EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#1320 Posted 15 March 2010 - 02:18 AM
#1321 Posted 15 March 2010 - 02:33 AM
James, on Mar 15 2010, 03:18 AM, said:
I second this request.
#1322 Posted 15 March 2010 - 12:23 PM
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
#1323 Posted 20 March 2010 - 11:38 AM
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.
#1324 Posted 20 March 2010 - 04:33 PM
This post has been edited by Mblackwell: 20 March 2010 - 04:33 PM
#1325 Posted 20 March 2010 - 04:52 PM
Quote
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
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
#1326 Posted 27 March 2010 - 07:12 PM
#1327 Posted 28 March 2010 - 04:07 PM
#1328 Posted 29 March 2010 - 05:13 AM
Mblackwell, on Mar 29 2010, 02:07 AM, said:
I thought it was very CPU heavy?
#1329 Posted 29 March 2010 - 05:21 AM
necroslut, on Mar 30 2010, 02:13 AM, said:
It is, but that wasn't the point Mblackwell was meaning.
#1330 Posted 29 March 2010 - 06:46 AM
The Commander, on Mar 29 2010, 03:21 PM, said:
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
#1331 Posted 29 March 2010 - 06:57 AM
necroslut, on Mar 30 2010, 03:46 AM, 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.
#1333 Posted 29 March 2010 - 07:54 AM
This post has been edited by The Commander: 29 March 2010 - 07:54 AM
#1334 Posted 30 March 2010 - 11:45 AM
The Commander, on Mar 29 2010, 04:57 PM, said:
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!
#1335 Posted 04 April 2010 - 04:45 AM
#1337 Posted 04 April 2010 - 11:45 AM
Also tried jfduke but it doesn´t seem to detect the sis onboard sound card. The funny thing is that mapster32 worked pretty good.
#1338 Posted 04 April 2010 - 01:24 PM
Though it was a 2008 build, and I am assuming when you say the "Oldest" build you could get from the archive you mean the 2006 build from here: http://dukeworld.duk...2/old_versions/
I re-joined 3D Realms forum on the 29th June 2008, so I reckon it would be a build from about 2 months after that which was working. Keep in mind that you would need to update DirectX and possibly install OpenAL on Windows 98 to get things working properly (I never understood the DirectX side of things, seeing as how EDuke32 uses OpenGL). Also older builds might need Setup.exe to be run before firing the game up.
Could you not try ProASM's port? I don't think he's forked as far as EDuke32 but I do seem to remember him messing about with the sound code, so it might be compatible.

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