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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Stabs 

#1069

not having too many problems, the only thing i'd really like is to be able to edit the colours in 3d mode.

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.
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User is offline   Gambini 

#1070

I do know about those shortcuts but the way it was before made things even easier. if it´s back, nobody suffers, both methods work. If it´s not back some maps dont work properly on polymer (as the mentioned examples) and there is only one method to work with.

This post has been edited by Gambini: 13 December 2009 - 02:33 PM

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User is offline   Stabs 

#1071

spose it wouldnt matter much as i always use a 250 / 250 / 250,

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
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User is offline   Gambini 

#1072

We´re not understanding each other man.

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

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User is offline   Todd 

#1073

View PostDanM, on Dec 13 2009, 05:49 PM, said:

spose it wouldnt matter much as i always use a 250 / 250 / 250,

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.
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User is offline   Gambini 

#1074

Ops that about the lights turned off drops by the ground my argument. :lol: I didn´t know it was possible.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#1075

View PostTodd, on Dec 13 2009, 03:37 PM, said:

There's also lights turned off by scripts--000 the natural setting to turn the light off.


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).
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User is offline   Plagman 

  • Former VP of Media Operations

#1076

It seems like what you really want is the editor to set 255/255/255 as the default color for newly spawned light and/or easier ways to change the color in 2D/3D mode. I bet a trivial BUILDscript could allow you to do both, but helixhorned probably knows better.
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User is offline   Gambini 

#1077

Something like that. The thing is that before, when it worked with 0 0 0, it was great. I wonder if you changed it for some particular reason?

This post has been edited by Gambini: 13 December 2009 - 07:51 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1078

I didn't write/touch the code that binds these SEs to Polymer lights, so I don't think I had anything to do with that change (as far as Polymer itself is concerned, RGB of 0/0/0 has always meant no light). As convenient as 0/0/0 meaning 255/255/255 was, it doesn't really make sense and sounds like a hackish fix. I think Mapster32 should really just assign 255/255/255 when you change the lotag of an SE to 49 and 50 that has x/y/zvel of 0/0/0.
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User is offline   Plagman 

  • Former VP of Media Operations

#1079

Hendricks266: I updated synthesis.sh to package the missing files you mentioned; thanks for the heads-up. Having two sources of development builds is a little redundant and seems like it could possible incur some multiplayer/compatibility confusion, though.
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User is offline   supergoofy 

#1080

but these files they are not needed

This post has been edited by supergoofy: 14 December 2009 - 01:30 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#1081

They're not _needed_, but some of them are useful resources. Since snapshots are now the primary mean of distributing EDuke32, it seems like it would be good for newcomers to get these files right away.
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User is offline   supergoofy 

#1082

Ok, then I agree.

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

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#1083

I'm STILL getting that annoying compile error with ENHANCE.CON in NR, even in r1570.

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. :lol:
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User is offline   supergoofy 

#1084

The problems with the con code started from 1544.
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

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User is offline   supergoofy 

#1085

I have also compiled the new svn 1571:

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

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User is offline   Striker 

  • Auramancer

#1086

View Postsupergoofy, on Dec 14 2009, 04:29 PM, said:

I have also compiled the new svn 1571:

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?
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User is offline   Tea Monster 

  • Polymancer

#1087

1. When are we getting normal maps on models?

2. Will there ever be a solution to the ATI OpenGL problem?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1088

View PostTea Monster, on Dec 16 2009, 12:07 PM, said:

2. Will there ever be a solution to the ATI OpenGL problem?

What problem? All is fine and dandy here on my ATI.
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User is offline   gt1750 

#1089

View PostThe Commander, on Dec 16 2009, 12:28 AM, said:

What problem? All is fine and dandy here on my ATI.


