EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#1489 Posted 13 May 2010 - 05:09 PM
#1490 Posted 13 May 2010 - 05:34 PM
Plagman, on May 14 2010, 11:39 AM, said:
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;
Is this intended behavior?
#1491 Posted 13 May 2010 - 09:59 PM
#1492 Posted 13 May 2010 - 10:08 PM
Commando Nukem, on May 14 2010, 04:29 PM, said:
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.
#1494 Posted 15 May 2010 - 05:35 AM
Dk2, on May 16 2010, 01:30 AM, said:
the lights works in mapster?
i never see it!
:/
CONSOLE: setrendermode 4
3D Mode: ' + X
Please don't PM me.
#1495 Posted 16 May 2010 - 06:36 AM
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.
#1496 Posted 16 May 2010 - 07:22 AM
3D Master, on May 17 2010, 02:36 AM, said:
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
#1497 Posted 16 May 2010 - 07:30 AM
meh it will fix itself
#1498 Posted 16 May 2010 - 07:33 AM
ozz, on May 17 2010, 03:30 AM, said:
meh it will fix itself
First thing I always do is delete all .cfg files (tiles.cfg is fine) and texture caches.
#1500 Posted 16 May 2010 - 07:44 AM
3D Master, on May 17 2010, 12:36 AM, said:
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
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