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

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 online   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 offline   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 offline   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 offline   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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User is offline   Spiker 

#1610

View PostSchoeteCitie, on Jul 3 2010, 11:33 AM, said:

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.


Don't expect any answer to this if you haven't provided all the necessary information :)
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#1611

View PostSpiker, on Jul 3 2010, 04:53 AM, said:

Don't expect any answer to this if you haven't provided all the necessary information :)

I mean that without the f*ucking Laggy polymer hrp
The dynamic lighting gets f*cked up
I mean who makes a polymer hrp with forced shadows why the heck cant we turn it off?
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User is offline   Green 

  #1612

ETA of HUD support?
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User is offline   Night Wolf 

#1613

View PostSchoeteCitie, on Jul 3 2010, 10:04 PM, said:

I mean that without the f*ucking Laggy polymer hrp
The dynamic lighting gets f*cked up
I mean who makes a polymer hrp with forced shadows why the heck cant we turn it off?


Get a new PC n STFU
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User is offline   RPD Guy 

#1614

is there any way to turn off my self-shadow?
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User is offline   Master Fibbles 

  • I have the power!

#1615

View PostDk2, on Jul 3 2010, 12:23 PM, said:

is there any way to turn off my self-shadow?

Play Half-Life 2?
Is that a question of performance or preference?


I have not been keeping up to date on this and part of that is I don't even know if there is an unofficial release. I think I have the March 11 build. Have there been compiled versions since then?
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User is offline   TerminX 

  • el fundador

  #1616

A new build for Windows is automatically compiled and placed into the synthesis directory every time someone commits anything to svn.
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User is offline   The Commander 

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

#1617

Then commit your MP code already. :)
Posted Image
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User is offline   Master Fibbles 

  • I have the power!

#1618

View PostTX, on Jul 3 2010, 03:18 PM, said:

A new build for Windows is automatically compiled and placed into the synthesis directory every time someone commits anything to svn.

That is what I thought. Maybe I have updated on occasion here or there. I think part of my problem is that I don't have the download page bookmarked or anything so I just never get around to checking it.

I kind of miss the days when things were more "here is an official release" every so often. I suppose those days will return some day once you get Polymer optimized and fully functional. Then the maphacks for lights and the pHRP will have official releases that I don't have to jump through hoops (er, go to places I don't usually go) to find.
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User is offline   TerminX 

  • el fundador

  #1619

Well, every once in a while I deem a build good enough to replace the version you get when you download from eduke32.com... I suppose that's like an official release, since it only happens every few months. They just don't have version numbers anymore.
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User is offline   RPD Guy 

#1620

View PostMr.Flibble, on Jul 3 2010, 10:35 AM, said:

Play Half-Life 2?
Is that a question of performance or preference?


I have not been keeping up to date on this and part of that is I don't even know if there is an unofficial release. I think I have the March 11 build. Have there been compiled versions since then?


I'd like to turn it off for reasons of preference, not by performance, which is! I have a
GeForce 9800 GTX +
Eduke 32 works normally!
¬¬
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