Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 43
  • 44
  • 45
  • 46
  • 47
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

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?
0

User is offline   atlas 

#1309

i don't know if you guys knew about this already but i experienced a CTD running the latest eduke32 (march 10th, i believe) when there were many shrunken enemies on screen.
0

User is offline   Danukem 

  • Duke Plus Developer

#1310

View PostTX, on Mar 12 2010, 01:19 AM, said:

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.


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

0

User is offline   Helixhorned 

  • EDuke32 Developer

#1311

View PostDeeperThought, on Mar 11 2010, 07:18 AM, 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?)


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.
0

User is offline   Danukem 

  • Duke Plus Developer

#1312

View PostHelixhorned, on Mar 12 2010, 03:34 PM, 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.


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.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1313

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

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.


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.
0

User is offline   TerminX 

  • el fundador

  #1314

View PostDeeperThought, on Mar 12 2010, 01:53 PM, 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.

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.
0

User is offline   Harlock 

#1315

OK, because I'm the curious kind of guy I knew I had to try out the latest version of EDuke32 with YANG, so I opened a room and launched it. I didn't have any friends of mine join my room, so I don't know if it would really work, but I could launch a game just fine and run around and shoot things. Also my room was being advertised on the browser list. <_< So from my prospective it's working.

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...
0

User is offline   The Commander 

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

#1316

View PostHarlock, on Mar 14 2010, 12:01 AM, said:

OK, because I'm the curious kind of guy I knew I had to try out the latest version of EDuke32 with YANG, so I opened a room and launched it. I didn't have any friends of mine join my room, so I don't know if it would really work, but I could launch a game just fine and run around and shoot things. Also my room was being advertised on the browser list. <_< So from my prospective it's working.

That is because it's launching a single player game because no one else is in the room. :doh:

View PostHarlock, on Mar 14 2010, 12:01 AM, said:

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...

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.
0

User is offline   Danukem 

  • Duke Plus Developer

#1317

View PostTX, on Mar 13 2010, 12:35 AM, 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.


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.
0

User is offline   TerminX 

  • el fundador

  #1318

I'll have to look into that.
0

User is offline   The Commander 

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

#1319

ModDB.com EDuke32 engine page stats to date.

Posted Image

Current Rank: 5 of 172 Engines (It's always in the top 10 <_<)
Visits: 5,629
Watchers: 37 members
Community Rating of EDuke32: 9.5 out of 10

http://www.moddb.com/engines/eduke32

This post has been edited by The Commander: 14 March 2010 - 09:58 PM

0

User is offline   Jblade 

#1320

TX, is it possible for you to change the code so that the music track that's currently playing is saved when the player saves his game? I know at the minute it can be done by checking the clock time and then loading the track that way, but it seems like it would be a much more elegant solution just to save the music track along with the save (I guess this could also be done for when you change the music with the F5 key; unless there's a specific reason why it wasn't saved)
0

User is offline   CruX 

#1321

View PostJames, on Mar 15 2010, 03:18 AM, said:

TX, is it possible for you to change the code so that the music track that's currently playing is saved when the player saves his game? I know at the minute it can be done by checking the clock time and then loading the track that way, but it seems like it would be a much more elegant solution just to save the music track along with the save (I guess this could also be done for when you change the music with the F5 key; unless there's a specific reason why it wasn't saved)


I second this request.
0

User is offline   Danukem 

  • Duke Plus Developer

#1322

I'm using an array to save high scores for my new mod. I use the readarrayfromfile and writearraytofile commands, and I have code for sorting the scores for each episode from highest to lowest. It seemed to work ok for a while but now something has gone horribly wrong and the high score file is 960MB. I didn't notice this until the game crashed with this in the log:

CON_RESIZEARRAY: resizing array attscores from 60 to 1006632960

The array has 60 elements and I never want it to be resized. Maybe there is a bug in my code, but I don't know why the array would increase in size. There is no command for doing that. I guess when it reads the array from the file it discovers that it's too big to fit in the declared array so it resizes, but I don't know how it could have gotten big in the first place. The only way I put the array in the file is with writearraytofile, and should just enter the elements 0-59.

EDIT: The array is increasing in size by 4X after each time I read/write it (not sure which is doing it since the read and write both occur in the same state). The elements that I access all appear to be correct and my code seems to be doing what it is supposed to be doing. It seems that a lot of 0s or garbage data is getting appended beyond the elements in the gamearray declaration.

EDIT2: To clarify, there is a resizearray CON command...but I just discovered this by looking at the complete command list and I'm not using it anywhere in my code.

