EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1039 Posted 21 November 2009 - 05:03 AM
DT suggested going through each player at startup and getting the variable into an array and reading that instead of the config file, but sadly that didn't work.
#1040 Posted 21 November 2009 - 08:11 AM
James, on Nov 21 2009, 05:03 AM, said:
What I suggested was having each player read from his config file into an array, with the elements corresponding to the different player numbers. At the time I was assuming that there was some transfer of information besides input between the different players' computers (so that it would sync the array values). Unfortunately, that's not the case, and I can't think of any solution to the problem.
#1041 Posted 22 November 2009 - 03:10 AM
I have a Sound Blaster Audigy 2 card. Maybe the problem happens for those that have Creative sound cards (Audigy or X-Fi). I suggest you to create a topic about this crash bug and force those that have problems to give details about their hardware and specifically about their sound card (on-board or addon). Also you should ask them what it happens when they disable sound hardware acceleration in dxdiag.
[edit]
I played one more game with sound hardware acceleration disable. Apart from laggy sound, I didn't have other problems. There was no crash.
This post has been edited by supergoofy: 22 November 2009 - 03:27 AM
#1042 Posted 22 November 2009 - 07:39 AM
#1043 Posted 22 November 2009 - 11:01 AM
Can't wait for the fully updated HRP.
But I have some questions about RoR. How far along is it for Polymer? I would really like to start mapping with it.
Also, I've seen water.map, but how do you do RoR without water, where the floor and ceiling of the connected sectors are invisible, as in Blood?
#1044 Posted 22 November 2009 - 01:12 PM
As for ROR without water, you just have to give the floor and ceiling an invalid texture so nothing is drawn on the surface, and change the water effect into one of those silent teleporters like the vent in the beginning of E1L1 uses.
#1045 Posted 22 November 2009 - 01:57 PM
wgr2.log (8.7K)
Number of downloads: 1236 Here's the regular log too, if it helps:
eduke32.log (3.87K)
Number of downloads: 1208
#1046 Posted 22 November 2009 - 03:03 PM
edit: having a great time playing WGR2
This post has been edited by Helixhorned: 22 November 2009 - 03:04 PM
#1048 Posted 23 November 2009 - 07:29 AM
TX, on Nov 22 2009, 11:12 PM, said:
As for ROR without water, you just have to give the floor and ceiling an invalid texture so nothing is drawn on the surface, and change the water effect into one of those silent teleporters like the vent in the beginning of E1L1 uses.
I just tried selecting an invalid texture, but the editor won't let me, so I used tile 562. It works, but I can't shoot trough the floor and ceiling. Also, it is impossible to connect the lower sector's ceiling exaclty at the same height as the upper sector's floor. As for the teleporter, it is impossible to align it with the floor, because then it isn't silent.
Maybe it's best to redo the RoR code? Make it so that SE 40 is used for the upper sector and SE 41 for the lower sector. Connecting the floor and ceiling exactly at the same height, remove clipping and make the floor and ceiling automatically invisible. Mapster could actually render it like that by keeping track of the SE 40's and SE 41's so you can use RoR in the editor
#1049 Posted 23 November 2009 - 08:24 AM
#1050 Posted 23 November 2009 - 10:45 AM
Dr. Kylstein, on Nov 23 2009, 02:25 AM, said:
Oh, for this one I commented those two lines (339,340) in build/src/sdlayer.c:
if (appicon) SDL_FreeSurface(appicon);
I didn't commit this stuff because they're not really solutions...
#1051 Posted 23 November 2009 - 02:20 PM
#1052 Posted 23 November 2009 - 02:51 PM
#1054 Posted 30 November 2009 - 09:53 AM

I really like the shrinker/expander glowing effect. Places with normalmapped textures yet no dynamic lights can look awesome with it.
#1055 Posted 30 November 2009 - 12:19 PM
#1056 Posted 30 November 2009 - 07:37 PM

The water that is used right now is based on Duke's water, okay, but it's far from being realistic.
And I see the water more like the skyboxes, which are not made to be an exactly copy of Duke, it takes a realistic look.
