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

User is offline   Danukem 

  • Duke Plus Developer

#1099

Good detective work! :lol:
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User is offline   supergoofy 

#1100

Duke Army 2.0 v3.14 has also stupid errors. Have you tried to run it with latest eduke32 builds?

For example line 50 of dukearmy_hud.con has invalid characters [[ ]] :

Quote

rotatesprite ragedisplay display_y 16432 0 RAGE 0 0 0 [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]


Removing them fixes the errors:

Quote

rotatesprite ragedisplay display_y 16432 0 RAGE 0 0 0 windowx1 windowy1 windowx2 windowy2




For Duke Nukem Weapons of Mass Destruction mod there are errors with the commands:
case:
default:

Removing the character " : " fixes the errors:

Quote

case: ---> case
default: ---> default


This post has been edited by supergoofy: 18 December 2009 - 08:27 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1101

View Postsupergoofy, on Dec 18 2009, 10:14 AM, said:

Duke Army 2.0 v3.14 has also stupid errors. Have you tried to run it with latest eduke32 builds?

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1102

I had that problem before, I just believed the wiki. But thinking now, [[ probably is not part of the gamevar, but rather bag Wiki sintak (since [[text]] is the default link code in Wikimedia)
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User is offline   supergoofy 

#1103

Here all the fixes that I have done for Various mods:
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

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#1104

I didn't knew that there was a remake being made of the Platoon TC...
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User is offline   kenia 

#1105

as for dukearmy: im really sure it was just copy and paste I did there :lol:
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.
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User is offline   Chip 

#1106

I have a flamethrower in my mod, it works by shooting many sprites however I have only every 7th particle of that weapon cause a light source (starting with the first) so it keeps a constant light around the fire but yet maintains performance.
These spawned light sources also follow the particle that spawned them.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1107

I have four things to request.

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.
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User is offline   Piano Man 

#1108

INTERESTING QUESTIONS!!!

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!!!
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User is offline   The Commander 

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

#1109

View PostPiano Man, on Dec 25 2009, 04:43 PM, said:

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!!!

You don't know how many times ive asked for that. :lol:
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)
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User is offline   Master Fibbles 

  • I have the power!

#1110

I know TX has said that if someone produces a worthwhile mod or video replacement for clips in the game (intro etc) he would consider putting in video support...but if someone else figures out how to do it, people are more likely to work on something to use it.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#1111

Hendricks and I both have access to Duke Nukem Total Meltdown, for the PSX, and we can extract the cutscenes from there, which are of slightly better quality.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1112

Alot better quality. :lol:
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User is offline   Sobek 

  • There's coffee in that nebula!

#1113

View PostMr.Flibble, on Dec 26 2009, 05:16 AM, said:

I know TX has said that if someone produces a worthwhile mod or video replacement for clips in the game (intro etc) he would consider putting in video support...but if someone else figures out how to do it, people are more likely to work on something to use it.


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? :lol:

This post has been edited by Sobek: 26 December 2009 - 05:29 AM

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User is offline   asdasd 

#1114

Hi!
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!
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User is offline   The Commander 

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

#1115

View Postasdasd, on Dec 27 2009, 07:04 AM, said:

Hi!
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

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User is offline   asdasd 

#1116

ok! sorry!

http://forums.duke4.net/index.php?showtopi...amp;#entry32782
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User is offline   Sangman 

#1117

View PostPiano Man, on Dec 25 2009, 04:43 AM, said:

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!!!


This is totally possible and is present in an upcoming mod :lol: (Well, ok, not movies but "in-game cutscenes")

This post has been edited by Sangman: 26 December 2009 - 05:41 PM

0

#1118

View PostSangman, on Dec 27 2009, 02:41 AM, said:

This is totally possible and is present in an upcoming mod :lol: (Well, ok, not movies but "in-game cutscenes")


Wow awesome^^
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User is offline   zchri9 

  • Honored Donor

#1119

View PostSangman, on Dec 26 2009, 05:41 PM, said:

This is totally possible and is present in an upcoming mod :lol: (Well, ok, not movies but "in-game cutscenes")

Do you mean scripted sequences or pre-made cut scenes?
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User is offline   Stabs 

#1120

with the video, and some clever mixing you could probably create the cutscenes in build, record with fraps, edit etc etc
and have the best of both worlds
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User is offline   The Commander 

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

#1121

View Postzchri9, on Dec 27 2009, 05:22 PM, said:

Do you mean scripted sequences or pre-made cut scenes?

http://www.youtube.c...h?v=Cmfxd3EPqkY
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User is offline   Sangman 

#1122

View Postzchri9, on Dec 27 2009, 05:22 AM, said:

Do you mean scripted sequences or pre-made cut scenes?


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.
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User is offline   Tea Monster 

  • Polymancer

#1123

What you are talking about are scripted sequences (which is really cool).

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.
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User is offline   Sangman 

#1124

View PostTea Monster, on Dec 28 2009, 11:00 AM, said:

What you are talking about are scripted sequences (which is really cool).

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
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User is offline   Tea Monster 

  • Polymancer

#1125

View PostSangman, on Dec 28 2009, 03:51 PM, said:

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

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

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User is offline   Jimmy 

  • Outta jail, back in rehab

#1126

.ANM has limitations:
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
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User is offline   The Commander 

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

#1127

View PostCaptain Awesome, on Dec 30 2009, 07:29 PM, said:

.ANM has limitations:
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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User is offline   Hendricks266 

  • Weaponized Autism

  #1128

The further trouble with ANMs is that they are locked into the episode they are situated in. In Episodes 1, 5, 6, and 7, when you end the episode, the tile Battlelord cutscene plays, which is hard to modify.
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