This post has been edited by DeeperThought: 15 March 2010 - 06:43 PM

0

User is offline   Gambini 

#1323

http://sourceforge.net/tracker/?func=detai...amp;atid=706724

Will this problem be fixed someday? I have a map coming out in the next weeks. I´ve been working on its polymer compatibility quite a lot but i do use of that maskwall trick in a few parts too, and they´re ruined due to that visual glitch.

Also, i got an idea that might be cool. A hardcoded sectoreffector tag that makes their sector have its shade and pal values when playing in polymer. This might be very usefull in the future: For example, i have this map that can be played either in polymer or the other way around. For 8bits and polymost i made lighting and shading using sector shade and walls, but when using polymer, for which i added point lights and spotlighs those light sectors could look like the surrounding, leaving space for the polymer lights to do their work.

It could be simple as: If a SE XX is placed in a sector, this sector takes the shade and pal values ONLY when playing polymer.

The first request about the maskwalls problem is way more important btw.
0

User is offline   Mblackwell 

  • Evil Overlord

#1324

Speaking honestly you could A) Code that yourself, it doesn't need to be hardcoded and B) You should do a good chunk of lighting manually as it is and then use polymer to smooth things out. It's the only way to get good performance.

This post has been edited by Mblackwell: 20 March 2010 - 04:33 PM

0

User is offline   Gambini 

#1325

Quote

A) Code that yourself, it doesn't need to be hardcoded and


This is a vanilla map in which i dont plan to add any custom content. However i want to make it fully compatible with all the ways duke3d can be played. This feature, by the way, could be usefull in many instances not related to this map.

Quote

<_< You should do a good chunk of lighting manually as it is and then use polymer to smooth things out. It's the only way to get good performance.


And that´s what i did. However, some of the manual lighting i added gets in the way when using polymer. My priority is the software renderer/ polymost but i also want to make it good for polymer.

This post has been edited by Gambini: 20 March 2010 - 04:54 PM

0

User is offline   NUKEMDAVE 

#1326

I downloaded the latest version of EDuke recently, and surprisingly, I can now run Polymer and all I have is Intel Pentium® Dual Core T400 @ 2.00GHz. However, there's many issues, but it is indeed running. <_<
1

User is offline   Mblackwell 

  • Evil Overlord

#1327

CPU doesn't matter much. Your video card is the important bit.
0

User is offline   necroslut 

#1328

View PostMblackwell, on Mar 29 2010, 02:07 AM, said:

CPU doesn't matter much. Your video card is the important bit.

I thought it was very CPU heavy?
0

User is offline   The Commander 

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

#1329

View Postnecroslut, on Mar 30 2010, 02:13 AM, said:

I thought it was very CPU heavy?

It is, but that wasn't the point Mblackwell was meaning.
0

User is offline   necroslut 

#1330

View PostThe Commander, on Mar 29 2010, 03:21 PM, said:

It is, but that wasn't the point Mblackwell was meaning.

Damn, for a moment there I thought I could run it if I just got a new graphics card...

This post has been edited by necroslut: 29 March 2010 - 06:46 AM

0

User is offline   The Commander 

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

#1331

View Postnecroslut, on Mar 30 2010, 03:46 AM, said:

Damn, for a moment there I thought I could run it if I just got a new graphics card...

Oh, you could.
I am running Polymer on a crappy single core 2.66, it all depends on how lights are used.

In fact, there are some maps that run better on the Polymer render than using Polymost.
0

User is offline   Gambini 

#1332

give one example
0

User is offline   The Commander 

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

#1333

View PostGambini, on Mar 30 2010, 04:43 AM, said:

give one example

http://www.youtube.c...h?v=_MFM1rJARvo

This post has been edited by The Commander: 29 March 2010 - 07:54 AM

0

User is offline   necroslut 

#1334

View PostThe Commander, on Mar 29 2010, 04:57 PM, said:

Oh, you could.
I am running Polymer on a crappy single core 2.66, it all depends on how lights are used.

In fact, there are some maps that run better on the Polymer render than using Polymost.

That's what I got too, and you seem to be able to run it fine. I just might get one, then!
0

User is offline   Gambini 

#1335

Just a question for the development team. I´m setting up an old computer for some relative in which i planned to put a copy of eduke32 but it doesn´t run on windows 98. I know it used to run in the past because i had eduke32 when my OS was win98 back in the day. What´s the latest/safest eduke32 version able to run in win98?
0

User is offline   The Commander 

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

#1336

You sure it wasn't JFDuke?
0

User is offline   Gambini 

#1337

Tested the older one i could get from the archive. So far, it attemped to work but after three minutes of a ¨slow motion¨ nuke logo intro i gave up.

Also tried jfduke but it doesn´t seem to detect the sis onboard sound card. The funny thing is that mapster32 worked pretty good.
0

Share this topic:


  • 213 Pages +
  • « First
  • 43
  • 44
  • 45
  • 46
  • 47
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options