EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1100 Posted 18 December 2009 - 08:14 AM
For example line 50 of dukearmy_hud.con has invalid characters [[ ]] :
Quote
Removing them fixes the errors:
Quote
For Duke Nukem Weapons of Mass Destruction mod there are errors with the commands:
case:
default:
Removing the character " : " fixes the errors:
Quote
default: ---> default
This post has been edited by supergoofy: 18 December 2009 - 08:27 AM
#1101 Posted 18 December 2009 - 08:42 AM
supergoofy, on Dec 18 2009, 10:14 AM, said:
For example line 50 of dukearmy_hud.con has invalid characters [[ ]] :
rotatesprite ragedisplay display_y 16432 0 RAGE 0 0 0 [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]
Removing them fixes the errors:
rotatesprite ragedisplay display_y 16432 0 RAGE 0 0 0 windowx1 windowy1 windowx2 windowy2
Looks somebody got wiki-copy-happy.
#1102 Posted 18 December 2009 - 09:59 AM
#1103 Posted 18 December 2009 - 10:10 AM
Fixes.zip
http://www.sendspace.com/file/juzv4t
http://www.mediafire...php?dnzydditz5y
The fixes allow the mods to run with latest eduke32 builds.
The fixes are for:
Bedrone map
Blood Weapon mod v1.02
Duke Nukem Weapons of Mass Destruction v1.51
Duke Nukem Army 2 v3.14
Duke!Zone 2
Fun Mode v1.1
HellDuke v1.3
Naferia's Reign Invasion Of The Dark Mistress v5.17.11082009
Nuclear Showdown v1.1
Oblivion3D final
Platoon TC v1.1b
Platoon TC Remake beta
Pray Your Prayers 2000
Also when I exit Infestation in Time TC v1.1, eduke32 crashes.
Don't try to use toolbox in NSTEST map (in Nuclear Showdown), it will crash eduke32.
This post has been edited by supergoofy: 18 December 2009 - 10:52 AM
#1104 Posted 19 December 2009 - 05:16 AM
#1105 Posted 22 December 2009 - 01:39 AM
anyway it has a bunch of other errors. For example when Im using flamethrower with polymer
it always crashed. I guess its something about the mass amount of light sources being spawned
when firing that weapon.
#1106 Posted 22 December 2009 - 10:51 AM
These spawned light sources also follow the particle that spawned them.
#1107 Posted 23 December 2009 - 01:43 PM
1. undefvoxel
2. an option in the voxel definitions to give it priority over any defined hightile texture
3. undefskybox
4. an option in the skybox definitions for only the base pal (0) to use the skybox and all others to default to textures
This last option could be especially useful for the HRP skybox defined for the lava tiles (1082-1087). Lunatic Fringe (E2L11) uses #1082 for a skybox to give an eerie effect. However, it is very common in user maps/mods/TCs for mappers to use one of the non-animating tiles colored pal 1 for a normal sky and pal 24 for an overcast sky. Unfortunately, the way it is currently, the pal 1 sky tints the E2L11 sky blue, which looks quite bad. Pal 24 skies revert to the E2L11 skybox, because there is no tint for them. As part of the recent palette pack I uploaded, I included all the alt-pals for the lava textures so that these skies would be highres. With the E2L11 skybox in place, they do not work.
#1108 Posted 24 December 2009 - 07:43 PM
So far I have had a shitload of fun playing with the spotlights and casting shadows etc... Obviously this polymer renderer is pretty impressive and we're all experimenting with it...
Are there any plans to try and render the following abilities in polymer
1) The ability to colour or tint entire walls using the RGB method (without the use of the spotlight sector effector)??? To be able to tint full walls without the use of the spotlight would give the environment a little more colour and enhance your surroundings.
2) Is it possible to have the spotlight casting shadows onto the first person models that we see (e.g. Dukes hand and gun etc) That would be cool...
3) Is it possible to increase the amount of pixels that render the spotlights... Yes it may use up a little more CPU and give the GPU something to worry about, but I'm just curious.
4) Will it be possible to set Parallaxed sky shadows??? Basically any sector with a parallaxed sky could cast a shadow based on a light source from the skybox (e.g. The sunset skybox casting a shadow imitating the sun, the moon casting a pale white shadow from above???)
The only thing I wish the duke engine could do now is play movies between levels or when triggered by a sector or touchplate - THAT WOULD BE COOL!!!
#1109 Posted 24 December 2009 - 10:35 PM
Piano Man, on Dec 25 2009, 04:43 PM, said:
You don't know how many times ive asked for that.
So once a month I try to learn something new in C language just so I can hopefully one day add in Theora.
http://www.theora.org/ (Same people that made Vorbis/OGG infact the video's audio codec makes use of that)
#1110 Posted 25 December 2009 - 10:46 AM
#1111 Posted 25 December 2009 - 12:10 PM
#1113 Posted 26 December 2009 - 05:27 AM
Mr.Flibble, on Dec 26 2009, 05:16 AM, said:
Interesting. While I wouldn't actually MAKE the videos myself, my Voyager mod would benefit infinitely from proper video cutscenes. At the moment I have to keep that kind of stuff cut short and there are many things I'm not even sure will work (essentially creating a decent enough looking bit of space combat or ship flybys) not to mention the performance aspect to it.
