EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1460 Posted 09 May 2010 - 11:35 AM
It matters not if Polymer is on or off.
Anyone else has this problem?
Confirmed: both 4.4.1 and 4.3.3 have the same not running fast enough when shrunken problem. It's a problem with r1633 itself.
This post has been edited by 3D Master: 09 May 2010 - 12:00 PM
#1461 Posted 09 May 2010 - 11:47 AM
Also after alt-tab, all the dynamic lighting added by maphacks disappears. Same goes for saving/loading, but I guess that was reported before.
And another post-alt-tab issue: the game refuses to quit properly - selecting quit game just switches between various screen modes for about 5 times before finally bringing up the press Y/N dialog. Next time the game wants to start in windowed mode. Without alt-tabbing, EDuke quits properly.
I can confirm the hi-res texture quality not being saved - but is it really necessary to have this option? Is there anyone who wnouldn't like to have their hi-res textures in maximum quality and sharpness?
EDIT: being too slow when shrunk issue confirmed too - can't beat E1L4 as well.
This post has been edited by gt1750: 09 May 2010 - 11:58 AM
#1462 Posted 09 May 2010 - 11:54 AM
gt1750, on May 9 2010, 09:47 PM, said:
1. Whatever people want as their quality and sharpness doesn't matter. What their computers can handle does.
2. It doesn't start in maximum quality and sharpness, it starts in medium quality sharpness. To get maximum sharpness you have to go the second page of the video options and manually switch to maximum quality and sharpness; at least, with me this is so.
#1463 Posted 09 May 2010 - 04:39 PM
#1464 Posted 10 May 2010 - 01:18 AM
i was wondering... is it possible to make eduke32 adapt the aspect ratio of the initial animation, the hrp intro background,
duke-shooting-aliens background and map title background depending on the chosen resolution ? What i'm asking is whether
it is possible or not to render not only the game itself (hud, enemies, perspective, etc..), but also the game backgrounds and
screen items accordingly for widescreen users when the "wide" option is selected under "aspect ratio".
p.s.: for "screen items" i mean like the "rotating radioactive signs" at the sides of the selected option in the menu. They appear stretched as well.
This post has been edited by polyhedron: 10 May 2010 - 01:22 AM
#1465 Posted 10 May 2010 - 01:30 AM
#1466 Posted 10 May 2010 - 02:09 AM
Micky C, on May 10 2010, 11:30 AM, said:
Take for example the 3281.jpg, the map title background: let's say i put 5 versions of this image
(corresponding to the 5 main aspect ratios). Then is it possible to add some code to eduke32 to
choose the right one to show based on the resolution selected in the video options menu ?
something like
width = getResWidth();
height = getResHeight();
ar = width / height;
switch (ar)
{
case 1.5: //3:2
load( 3281_32.jpg ); break;
case 1.78: //16:9
load( 3281_169.jpg ); break;
case 1.85: //1.85:1
load( 3281_1851.jpg ); break;
case 2.39: //2.39:1
load( 3281_2391.jpg); break;
default: //4:3 is default
load( 3281_43.jpg );
}
This post has been edited by polyhedron: 10 May 2010 - 02:15 AM
#1467 Posted 10 May 2010 - 04:18 AM
#1468 Posted 10 May 2010 - 11:16 AM
Launch Facility, a floor texture in the hanger turned into the parallaxed skytexture, like E1L2 bug.
In The Abyss, with a lot of hand switches, the actual switches underneath are in differing clarity visible. I don't know how much this is polymer's fault, or if it simply needs new maphacks, but alas.
E4L1: Noticed a couple of more textures (this time not custom ones, but from the HRP, that flicker in and out of existence. Also, another instance of maphack problem or newly cropped up problem in eDuke32: the switch for the secret on the computer screen in the room where the red keycard is, is visible. I know it wasn't visible in an earlier version of the eDuke32 / HRP that I played, so...
Also, another parallaxed sky issue, except this time it is the ceiling for a change; in the room with the Steed hat and umbrella.
E4L2: The pigcop tanks were invisible, loading a save game did not solve the problem. Needed to quit the game and restart it, to get them back.
This post has been edited by 3D Master: 10 May 2010 - 04:39 PM
#1470 Posted 10 May 2010 - 09:12 PM
#1471 Posted 10 May 2010 - 09:14 PM
#1472 Posted 10 May 2010 - 09:20 PM
DeeperThought, on May 11 2010, 03:44 PM, said:
That did the trick, thanks
One thing though - it seems to project the texture upside down... Any way to correct that, or do I just have to modify the texture itself to compensate?
*edit* Correction; it projects it upside down AND horizontally flipped.
This post has been edited by Sobek: 10 May 2010 - 09:57 PM
#1473 Posted 11 May 2010 - 02:59 AM
Sobek, on May 11 2010, 03:42 PM, said:
I'm also wondering about this. When I tried projecting the porno clip from the cinema in e1l1 it only showed the one frame. It sure would be alot more use as a projector if it acted as a projector
#1474 Posted 11 May 2010 - 04:18 AM
#1475 Posted 11 May 2010 - 06:23 AM
DuduKrazy, on May 11 2010, 02:18 PM, said:
Do you mean r1633. If not, where did you get r1637?
