EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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?
#1309 Posted 12 March 2010 - 01:16 PM
#1310 Posted 12 March 2010 - 01:53 PM
TX, on Mar 12 2010, 01:19 AM, said:
There is one thing that seems to be broken, and that is that sounds will sometimes get cut off in mid-play. I'm noticing this with SQUISHED, DUKE_GET and other sounds that play as a sprite is being deleted. It doesn't happen all the time, though. I understand that it is normal for a sound to stop playing when the sprite that initiated the sound is deleted, unless the globalsound command is used. However, in the original CONs, there are many places the regular sound command is used and the whole sound plays anyway.
This post has been edited by DeeperThought: 12 March 2010 - 01:53 PM
#1311 Posted 12 March 2010 - 03:34 PM
DeeperThought, on Mar 11 2010, 07:18 AM, said:
Could be done, but mdflags isn't part of the sprite structure and thus isn't saved in maps. The effect of setting it in the editor would be only temporary.
#1312 Posted 12 March 2010 - 03:48 PM
Helixhorned, on Mar 12 2010, 03:34 PM, said:
If it could be grabbed into a variable using the eventloadactor CON command, then it could be coded to have the desired effect. The same could be done with the existing tags, except that some mods (like Duke Plus) already use those for other purposes. This won't help with maps made for the unmodified game, though.
#1313 Posted 12 March 2010 - 04:42 PM
Fox, on Mar 10 2010, 10:17 PM, said:
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.
I second this, although the logistics would certainly need to be worked out.
I think it makes sense, since artists tend not to create 3D models for special effects.
#1314 Posted 13 March 2010 - 12:35 AM
DeeperThought, on Mar 12 2010, 01:53 PM, said:
The problem with that is that a sprite can be deleted and then another can be spawned with the same ID as the deleted sprite during the period in which the sound is still playing. I'm not sure exactly how the original game worked, but this is obviously not a scenario you want happening.
#1315 Posted 13 March 2010 - 03:01 AM
What ain't working though is the latest version in combination with the HRP. Without it's fine, but as soon as I launch it with HRP enabled I get the error I mentioned above and the Duke is all shooty and on auto fire... also the lag is incredible...
#1316 Posted 13 March 2010 - 08:18 AM
Harlock, on Mar 14 2010, 12:01 AM, said:
That is because it's launching a single player game because no one else is in the room. :doh:
Harlock, on Mar 14 2010, 12:01 AM, said:
And that is because your computer can't handle the HRP by the sounds of it and your FPS is droping below 10 and if you are shooting at the time the FPS drops below 10 it will continue to shoot because the game thinks you are still holding the mouse button down.
This issue is known.
#1317 Posted 14 March 2010 - 10:18 AM
TX, on Mar 13 2010, 12:35 AM, said:
True enough, but I'm talking about a problem which has started (for me, at least) with the most recent snapshot. Sounds that used to play consistently now often get cut off. And since posting about it, I've noticed it happening in cases where it can't be explained by sprites getting deleted. For example, sometimes it is silent when the player puts a keycard in a slot.
#1319 Posted 14 March 2010 - 09:58 PM
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This post has been edited by The Commander: 14 March 2010 - 09:58 PM