By cutting out flybys, small space combat clips and such from various Trek episodes and interweave them with the level design, that could do wonders for immersion. Shit, that would be perfect for creating a 'parallel' mission structure... As if you were playing the role of someone else completing tasks in tandem with events occuring on the show. Man that'd be awesome.
Pie in the sky, right?
This post has been edited by Sobek: 26 December 2009 - 05:29 AM
#1114 Posted 26 December 2009 - 10:04 AM
I'm in win7 64bit with ati radeon 4570 hd...(with the last catalyst drivers...) and I have tried the last snapshot of eduke32 and, when I start it, the screen is flickering! why this happen?
thanks!
#1115 Posted 26 December 2009 - 10:09 AM
asdasd, on Dec 27 2009, 07:04 AM, said:
I'm in win7 64bit with ati radeon 4570 hd...(with the last catalyst drivers...) and I have tried the last snapshot of eduke32 and, when I start it, the screen is flickering! why this happen?
thanks!
Can't do much if you don't give us your log file. "eduke32.log" and post it in THIS thread.
http://forums.duke4....?showtopic=1333
If you don't even know what your "eduke32.log" file is then you need to read THIS and look at the bottom.
http://wiki.eduke32....Asked_Questions
This post has been edited by The Commander: 26 December 2009 - 10:11 AM
#1116 Posted 26 December 2009 - 10:36 AM
#1117 Posted 26 December 2009 - 05:41 PM
Piano Man, on Dec 25 2009, 04:43 AM, said:
This is totally possible and is present in an upcoming mod
This post has been edited by Sangman: 26 December 2009 - 05:41 PM
#1118 Posted 26 December 2009 - 06:59 PM
Sangman, on Dec 27 2009, 02:41 AM, said:
Wow awesome^^
#1119 Posted 26 December 2009 - 08:22 PM
Sangman, on Dec 26 2009, 05:41 PM, said:
Do you mean scripted sequences or pre-made cut scenes?
#1120 Posted 26 December 2009 - 08:33 PM
and have the best of both worlds
#1121 Posted 26 December 2009 - 08:37 PM
zchri9, on Dec 27 2009, 05:22 PM, said:
http://www.youtube.c...h?v=Cmfxd3EPqkY
#1122 Posted 27 December 2009 - 07:43 AM
zchri9, on Dec 27 2009, 05:22 AM, said:
Well, both, in the map something can be going on after pressing a switch or something and if the mapper desires so, he can put in a camera sprite with various settings that (for a moment) takes control away from the player and shows what's going on. Kinda like.. Tomb Raider.. or many, many other games.
#1123 Posted 28 December 2009 - 02:00 AM
The other one that people are waiting for is the ability to trigger a video sequence when you hit a touchplate or end an episode. Said video sequence could be a cool cut-scene that you rendered with 3D models in Blender of Duke kicking a Liz Trooper up the arse so hard that his spine comes out the top of his head.
#1124 Posted 28 December 2009 - 03:51 PM
Tea Monster, on Dec 28 2009, 11:00 AM, said:
The other one that people are waiting for is the ability to trigger a video sequence when you hit a touchplate or end an episode. Said video sequence could be a cool cut-scene that you rendered with 3D models in Blender of Duke kicking a Liz Trooper up the arse so hard that his spine comes out the top of his head.
Well, a workaround that might be possible now is to have software take screencaps of a video every X amount of frames, convert those files to PCX if necessary and make an ANM file out of it. Apart from that though yeah dunno
#1125 Posted 29 December 2009 - 09:36 AM
Sangman, on Dec 28 2009, 03:51 PM, said:
You should be able to do that. I never really looked into creating your own ANM files. Its a bit of an arse-around though.
Oh, just have to say a big thank you to the EDuke32 devs for this wonderfull software.
Thanks to my wonderful Lady, who just treated me to a Nvidia 9800* with a gig of DDR3 RAM. For the first time in a year I can play Polymer fluidly.
* read as: "A REAL graphics card".
This post has been edited by Tea Monster: 29 December 2009 - 09:42 AM
#1126 Posted 29 December 2009 - 10:29 PM
A palette
You cannot have scripted sound, it must be one continuous sound that syncs with the speed of the .ANM
Unless there is a command I don't know about, you can only trigger them by ending the episode
#1127 Posted 30 December 2009 - 02:53 AM
Captain Awesome, on Dec 30 2009, 07:29 PM, said:
A palette
You cannot have scripted sound, it must be one continuous sound that syncs with the speed of the .ANM
Unless there is a command I don't know about, you can only trigger them by ending the episode
Yes I came into all these damn limitations the other week when I converted a small clip in to an .ANM
It was more trouble than it was worth so I deleted the shit and forgot about in hopes that soon some player will be available in future.

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