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

User is offline   3D Master 

#1460

Okay, I've found another problem, a GAME-BREAKING one, and I doubt it matters what compiler version was used: when shrunken, you do not run fast enough. In E1L4, where you have to shrink yourself, I can barely get around the first corner before Duke goes back to his true size and dies.

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

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User is offline   gt1750 

#1461

r 1633: after alt-tab, mouse y-axis works fine, but x-axis makes me strafe instead of turn. Strangely, this applies to the L and R arrows on the keyboard as well.

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

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User is offline   3D Master 

#1462

View Postgt1750, on May 9 2010, 09:47 PM, said:

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?


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.
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User is offline   Green 

  #1463

I have a general question about EDuke32. Does it read all the character animations from MD3s? I noticed that a lot of the characters animations are pretty bumpy and basic.
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User is offline   polyhedron 

#1464

hi, i'm playing eduke32 since its early versions. Since the game also has support for widescreen for a while now,
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

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User is offline   Micky C 

  • Honored Donor

#1465

It tries to do that, but those pictures are square, so if there's going to be widescreen versions, they'll have to put in different pictures.
1

User is offline   polyhedron 

#1466

View PostMicky C, on May 10 2010, 11:30 AM, said:

It tries to do that, but those pictures are square, so if there's going to be widescreen versions, they'll have to put in different pictures.


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

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User is offline   Johnny 

#1467

I like Polymer! It looks very great! But i have Questions :P : To have the Shadows from Duke and the great graphics must i download the last Version of Polymer and the HRP and put this in the autoload folder?
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User is offline   3D Master 

#1468

Notice a few more flaws:

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

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User is offline   Roma Loom 

  • Loomsday Device

#1469

Maphacks don't work yet in Polymer.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1470

I just had a quick question - what needed to be set to enable a spot light to project a texture? I can't quite recall where the discussion on here took place... I believe a certain tag or some such had be to changed to the tilenumber you wanted it to project. Also, can this method project an animated tile?
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User is offline   Danukem 

  • Duke Plus Developer

#1471

IIRC you set the owner of the spot light SE to the tile number you want it to project.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1472

View PostDeeperThought, on May 11 2010, 03:44 PM, said:

IIRC you set the owner of the spot light SE to the tile number you want it to project.


That did the trick, thanks :P

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

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User is offline   Micky C 

  • Honored Donor

#1473

View PostSobek, on May 11 2010, 03:42 PM, said:

I just had a quick question - what needed to be set to enable a spot light to project a texture? I can't quite recall where the discussion on here took place... I believe a certain tag or some such had be to changed to the tilenumber you wanted it to project. Also, can this method project an animated tile?


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 :(
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User is offline   DuduKrazy 

#1474

i finished testing r1637. so far, not many major changes. the only issue i noticed is that i still move way too slow when shrunk. i still can't beat a few levels without cheating.
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User is offline   3D Master 

#1475

View PostDuduKrazy, on May 11 2010, 02:18 PM, said:

i finished testing r1637. so far, not many major changes. the only issue i noticed is that i still move way too slow when shrunk. i still can't beat a few levels without cheating.


Do you mean r1633. If not, where did you get r1637?
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User is offline   The Commander 

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

#1476

View Post3D Master, on May 12 2010, 02:23 AM, said:

Do you mean r1633. If not, where did you get r1637?

http://dukeworld.duk...ke32/synthesis/

From there, where most snapshot builds are placed. Other wise you compile them yourself.
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User is offline   Danukem 

  • Duke Plus Developer

#1477

View PostSobek, on May 10 2010, 10:20 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.


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.
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User is offline   DuduKrazy 

#1478

Quote

Do you mean r1633. If not, where did you get r1637?


that issue of mine also applies to 1633 and 1635.

This post has been edited by DuduKrazy: 11 May 2010 - 07:34 AM

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User is offline   Sobek 

  • There's coffee in that nebula!

#1479

View PostDeeperThought, on May 12 2010, 02:00 AM, said:

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.


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.
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User is offline   supergoofy 

#1480

r1635 + classic mode fix = r1636

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

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User is offline   Player Lin 

#1481

View Postsupergoofy, on May 12 2010, 09:02 AM, said:

btw, r1638 with "funny" changelog released


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

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1482

I keep bringing this up randomly every now and then, but is proper EMIDI support on the table for a future update? Duke Nukem's MIDI files are not standard MIDI files, as many probably already realize. They contain special controllers not present in any standard MIDI player or Duke3D port, including eDuke32 itself. Here's a quote from this website regarding the EMIDI format:

Quote

Apogee Expanded MIDI (EMIDI) - API Specs v1.1 - Release 1997 - This document contains information on special EMIDI controller messages that we used to accomplish our tricks, such as track inclusion/exclusion, selective looping, and so on. These messages were used in MIDI files written for Duke Nukem 3D (original and Atomic Edition/Plutonium Pak) and the shareware version of Shadow Warrior. In order to play the raw MIDI files from these games properly, your player must support this EMIDI information. To my knowledge, only the games themselves support EMIDI at this time, but that can change. If you want to write a player that supports EMIDI, you'll need this API.


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.
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User is offline   3D Master 

#1483

I was running DukePlus, so I don't know how much of this caused the following error using r1637:

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.
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User is offline   3D Master 

#1484

Whether it's DNSCOTTY or Duke-Burger, For the past 45 minutes I've been trying to play Duke-Burger, and I've had problems ranging from white-skies and then exiting to windows, to invisible duke-boot, pigcops and pigcop tanks, and oh, yeah, no longer being able to switch weapons. Number didn't work, mousewheel didn't work, eDuke32 decided I was only allowed to go to another weapon after I ran out of ammo for the current one.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1485

Ehhhrgh. With regards to the spotlight projecting textures, it's working fine except for one thing - the closer you get to the projected texture, it turns into a solid light as if it were just an ordinary spot light... But then I had one map where I just changed an existing spot light to project a texture and it didn't do this. I checked the textures and in both cases they're identical (8bit RGB PNG file with transparency). Is there something I can adjust to stop it from doing this? The feature is otherwise perfect, but this makes it pointless because as soon as you're close enough to read the text (picture), it just changes into a solid light.

*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;

Posted Image

This post has been edited by Sobek: 12 May 2010 - 10:15 PM

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User is offline   3D Master 

#1486

That might not be a problem with light projection at all. I've noticed textures that overlay other textures disappearing up close. Look at a different angle and (parts of) it will be visible again.
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User is online   0815Jack 

#1487

View Post3D Master, on May 13 2010, 12:04 AM, said:

I was running DukePlus, so I don't know how much of this caused the following error using r1637:

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.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1488

View Post3D Master, on May 13 2010, 07:26 PM, said:

That might not be a problem with light projection at all. I've noticed textures that overlay other textures disappearing up close. Look at a different angle and (parts of) it will be visible again.


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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User is offline   Plagman 

  • Former VP of Media Operations

#1489

If you just add a spotlight with that texture in an empty room, does it reproduce the problem? If so, please send me a map/texture that does that so I can look at it.
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