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

User is offline   Stabs 

#1580

you will probably want an 8800 minimum

which is also basically a 9800 / gts240

for best performance you will probably want a gtx260 / gtx280 if you can afford it.
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User is offline   TerminX 

  • el fundador

  #1581

Better widescreen support:

Posted Image
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User is offline   TerminX 

  • el fundador

  #1582

Btw, mods that use rotatesprite will want to make note of two new bits in "orientation"... value 256 will align something to the left of the screen and 512 will align something to the right.

Without the new bits set, stuff will render in the center of the screen, like this:

Posted Image
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User is online   Hendricks266 

  • Weaponized Autism

  #1583

View PostTX, on Jun 17 2010, 09:06 PM, said:

Better widescreen support:

Posted Image

Posted Image

Incredibly awesome.

This post has been edited by Hendricks266: 17 June 2010 - 08:26 PM

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User is offline   TerminX 

  • el fundador

  #1584

This needed fixing too:

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1585

Hmm, there is something I should ask about widescreen support...

I don't know if you already fixed it, but the widescreen is made like as if the default resolution aspect ratio is 320x240, while it should be 320x200...
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User is offline   SwissCm 

#1586

View PostFox, on Jun 19 2010, 11:28 PM, said:

Hmm, there is something I should ask about widescreen support...

I don't know if you already fixed it, but the widescreen is made like as if the default resolution aspect ratio is 320x240, while it should be 320x200...


320x200 is supposed to be run at 4:3 (with rectangular pixels) not 16:10.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1587

Ah the days when pixels weren't square.....sigh...

This post has been edited by MusicallyInspired: 22 June 2010 - 08:22 AM

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User is offline   Tetsuo 

#1588

Aren't you getting that backwards? 320x200 was run with rectangular pixels. Not the other way around... we didn't move to rectangular pixels.

This post has been edited by Tetsuo: 19 June 2010 - 11:53 PM

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User is offline   Jokke_r 

#1589

seeing as everything was run on 4:3 monitors which aspect ratio is 1.333...

320:200 = 1.6 = 16:10 = non-square pixels when stretched out on a 4:3 monitor.

320:240 = 1.333... = 4:3 = square pixels on a 4:3 monitor.
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User is offline   SwissCm 

#1590

View PostTetsuo, on Jun 20 2010, 05:52 PM, said:

Aren't you getting that backwards? 320x200 was run with rectangular pixels. Not the other way around... we didn't move to rectangular pixels.

That's... what I said.
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User is offline   Tetsuo 

#1591

I was responding to MusicallInspired.
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User is offline   SwissCm 

#1592

Posted Image
Working on making widescreen versions of the original hud weapon artwork.

View PostTetsuo, on Jun 20 2010, 08:54 PM, said:

I was responding to MusicallInspired.

oh, derp
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1593

Cool! You are good on sprite editing


That will most likely be used in DukePlus


To help you:


Posted Image

This post has been edited by Fox: 20 June 2010 - 06:16 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1594

View PostTetsuo, on Jun 20 2010, 05:54 AM, said:

I was responding to MusicallInspired.


What? I didn't say that..... :)
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User is offline   TerminX 

  • el fundador

  #1595

I haven't seen any weirdness in a while, so I've upgraded the compiler chain used to generate the synthesis builds to gcc 4.5.0. r1659 is the last gcc 4.3 build.
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User is offline   Danukem 

  • Duke Plus Developer

#1596

View PostTX, on Jun 23 2010, 01:32 AM, said:

I haven't seen any weirdness in a while, so I've upgraded the compiler chain used to generate the synthesis builds to gcc 4.5.0. r1659 is the last gcc 4.3 build.


Since TX isn't one to toot his own horn, let me point out that r1658 (and later) include some extremely important fixes to the sound system of problems that had led to hitching, lockups, and various sound failures which have been plaguing EDuke32 ever since the new sound system was adopted from JF last year. One lockup had been fixed by Plagman a while back, but other bugs were hiding under the carpet and would come out and bite after about 30 minutes of gameplay (sometimes much sooner). It took hours of hard work to hunt down those bugs, and the result is what seems to be the most stable and bug free EDuke32 that we've had in a long time *mentally crosses fingers*.

This post has been edited by DeeperThought: 23 June 2010 - 08:24 AM

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User is offline   TerminX 

  • el fundador

  #1597

That's true, I did have to stay up until 6 in the morning a couple of times hunting down some of those frustrating sound problems. Things should be pretty solid now, though I would like to be able to at some point debug that remaining hang you got a couple of times in WGR2. Hang or not, things are in a way better state than they were a week or month ago, so everyone would be wise to pick up a new build soon. The sound system had so many problems that I've honestly lost track of how many fixes were needed to get it to where it is now.

Fuck corner cases. :)
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User is online   Hendricks266 

  • Weaponized Autism

  #1598

I will continue using gcc 4.3.3 until further notice.
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User is offline   Tea Monster 

  • Polymancer

#1599

Just to say thank you for all the hard work. I still love playing Duke and it's wonderful to see all the work going into making it better.
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#1600

I have serious mouse conrol issues. X-axis is disabled and movement is sluggish and irresponsive. My mouse is Razer Boomslang.

This post has been edited by Another Duke Fan: 26 June 2010 - 07:43 AM

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User is offline   Mblackwell 

  • Evil Overlord

#1601

Is this a recent thing? Have you tested EDuke32 with the same mouse before? Are there any other control devices plugged in?

Follow the White Rabbit
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User is offline   The Commander 

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

#1602

@Another Duke Fan
Delete your .cfg files, if the problem still continues make a new thread with the stuff the white rabbit states.
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User is offline   Jblade 

#1603

TerminX, do you know if you can add an event of some kind that'll let us display sprites and stuff on the help screen? or is there already something like that available? I'm going to add in some form of help system to my mods but being able to display stuff dynamically on the help screen would help a huge amount :)
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User is offline   TerminX 

  • el fundador

  #1604

Heh, yeah, actually, I just happened to leave the F1 help in current (last few revisions) builds of EDuke32 in an unfinished state that lets you do what you want to do. When I made the changes recently to have rotatesprite be widescreen aware it was easier for me to just disable the help screen based around the "show_help" member of the userdef struct and have F1 open the regular help item from the menu (with some changes made to bring you back to the game when pressing esc instead of bringing you to the main menu).

You should be able to just look up the menu id number out of menus.c and draw onto it using EVENT_DISPLAYMENU or something of that nature. Just be prepared to rewrite it in 6 months or a year or whenever I get around to writing a new menu system.
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User is offline   Jblade 

#1605

cool, I'll see what I can do - thanks!
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User is online   Hendricks266 

  • Weaponized Autism

  #1606

View PostTX, on Jun 29 2010, 09:58 AM, said:

writing a new menu system

:)
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User is offline   TerminX 

  • el fundador

  #1607

Nooooooo, don't take my quotes out of context. It's something that needs to be done but it probably won't be soon!
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User is online   Hendricks266 

  • Weaponized Autism

  #1608

That's what you said about... everything since OGG support. I'm patient. :)
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#1609

Hey why does my polymer look so differently, I dont get shadows or anything + when i shoot my lighting gets fucked up i mean I fire the upper part of the lighting shows gets cut in the middle and the under part of it shows too
I mean what the hell you could call it a burger without meat between it.
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