Imagine if we could make Derelict (or Crytical Mass ending) looks like this
This post has been edited by Ilovefoxes: 30 November 2009 - 07:37 PM
#1057 Posted 30 November 2009 - 07:54 PM
Ilovefoxes, on Dec 1 2009, 11:37 AM, said:
The only way to do that would be to build the maps using another game engine other than the Duke engine....
Technically I would love to see someone do it... Imagine the Crysis engine running Duke Nukem 3D and pumping up the textures....
DROOLS!!!!!
#1058 Posted 30 November 2009 - 08:07 PM
Maybe that horizon thing would need an effect that would infinite stretch an sector visual floor and texture? That would be easy to apply using maphacks, including Derelict underwater.
This post has been edited by Ilovefoxes: 30 November 2009 - 08:08 PM
#1059 Posted 30 November 2009 - 11:08 PM
TX, on Nov 30 2009, 11:19 PM, said:
Indeed good idea,
It was nice surprise when I saw it first time.
#1060 Posted 03 December 2009 - 07:08 AM
Ilovefoxes, on Dec 1 2009, 04:37 AM, said:
With good textures and models, talent and A LOT of patience, something somewhat like that should be possible I think.
#1061 Posted 03 December 2009 - 10:21 AM
eduke32_win32_20091203-1551.zip
removed
[edit]
with some mods there are still con compilation errors when you run eduke32. For example, NR:IotM (Naferia's Reign: Invasion of the Dark Mistress) mod appears to have errors in enhance.con, but I don't see where. Probably a false error report.
The last SVN build that worked ok was 1543. All the SVN builds from 1544 and newer (up to 1551) report errors in enhance.con
Also some mods like Hellduke TC have problems with weapons selection (if you try to change weapon you will see only the fist or the kick) when you run them with newer eduke32 builds up to 1543. Builds from 1544 to 1551 report con errors like in NR:IotM mod.
This post has been edited by supergoofy: 03 December 2009 - 10:59 AM
#1062 Posted 03 December 2009 - 10:40 AM
http://dukeworld.duk.../20091203-1551/
<pre>----------------------------------------------------------------- ------- r1551 | plagman | 2009-12-02 23:37:34 -0800 (Wed, 02 Dec 2009) | 1 line Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362. ------------------------------------------------------------------------ r1550 | plagman | 2009-12-02 22:21:39 -0800 (Wed, 02 Dec 2009) | 1 line Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996. ------------------------------------------------------------------------ r1549 | plagman | 2009-12-02 21:38:09 -0800 (Wed, 02 Dec 2009) | 1 line Don't save the OpenGL driver max texture size to the config file and remove some remaining instrumentation from rev 1546. ------------------------------------------------------------------------ r1548 | plagman | 2009-12-02 20:41:09 -0800 (Wed, 02 Dec 2009) | 1 line Don't overflow scantoasc[] with high scancodes. This makes the 'T' key work in the console on my laptop. ------------------------------------------------------------------------ r1547 | plagman | 2009-12-02 19:11:41 -0800 (Wed, 02 Dec 2009) | 1 line Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms. ------------------------------------------------------------------------ r1546 | plagman | 2009-12-02 19:07:04 -0800 (Wed, 02 Dec 2009) | 1 line Fixes a compressed texture cache bug where the background menu tile would sometime get replaced with another tile. ------------------------------------------------------------------------ r1545 | terminx | 2009-11-19 19:54:40 -0800 (Thu, 19 Nov 2009) | 2 lines some CON compilation fixes ------------------------------------------------------------------------ r1544 | terminx | 2009-11-17 17:17:56 -0800 (Tue, 17 Nov 2009) | 2 lines Second gtk startup window patch from bioman, other random fixes I can't be bothered to remember ------------------------------------------------------------------------ r1543 | terminx | 2009-11-15 19:57:31 -0800 (Sun, 15 Nov 2009) | 2 lines fix glaring oversight in new multiplayer random ID generation scheme ------------------------------------------------------------------------ r1542 | helixhorned | 2009-11-15 12:01:33 -0800 (Sun, 15 Nov 2009) | 1 line fixes wall drawing (bug introduced in