EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#1069 Posted 13 December 2009 - 02:15 PM
right shift and insert (good thing about this too is dosnt screw up the sprite placement for sectors in SoS situations) for mass copying in 2d mode works great and tab & enter for 3d mode, combined with using mouse, shift, and wheel to move them its pretty easy to do lots of lighting really quick.
#1070 Posted 13 December 2009 - 02:32 PM
This post has been edited by Gambini: 13 December 2009 - 02:33 PM
#1071 Posted 13 December 2009 - 02:49 PM
the only benefit of having a 0 0 0 black would be to make really custom looking light, or perhaps it could be used to counter light leaking from adjacent rooms.. maybe
#1072 Posted 13 December 2009 - 03:32 PM
A black light does not exist because it casts 0 unities of red, 0 if green and 0 of blue. Neither it can absorb light from other sources.
A 250 250 250 ¨grey¨ light casts 250 unities of each primary colour, or what is the same: Is 97% effective regarding its reach.
So, Basicly a light with 128 128 128 and a hitag of 1024, and another one with 255 255 255 and a hitag of 512 would be identicall.
BTW i have a point despite the way you like to work your lights. There are about a millon maps done for duke and maybe 20/30 going to be done someday. We have to think about the maps that could be updated for Polymer more or at least the same we think in the maps that are going to be done for Polymer. Surely in a project like yours playing with light colours and powers is a pleasure. But in the maps i have done, and i want to update for polymer, setting every lightsource´s value manually is a pain in the butt not worth of the time.
This post has been edited by Gambini: 13 December 2009 - 03:35 PM
#1073 Posted 13 December 2009 - 03:37 PM
DanM, on Dec 13 2009, 05:49 PM, said:
the only benefit of having a 0 0 0 black would be to make really custom looking light, or perhaps it could be used to counter light leaking from adjacent rooms.. maybe
There's also lights turned off by scripts--000 the natural setting to turn the light off.
A solution would be mapster setting the velocity values to 250 by default when you insert a sector effector. That of course would fail if you insert a sprite and then turn it into a sector effector.
#1074 Posted 13 December 2009 - 03:45 PM
Unfortunatelly, making every SE having the vel values on 255 by default would mess things more than the solution, there are some uses for those values apart from polymer lights, like some Dukeplus effects. I guess the best solution would be adding some command for editing vel values in 3d mode.
#1075 Posted 13 December 2009 - 03:56 PM
Todd, on Dec 13 2009, 03:37 PM, said:
I disagree. If you turn off a light that way, then you have to save the RGB values somewhere in case it gets turned on again (if it's not going to get turned on again, then the best solution is to delete the SE, which saves resources). Rather than save the RGB values, just set the light radius to 0 and save the original radius (easier to save 1 number than 3).
#1076 Posted 13 December 2009 - 07:36 PM
#1077 Posted 13 December 2009 - 07:50 PM
This post has been edited by Gambini: 13 December 2009 - 07:51 PM
#1078 Posted 13 December 2009 - 07:58 PM
#1079 Posted 13 December 2009 - 10:14 PM
#1080 Posted 14 December 2009 - 01:20 AM
This post has been edited by supergoofy: 14 December 2009 - 01:30 AM
#1081 Posted 14 December 2009 - 07:19 AM
#1082 Posted 14 December 2009 - 08:44 AM
And here is the latest unofficial compiled binary by me:
eduke32_win32_20091214-1570.zip
http://www.mediafire...php?z3wejyinm13
build_win32_20091214-1570.zip (kextract, kgroup etc.)
http://www.mediafire...php?c21ngdajlth
Compiled using gcc 4.3.3 and msys 1.0.11 (I already published a link for my compilation environment in the past)
This post has been edited by supergoofy: 14 December 2009 - 08:47 AM
#1083 Posted 14 December 2009 - 09:05 AM
Is there any chance you guys can try to figure this out as well? I know there's this whole MP thing, but this problem's persisted for the last 15 or so revisions for me, even before the announcement of the new MP system, and I can't test them to see if I get the sound freeze on my new computer or not. :\
EDuke32 2.0.0devel 20091214 addsearchpath(): Added C:/Other Stuff/eduke32/ OS: Windows XP (5.1.2600) Service Pack 3 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 (180987 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). Uninitializing DirectDraw...
I've shown a similar log to this before, but I'm doing so again to remind you guys this is still around. :\
I really don't get why the compiler's being so funked out anyways.