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.
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User is offline   Usurper 

  • Hates Twitter

#1090

I'm with Gambini on the whole "treat 0 0 0 x/y/zvel as 255 255 255 for lights" idea. Since you'd never use a 0 0 0 light, it makes a lot of sense.
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User is offline   Gambini 

#1091

Thanks for the support, let´s hope somebody else join us (specially someone able to apply it :lol: )
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User is offline   supergoofy 

#1092

About the con errors in the latest eduke32 builds.

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

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User is offline   Jblade 

#1093

hey! You're absolutely right, I just went through and got rid of those ':' in my case statements and it works! Thanks a huge bunch :lol:
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User is offline   supergoofy 

#1094

I also fixed the major errors in Nuclear Showdown, but there are many warnings and there is this annoying bug: When I try to change a weapon it always gives me the kick, and I cannot use any weapon. Only when I get ammo, e.g. when I get shotgun shells, the kick changes to shotgun. But if I try to change again a weapon it gives me again the kick, and I cannot do anything. (also all weapons are not empty, they have some ammo)

Same errors has the HellDuke TC and others.

This post has been edited by supergoofy: 16 December 2009 - 02:14 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1095

View Postsupergoofy, on Dec 16 2009, 01:08 PM, said:

I also fixed the major errors in Nuclear Showdown, but there are many warnings and there is this annoying bug: When I try to change a weapon it always gives me the kick, and I cannot use any weapon. Only when I get ammo, e.g. when I get shotgun shells, the kick changes to shotgun. But if I try to change again a weapon it gives me again the kick, and I cannot do anything. (also all weapons are not empty, they have some ammo)

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.
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User is offline   supergoofy 

#1096

Yep, Nuclear Showdown has these lines:

Quote

onevent EVENT_SELECTWEAPON
getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 { setvar RETURN 1 } else { setvar RETURN 0 }
endevent



Changing it to:

Quote

onevent EVENT_SELECTWEAPON
getplayer[THISACTOR].reloading TEMP ifvarn TEMP 0 { setvar RETURN -1 } // else { setvar RETURN 0 }
endevent


It seems it is now fixed. Thanks DeeperThought. :lol:
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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User is offline   supergoofy 

#1097

I decided to compile r1573, so here are the compiled binaries:

build_win32_20091217-1573.zip
http://www.mediafire...php?zztdkkozaji

eduke32_win32_20091217-1573.zip
http://www.mediafire...php?2ijmjcjdd3q


You can always get the official compiled binaries from:
http://dukeworld.duk...ke32/synthesis/

There are also the compiled binaries by Hendricks266:
http://hendricks266.duke4.net/eduke32/

This post has been edited by supergoofy: 17 December 2009 - 06:24 AM

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User is offline   supergoofy 

#1098

As I mentioned in a previous post there is a strange bug with eduke32 and space characters.

Space characters from different character encoding cause errors. Replacing these space characters with Western (ISO-8859-1) character encoding it fixes those errors.

Thus to all of you con coders be careful when you hit SPACEBAR, first make sure you have Western (ISO-8859-1) character encoding and English. (ISO-8859-1 is a superset of ANSI/ASCII)
The same bug may happen with TAB. But haven't tested it yet. I'm trying to fix spaces and replace them with ANSI/ASCII character encoding spaces.

A very classic example of this stupid behavior of eduke32 is Blood Weapons addon by M210. There are so many errors there and all are related with wrong character encoding in space characters.

In the end the situation became very silly. There are so many errors with the space characters.



Here is the fixed EDUKE.con for Blood Weapons mod 1.02
BLWEAP_fix.zip
http://www.sendspace.com/file/3m6x6m

Here is the original EDUKE.con for you to compare:
EDUKE.rar
http://www.sendspace.com/file/ze9i2j

Don't do a text compare. Do a binary compare. The text is the same. The only thing that is changed is the space characters (now they are ANSI/ASCII).

The first errors appear in line 1028. If you check the fixed and the original EDUKE.con, the line 1028 in both of them is the same, but one or more space characters have different encoding. The same happens to other lines.

This post has been edited by supergoofy: 17 December 2009 - 09:53 PM

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