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

User is online   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 online   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 offline   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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User is offline   Sobek 

  • There's coffee in that nebula!

#1490

View PostPlagman, on May 14 2010, 11:39 AM, said:

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.


Hey there. I did as you said (created a new blank square room and left the default brick texture on it), put in the spot light, set RGB to 254-254-254 (pretty much white) and EXTRA to 100 (straight ahead), and sure enough it did the same thing.

However for no real reason I started testing various random textures - of which I've created quite a lot of so far - and after some testing, came to a conclusion as to what's happening... It seems the spot light projects whatever colour light you assign into the transparent sections of the texture. So in my case, where everything around the text itself is just plain transparency, it was filling that in with the white light (RGB 254-254-254) that I had set it to. The following picture is an example of what I tried. I created a solid green 512x512 texture, then just erased a circle in the middle. As you can see, getting too close to it causes the spot light to fill in that deleted (transparent) area with it's own light;

Posted Image

Is this intended behavior?
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User is offline   OpenMaw 

  • Judge Mental

#1491

Try changing the specularity of that default tile to 0. I think you'll find the solution there. :(
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User is offline   Sobek 

  • There's coffee in that nebula!

#1492

View PostCommando Nukem, on May 14 2010, 04:29 PM, said:

Try changing the specularity of that default tile to 0. I think you'll find the solution there. :(


I checked, I have specular mapping disabled altogether in Mapster, but that doesn't seem to affect it anyway. I tried firing up eduke32 and disabling specular ingame to see if that might affect things differently than in Mapster, but it made no difference. :(
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User is offline   RPD Guy 

#1493

holy cow
the lights works in mapster?
i never see it!
:/
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User is offline   The Commander 

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

#1494

View PostDk2, on May 16 2010, 01:30 AM, said:

holy cow
the lights works in mapster?
i never see it!
:/

CONSOLE: setrendermode 4
3D Mode: ' + X

Please don't PM me.
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User is offline   3D Master 

#1495

I have a feeling cheat codes break the game. I wanted to play through E4 to look at the new Polymer lighting map hacks and give feedback on them, and that means saves and loads; which takes time, and I remembered something about those maphacks not getting loaded during loaded since the Shop-n-Bag and Duke-Burger seemed rather bare of these things.

So, I figured I just put on god-mode and run through the game. Ever since I started using the cheat codes, I have not been able to finish a single level correctly, and haven't gotten past Duke Burger period, where it more often than not exits to Windows. at the beginning Today, it took the cake, with adding brand new rendering errors: 1. partial enemies. Only the armor was visible of the trooper, and only the barrels of the Enforcer's chain gun. (All other, not a few, all other enemies were also invisible) 2. The Nuke button was invisible. 3. The background texture of the complete level status screen was white.

And here's the rub; the first three troopers behind the first door, were rendered correctly. I'm not sure, but if Duke pre-renders these enemies in directly adjacent sectors, then this pretty much proves it. Level starts, first troopers are pre-rendered correctly, god-mode is switched on, and crunch, all the other enemies don't get rendered correctly.

This is rather annoying given that I was using the cheat codes for what they were originally created: developer tools.
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User is offline   The Commander 

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

#1496

View Post3D Master, on May 17 2010, 02:36 AM, said:

3D Master's post that he keeps repeating about missing textures and models.

I just played right though Duke Burger twice (once with cheats, the other without) with the latest eduke32 and polymer revisions.

How about trying to delete your texture cache and/or turning it off and see if these issues still happen.
If it is, then something is bung on your system or something in the HRP has been installed wrong.

This post has been edited by The Commander: 16 May 2010 - 07:24 AM

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User is offline   Night Wolf 

#1497

When I now load "Duke Burger" eduke32 crashes lol
meh it will fix itself
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User is offline   The Commander 

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

#1498

View Postozz, on May 17 2010, 03:30 AM, said:

When I now load "Duke Burger" eduke32 crashes lol
meh it will fix itself

First thing I always do is delete all .cfg files (tiles.cfg is fine) and texture caches.
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User is offline   supergoofy 

#1499

Old cfg files will cause problems with latest eduke32 builds.
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User is offline   Night Wolf 

#1500

View Post3D Master, on May 17 2010, 12:36 AM, said:

I have a feeling cheat codes break the game. I wanted to play through E4 to look at the new Polymer lighting map hacks and give feedback on them, and that means saves and loads; which takes time, and I remembered something about those maphacks not getting loaded during loaded since the Shop-n-Bag and Duke-Burger seemed rather bare of these things.

So, I figured I just put on god-mode and run through the game. Ever since I started using the cheat codes, I have not been able to finish a single level correctly, and haven't gotten past Duke Burger period, where it more often than not exits to Windows. at the beginning Today, it took the cake, with adding brand new rendering errors: 1. partial enemies. Only the armor was visible of the trooper, and only the barrels of the Enforcer's chain gun. (All other, not a few, all other enemies were also invisible) 2. The Nuke button was invisible. 3. The background texture of the complete level status screen was white.


Similar things have happened to me , but i found it I hit Alt Tab to windows .. then when back into the game the problems went away along with polymer lights.. for some reason minimizing the game kills the lights.

I think this is what 3D Master ment
Posted Image
There still there just covered in a black shading

this shit happens all then time and then just goes away one day , to be replaced by some other problem
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