#1084 Posted 14 December 2009 - 09:08 AM
I think that the gtk patch that was added, it has introduced these bugs.
The last version that worked is 1543.
This post has been edited by supergoofy: 14 December 2009 - 10:20 AM
#1085 Posted 14 December 2009 - 12:29 PM
eduke32_win32_20091214-1571.zip (unofficial binary compiled by me)
http://www.mediafire...php?ktznkjnnndq
Changelog:
more multiplay fixes + server password support + client ping time display
This post has been edited by supergoofy: 14 December 2009 - 12:39 PM
#1086 Posted 14 December 2009 - 09:18 PM
supergoofy, on Dec 14 2009, 04:29 PM, said:
eduke32_win32_20091214-1571.zip (unofficial binary compiled by me)
http://www.mediafire...php?ktznkjnnndq
Changelog:
more multiplay fixes + server password support + client ping time display
Does this mean we'll see something like in-game joining at some point?
#1087 Posted 15 December 2009 - 03:07 PM
2. Will there ever be a solution to the ATI OpenGL problem?
#1088 Posted 15 December 2009 - 03:28 PM
Tea Monster, on Dec 16 2009, 12:07 PM, said:
What problem? All is fine and dandy here on my ATI.
#1089 Posted 15 December 2009 - 03:41 PM
The Commander, on Dec 16 2009, 12:28 AM, said:
Really? How do the spotlight shadows in E1M1 (fence on roof, vent) look like on yours? On my ATI, they are a bit messed up.
#1090 Posted 15 December 2009 - 03:54 PM
#1091 Posted 15 December 2009 - 05:05 PM
#1092 Posted 16 December 2009 - 10:58 AM
I did a little investigation and I tested Naferia's Reign: Invasion of the Dark Mistress mod. I found where the problem is:
1. Two con files appear to have errors: ENHANCE.CON and SPECIAL.CON
2. Now lets see where the errors are:
A. In ENHANCE.CON the errors appear because the command define is written:
#define
with # in front of define
Replacing #define with define fixes the errors
B. In SPECIAL.CON the errors appear because the command case is written:
case:
with : at the end of case
Replacing case: with case fixes the errors
3. I have uploaded a zip file with the fixed con files and the original con files, for you to compare.
http://www.mediafire...php?tgjuoiojljd
http://www.sendspace.com/file/lwey7r
4. There are other mods with similar problems.
These problems didn't appear with older versions of eduke32 probably because these characters were ignored by the engine. But I don't know much about con coding, so I'm not sure.
This post has been edited by supergoofy: 16 December 2009 - 12:27 PM
#1093 Posted 16 December 2009 - 11:37 AM
#1094 Posted 16 December 2009 - 01:08 PM
Same errors has the HellDuke TC and others.
This post has been edited by supergoofy: 16 December 2009 - 02:14 PM
#1095 Posted 16 December 2009 - 04:23 PM
supergoofy, on Dec 16 2009, 01:08 PM, said:
Same errors has the HellDuke TC and others.
Do all of those mods use EVENT_SELECTWEAPON? TerminX made a change to that event recently which fixed a bug and makes it work differently. I don't remember everything that was changed, but I do remember that RETURN is now set to the weapon number being switched to.
#1096 Posted 16 December 2009 - 09:55 PM
Quote
getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 { setvar RETURN 1 } else { setvar RETURN 0 }
endevent
Changing it to:
Quote
getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 { setvar RETURN -1 } // else { setvar RETURN 0 }
endevent
It seems it is now fixed. Thanks DeeperThought.
Maybe it also needs some other changes.
Here are the fixed con files for Nuclear Showdown:
Nuclear_Showdown_fix.zip
http://www.sendspace.com/file/a6zqh1
For HellDuke TC here is the fixed con files:
HellDuke_fix.zip
http://www.sendspace.com/file/9ni5m2
HELLHUD.CON had very strange errors related to space characters. I just deleted the spaces and added again exactly the same spaces (in number). That fixed the problem.
The other was with the weapons, the same as the problem in Nuclear Showdown: Bad use of EVENT_SELECTWEAPON
Maybe it also needs some other changes.
[edit]
Post updated with new fixed con files. These con files fix the con errors and also fix the problems with the weapons selection.
This post has been edited by supergoofy: 17 December 2009 - 10:19 AM

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