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

User is offline   supergoofy 

#1279

Wrong this is the latest official svn build r1594:
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

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User is offline   RPD Guy 

#1280

what i do to make a flash light?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1281

I don't think it's possible yet. They're working on it, though.
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User is offline   Danukem 

  • Duke Plus Developer

#1282

It is not only possible, it is relatively easy. And no one is working on it.
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User is offline   Tea Monster 

  • Polymancer

#1283

View PostDeeperThought, on Feb 19 2010, 10:41 AM, said:

It is not only possible, it is relatively easy. And no one is working on it.



somebody was working on it, as I made them a flashlight model.
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User is offline   Danukem 

  • Duke Plus Developer

#1284

View PostTea Monster, on Feb 19 2010, 11:06 AM, said:

somebody was working on it, as I made them a flashlight model.


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?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1285

View PostDeeperThought, on Feb 19 2010, 11:41 AM, said:

It is not only possible, it is relatively easy. And no one is working on it.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1286

View PostMusicallyInspired, on Feb 19 2010, 06:51 PM, 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?


"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.
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User is offline   Tea Monster 

  • Polymancer

#1287

You then may want to put an overlay graphic on the spotlight to get all those lens and reflector effects you can see - like this.

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

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User is offline   LeoD 

  • Duke4.net topic/3513

#1288

I would appreciate a menu option (or even better a key binding) to switch off polymer during gameplay if the framerate drops too low in certain areas of a map. Is that possible at all?
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User is offline   The Commander 

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

#1289

Punching something like this into the console should work.

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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1290

Thanks.
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.
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User is offline   The Commander 

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

#1291

Yes, it seems to do the same for me. Quite odd because if you just type into the console "setrendermode 4" after switching to Polymost (setrendermode 3) that does not crash it.

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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1292

Confirmed. I was about to post the same things but you've been faster. (Tried another keybinding as well.)

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

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User is offline   RPD Guy 

#1293

what I do to make the floor and the walls reflect the world?
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User is offline   Spiker 

#1294

View PostDk2, on Feb 27 2010, 05:16 PM, said:

what I do to make the floor and the walls reflect the world?


Wait.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1295

View PostDk2, on Feb 27 2010, 10:16 AM, said:

what I do to make the floor and the walls reflect the world?


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.
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User is offline   king karl 

#1296

sometimes after i die and hit "open" to restart the level the game crashes on me

removed newb thread rape
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User is offline   Cipher 

#1297

... nevermind.

This post has been edited by Cipher: 05 March 2010 - 07:42 AM

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User is offline   chicken 

  • Fashionable Modeler

#1298

I hope this is the right thread for my problem, but i've noticed that wallaligned sectorsprites (and other "actionsprites") do not work.
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?

Attached thumbnail(s)

  • Attached Image: duke0000.png


This post has been edited by chicken: 10 March 2010 - 09:43 AM

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User is offline   Gambini 

#1299

I remember having a similar issue when betatesting Forge´s ¨Duke 3:16¨map. I was reporting him that some doors werent working and he was saying they worked great in his end. Then i looked into and discovered that those doors that werent working in my computer had Sector effectors sprites relative to wall, they even was visible in game as you mentioned. The reason of why the problem was popping up just for me is that we was using different eduke32 snapshots. I can´t remember now whether he fixed the sprites or i downdated my eduke32 copy but who cares.

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

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User is offline   RPD Guy 

#1300

i have one more question:
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
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User is offline   Master Fibbles 

  • I have the power!

#1301

Point lights don't cast dynamic lights. You have to use spotlights, afaik.
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User is offline   TerminX 

  • el fundador

  #1302

The dynamic shadows for enemies shooting still need to be re-implemented in the code. It used to create the point light and then a spotlight in front of the enemy, aimed backwards, in order for them to cast a shadow when they fired. This was removed when all of the internal light management code was cleaned up and hasn't yet been added back.
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User is offline   Forge 

  • Speaker of the Outhouse

#1303

View PostGambini, on Mar 10 2010, 06:25 PM, said:

I remember having a similar issue when betatesting Forge´s ¨Duke 3:16¨map. I was reporting him that some doors werent working and he was saying they worked great in his end. Then i looked into and discovered that those doors that werent working in my computer had Sector effectors sprites relative to wall, they even was visible in game as you mentioned. The reason of why the problem was popping up just for me is that we was using different eduke32 snapshots. I can´t remember now whether he fixed the sprites or i downdated my eduke32 copy but who cares.

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1304

One idea, I think this would be good to be implemented. An flag for models not replacing the original sprite. Instead displaying both of them.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1305

View PostFox, on Mar 10 2010, 08:17 PM, said:

An flag for models not replacing the original sprite.


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?)
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User is offline   chicken 

  • Fashionable Modeler

#1306

View PostGambini, on Mar 10 2010, 04:25 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.


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...
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User is offline   TerminX 

  • el fundador

  #1307

Released a new snapshot today. It's actually just a synthesis build I linked eduke32_current.zip to, but whatever. I don't know if it breaks anything but I wanted to replace the current snapshot with something that didn't have the audio lockups that were fixed a couple of months back.

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.
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User is offline   Harlock 

#1308

I just tried it prior to see that YNAG isn't supported anymore... : ( well, I hope the internal client/server system will be working soon.

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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