EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1279 Posted 17 February 2010 - 03:02 AM
http://dukeworld.duke4.net/eduke32/synthes...100123-1594.zip
Always look at http://dukeworld.duk...ke32/synthesis/
The link http://dukeworld.duk...e32_current.zip
gives the latest "considered" stable build.
But I think that there is no stable build as the development continues. Anyway, r1594 is way better.
This post has been edited by supergoofy: 17 February 2010 - 03:05 AM
#1281 Posted 19 February 2010 - 09:36 AM
#1282 Posted 19 February 2010 - 09:41 AM
#1283 Posted 19 February 2010 - 11:06 AM
DeeperThought, on Feb 19 2010, 10:41 AM, said:
somebody was working on it, as I made them a flashlight model.
#1284 Posted 19 February 2010 - 11:24 AM
Tea Monster, on Feb 19 2010, 11:06 AM, said:
That was back when I thought that Polymer would actually run decently on my computer at some point in the near future. At any rate, there are no maps that are designed for flash lights, so it seems rather pointless right now. Why don't you go ahead and post the model publicly so anyone can use it?
#1285 Posted 19 February 2010 - 06:51 PM
DeeperThought, on Feb 19 2010, 11:41 AM, said:
Fine then. Be that way.
I thought it had something to do with not being able to cast light sources from HUD objects or something though?
This post has been edited by MusicallyInspired: 19 February 2010 - 06:52 PM
#1286 Posted 19 February 2010 - 08:03 PM
MusicallyInspired, on Feb 19 2010, 06:51 PM, said:
I thought it had something to do with not being able to cast light sources from HUD objects or something though?
"HUD objects" don't exist in the game world, but the light can be cast from the player sprite, so there is no problem. What I would do is make the player spawn a sprite with appropriate x/y/zvel etc when the flashlight is turned on, change it to an SE 50, then have it follow the player and point where he his pointing.
#1287 Posted 19 February 2010 - 11:41 PM
I'll need to reskin it as it got used in another project, but yeah, I'll release it.
This post has been edited by Tea Monster: 19 February 2010 - 11:43 PM
#1288 Posted 22 February 2010 - 04:58 PM
#1289 Posted 22 February 2010 - 08:17 PM
bind KPAD0 "setrendermode 3"
and
bind KPAD. "setrendermode 4"
That would make the "0" key set it to Polymost and the "." key set it back to Polymer.
I have not tested it, but it should work as you can just type in the console, "setrendermode #" at any time to change it.
#1290 Posted 23 February 2010 - 03:24 AM
Changing from polymer to polymost works but trying to change back to polymer crashes the game (svn1598).
Last lines in logfile:
> Rendering method changed to polygonal OpenGL
> Rendering method changed to polygonal OpenGL
> Initializing Polymer subsystem...
> PR : Cannot initialize wall 11253 : Bmalloc failed.
After some more tries with other maps it always seems to be due to the wall initialization thing.
#1291 Posted 23 February 2010 - 03:28 AM
I suppose you could just bind the Polymost key one and have "setrendermode 4" in the console clipboard for switching it back.
But keep in mind that if you use this on any map that uses maphacks the lights will cease to work after you have returned to Polymer.
#1292 Posted 23 February 2010 - 03:39 AM
Edit: The lighting information of dpcbp.map is also lost. (No maphacks)
Edit2: Polymost key may also crash the game.
This post has been edited by LeoD: 23 February 2010 - 08:13 AM
#1293 Posted 27 February 2010 - 08:16 AM
#1294 Posted 27 February 2010 - 08:42 AM
Dk2, on Feb 27 2010, 05:16 PM, said:
Wait.
#1295 Posted 27 February 2010 - 08:14 PM
Dk2, on Feb 27 2010, 10:16 AM, said:
Do you mean an effect like the one in the Polymer timeline album? I believe Plagman hasn't made it available to outside users without editing the source code.
#1296 Posted 04 March 2010 - 04:30 PM
removed newb thread rape
#1297 Posted 04 March 2010 - 07:20 PM
This post has been edited by Cipher: 05 March 2010 - 07:42 AM
#1298 Posted 10 March 2010 - 09:42 AM
And they can be seen as sprites ingame.
At least that's the case for the map i made in 2008: http://dukerepositor...tation_Colossus
When i released it everything worked but now a lot of things are broken (explosions do not trigger, doors do not open etc.).
Chances are that i screwed up somehow because i haven't noticed it in any other map so far.
(Maybe the other mappers have a tidier way of mapping but wallaligned sprites are comfortable to work with)
Could you guys have a look?
This post has been edited by chicken: 10 March 2010 - 09:43 AM
#1299 Posted 10 March 2010 - 03:25 PM
If you allow me to give you an advice: Fix those effect sprites and re release the map (DNR and Mikko can update their download files) still when the problem isn´t your fault. It is likely a recurrent problem with many chances of fucking it up again and make players think that your map is crap.
This post has been edited by Gambini: 10 March 2010 - 03:28 PM
#1300 Posted 10 March 2010 - 05:09 PM
point lights can cast dynamic shadows?
i have saw the print screen, in this print screen have a lizzy trooper shooting and casting dynamic shadows, but in my mapster, point light don't make shadows
#1301 Posted 10 March 2010 - 06:47 PM
#1302 Posted 10 March 2010 - 07:07 PM
#1303 Posted 10 March 2010 - 07:23 PM
Gambini, on Mar 10 2010, 06:25 PM, said:
If you allow me to give you an advice: Fix those effect sprites and re release the map (DNR and Mikko can update their download files) still when the problem isn´t your fault. It is likely a recurrent problem with many chances of fucking it up again and make players think that your map is crap.
You were using some beta, unreleased polymer snapshot and I was using the latest public snapshot. I fixed the sprites and they started working on your end.
I wonder how many more old maps are going to be effected like this.
#1304 Posted 10 March 2010 - 08:17 PM
So it would be easier to create muzzle flash for weapons, or the fire over burning barrels, etc.
I think it makes sense, since the tendence is not creting 3d models for sfx effects.
This post has been edited by Fox: 10 March 2010 - 08:17 PM
#1305 Posted 10 March 2010 - 09:18 PM
Fox, on Mar 10 2010, 08:17 PM, said:
What is needed is for the mdflags member of the sprite structure to be editable in mapster (we already have xvel, yvel, zvel, etc., so why not?)
#1306 Posted 11 March 2010 - 02:26 AM
Gambini, on Mar 10 2010, 04:25 PM, said:
Hm, that is something that i tried to avoid (yes, I'm lazy
On the other hand that would give me the opportunity to correct some mistakes i made.
Maybe some time...
#1307 Posted 12 March 2010 - 01:19 AM
However, this means that the current snapshot is no longer compatible with launchers like YANG because the legacy network play was replaced with the client/server model a few months ago. In order to prevent confusion, EDuke32 now errors out at startup with a new dialog box explaining how to set up a game with the new networking code when the old parameter (-net) is passed.
#1308 Posted 12 March 2010 - 06:59 AM
On another note I had some problems with this build. When I start a new Game I am in autofire-mode and the Duke keeps firing whatever weapon he has, also causing quite a bit of slowdown I think. Have the bindings been corrupted?

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