r1540) ------------------------------------------------------------------------ r1541 | terminx | 2009-11-15 01:10:50 -0800 (Sun, 15 Nov 2009) | 2 lines lower memory use for tilefromtexture by way of lzf compression, untested ------------------------------------------------------------------------ r1540 | terminx | 2009-11-13 18:30:47 -0800 (Fri, 13 Nov 2009) | 2 lines A bunch of crap I meant to commit days ago... gtk startup window patch from bioman, nedmalloc REPLACE_SYSTEM_ALLOCATOR fix (related code uses #ifdef REPLACE_SYSTEM_ALLOCATOR so defining it to 0 was still satisfying the condition), slightly lower CPU usage in Mapster 2D mode, fix an ancient bug causing the player to not make vent footstep sounds on sprite based vents, fix map save state cvars, add "skill" cvar to console, fix saving the game while CON_SHOWVIEW is in use ------------------------------------------------------------------------ </pre>
#1063 Posted 03 December 2009 - 10:55 AM
#1064 Posted 03 December 2009 - 10:57 AM
EDuke32 2.0.0devel 20091106 addsearchpath(): Added E:/Other Stuff/eduke32/ OS: Windows XP (5.1.2600) Service Pack 2 Large page support available Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Compiling: GAME.CON (1445610 bytes) Resizing code buffer to 1048576*4 bytes Including: DEFS.CON (69451 bytes) Including: USER.CON (181078 bytes) USER.CON:1631: warning: truncating quote text to 127 characters. Including: ENHANCE.CON (15829 bytes) ENHANCE.CON: At top level: ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. ENHANCE.CON:20: error: expected a keyword but found `'. fatal error: too many errors: Aborted Found 1 warning(s), 64 error(s). UDP networking uninitialized successfully. Uninitializing DirectDraw...
So, yeah...
And I know ENHANCE.CON hasn't been changed in ages on my end, so I honestly don't think I'm directly responsible for these compiling errors.
#1065 Posted 03 December 2009 - 11:04 AM
This post has been edited by supergoofy: 03 December 2009 - 11:04 AM
#1066 Posted 03 December 2009 - 12:18 PM
#1067 Posted 03 December 2009 - 05:27 PM
http://hendricks266.duke4.net/eduke32/
I use 7-Zip compression for smaller filesize, and the script I use incorporates more files.
Plagman/TX's synthesis script should be edited to include these files in the binary .zip, like mine: *.exe *.m32 *.sample *.txt *.hlp *.cfg *.map names.h
Because of this, it is currently missing: duke3d.def.sample enhance.con.sample SEHELP.HLP STHELP.HLP m32script_ex.map
Fortunately, these are mostly inconsequential except for m32script_ex.map.
#1068 Posted 13 December 2009 - 02:03 PM
When Polymer wasn´t released, Sectoreffectors 50 and 49 (polymer light sources) worked as pure white lights when the xyzvel values was set to 0 0 0.
It doesn´t work anymore, but think it should be added again because:
1- White colour is 255 255 255, so 0 0 0 would be an useless black light (that doesnt make any sense).
2- It would make the mappers life way easier since inserting and placing a sectoreffector and setting its lotag/hitag values doesn´t take more than five seconds and can be done in 3d mode. while setting its velocity values requires to go to 2d mode, find the sprite among all the other ones surrounding it, setting its lotag/hitag values and then pressing F8 and setting its three velocity values.
3- It´s usually also the most used light, and therefore, the one that requires a quick application the most. Just as the most used sprite in a map, that happens to be the one appearing everytime one presses S.
4- Some of the first maps/mods featuring Polymer ligths used this method and now those lights aren´t working at all (well, yeah they still kill the frames per second). Examples: Fusion TC Redux, Dukeplus Community Build Project.
5- It´s easier to teach someone how to apply a lightsource the way i´m asking than the way it is now.
6- Some of the first maps/mods featuring Polymer ligths used this method and now those lights aren´t working at all (well, yeah they still kill the frames per second). Examples: Fusion TC Redux, Dukeplus Community Build Project.
This post has been edited by Gambini: 13 December 2009 - 02:04 PM

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