixPolymerFC

gamevar temp -1 0
gamevar i -1 0

defstate detransstat
    ifvare temp -1
        print "Wrong state, dumbass! do state FixPolymerFC"

    ifvarand temp 1024 break // don't process if TROR

    ifvarand temp 128 xor temp 128
    ifvarand temp 256 xor temp 256
    ifvarand temp 512 xor temp 512
    ifvarand temp 2048 xor temp 2048
ends

defstate FixPolymerFC
    for i allsectors
    {
        set temp sector[i].floorstat
        state detransstat
        set sector[i].floorstat temp

        set temp sector[i].ceilingstat
        state detransstat
        set sector[i].ceilingstat temp
    }
    set temp -1
ends

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User is offline   Stabs 

#43

THANK YOU!


everyone who has ever made a polymer based map RUN THIS SCRIPT ON IT!

give hendricks more rep you bastards for that one!

This post has been edited by Stabs: 13 March 2014 - 12:41 AM

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User is offline   Mark 

#44

Just for fun I set about 90 percent of my floor sectors to transparent in a large outdoor map of mine with TROR and it only dropped by about 2 FPS in some areas. I know its not a direct comparison to your maps but there was no real big difference like you had. I suppose I should also mention that I'm not running the latest version of build. I'm way back at 4167

This post has been edited by Mark.: 13 March 2014 - 03:46 PM

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User is offline   Stabs 

#45

think there is other factors, models, how many lights/sectors used, and in particular how high and commonly seen a sector is, sectors lower to a maps lowest point would only render blackness behind it mainly, but as you go higher you would start to see much more of the map through these "leaks" i noticed a stack of these sectors in DNE02 mainly resided in the roof and in one room on the second floor.

I noticed 8-bit art is far more forgiving FPS wise too

This post has been edited by Stabs: 13 March 2014 - 05:13 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#46

So the bug is TROR floors that aren't masked but with the transparent bit set cause FPS drops? Correct me if I'm misinterpreted something here.
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User is offline   Stabs 

#47

well the transparent ones are obvious, it just seem to flag sectors floors / maybe even ceilings with the mask flag bit and they have nothing to do with TROR

I'am right that mask walls don't stop whats behind it being actively rendering because how else could monsters still target you through mask walls, anyway for some unknown reason you can find floors here and they are at random that have the mask flag bit on them and they have nothing to do with TROR, they show up instantly because PNGs cause glitches on these floors

the more worrying things is i found floors that had the mask bit on the sector from old DNE maps from 2 years ago

This post has been edited by Stabs: 15 March 2014 - 07:37 PM

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User is offline   Mark 

#48

In an effort to help out Stabs, I went through all my Polymer maps. Some are one,two or more years old :blink: and I can find no traces of masked or transparent floors. I can only assume mapper error or his mapping style has uncovered a bug I haven't yet run across.

This post has been edited by Mark.: 16 March 2014 - 05:50 AM

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User is offline   Stabs 

#49

I did use a stack of different version over the years though

eh thats pretty much the problem that shows up now in new versions of mapster

Attached File  dne04old.zip (209.53K)
Number of downloads: 172

move some PNG blood splatters around over one of the road sloped sectors near the office building , and in particular around the front of the gas station, keep in mind that map hasnt been modified since 2011, just odd some of those sectors floors have mask flags, eh they show up so obviously now with any blood splatters
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