#1476 Posted 11 May 2010 - 06:26 AM
3D Master, on May 12 2010, 02:23 AM, said:
http://dukeworld.duk...ke32/synthesis/
From there, where most snapshot builds are placed. Other wise you compile them yourself.
#1477 Posted 11 May 2010 - 07:30 AM
Sobek, on May 10 2010, 10:20 PM, said:
One thing though - it seems to project the texture upside down... Any way to correct that, or do I just have to modify the texture itself to compensate?
*edit* Correction; it projects it upside down AND horizontally flipped.
I have never used the effect myself, but the first thing I would try is flipping the SE horizontally and vertically and see if that fixes it.
#1478 Posted 11 May 2010 - 07:34 AM
Quote
that issue of mine also applies to 1633 and 1635.
This post has been edited by DuduKrazy: 11 May 2010 - 07:34 AM
#1479 Posted 11 May 2010 - 04:38 PM
DeeperThought, on May 12 2010, 02:00 AM, said:
I did try that - no go unfortunately. I suppose it's not too big of a deal... The textures I would plan to use in this case would be exclusive to the projected spotlight, so it's not like I'll be changing textures that are used elsewhere in the levels.
#1480 Posted 11 May 2010 - 05:02 PM
r1636 + mapster fixes = r1637
so basically r1635 is equal to 1637.
btw, r1638 with "funny" changelog released
This post has been edited by supergoofy: 12 May 2010 - 06:15 AM
#1481 Posted 12 May 2010 - 10:22 AM
supergoofy, on May 12 2010, 09:02 AM, said:
Quote
r1638 | terminx | 2010-05-11 17:53:35 -0700 (Tue, 11 May 2010) | 2 lines
fix SwissCM's piece of shit corrupt map that will never be released because he has no friends who would want to play it
------------------------------------------------------------------------
I LOL'ed...
But I think it isn't really funny... seriously.
So...
/target SwissCM
/pat
This post has been edited by Player Lin: 12 May 2010 - 10:25 AM
#1482 Posted 12 May 2010 - 12:09 PM
Quote
Apogee Expanded MIDI (EMIDI) API v1.1
I. Instrument Definitions
II. Controller Definitions
III. InitBeat Format
IV. Contact Information
Here's the API documentation in question: http://www.archive.dukertcm.com/knowledge-...ecs/emidi11.zip. I realize barely anybody actually uses the MIDIs anymore in favour of the HRP or other music packs, but it'd be nice if eDuke32 had complete backwards compatible support with the original game engine.
Also, is it possible we could have selective looping for digital files as well? So that if we do use a music pack we can still have proper looping of certain themes. For instance, Stalker. In the original game it doesn't loop back at the beginning and you can see how jarring this is when playing in eDuke32. Maybe the loop points could be set in a DEF at a certain byte position of the sound file or something.
#1483 Posted 12 May 2010 - 02:04 PM
E4L1, I had just jumped into the white computer room, killed the enemies coming out, opened the vault door, and then I noticed I couldn't jump up on the stairs behind it; couldn't jump high enough. Scratched my head, and then I noticed everything looked bigger than it should be. It was as if I was shrunken, but I still had my guns out. DNScotty to the next level did not work, still small. Had to quit to title and start a new game before it was gone; possibly due to the demo I had recorded and started playing.
#1484 Posted 12 May 2010 - 02:50 PM
#1485 Posted 12 May 2010 - 10:04 PM
*edit* Well, not pointless for EVERYONE... But just for me and the purposes of which I wished to use it for.
Here's an image that should indicate pretty clearly what I'm asking about, just so there's no confusion as to what it's doing. The top image is from a distance, the bottom image is up close;
This post has been edited by Sobek: 12 May 2010 - 10:15 PM
#1486 Posted 13 May 2010 - 12:56 AM
#1487 Posted 13 May 2010 - 04:37 AM
3D Master, on May 13 2010, 12:04 AM, said:
E4L1, I had just jumped into the white computer room, killed the enemies coming out, opened the vault door, and then I noticed I couldn't jump up on the stairs behind it; couldn't jump high enough. Scratched my head, and then I noticed everything looked bigger than it should be. It was as if I was shrunken, but I still had my guns out. DNScotty to the next level did not work, still small. Had to quit to title and start a new game before it was gone; possibly due to the demo I had recorded and started playing.
i played the level (normal eduke32) and the same thing happened to me..... and in "Duke-Burger" the pigcop tanks are temporarily invisible during attack.
#1488 Posted 13 May 2010 - 04:14 PM
3D Master, on May 13 2010, 07:26 PM, said:
Do you mean something like the textures being too close and causing some Z-Fighting? (where they're both fighting to be 'in front'). If so, that's definitely no the case here, I know that much...
I can't find any explanation as to why some spot lights randomly act normally, while most others have this problem. Newly placed or modified existing lights do (or do not) do it all the same, it's weird.

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