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

User is offline   Plagman 

  • Former VP of Media Operations

#1621

There isn't an easy way to do so, but a one-line patch to the source code would do it. Maybe I should make it into a setting.
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User is offline   Green 

  #1622

Is it possible to make the screenshots come out as PNG or JPEG?
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User is offline   TerminX 

  • el fundador

  #1623

Not without adding some library capable of writing those formats, which would be a waste when only used for that one thing.
0

#1624

I'm updating EDuke and the texture pack after some half an year. I noticed some changes in EDuke32 specifically the fade effect of 8bit is back in the new builds for 32bit. I downloaded the polymer HRP released a month ago and the latest EDuke SVN. I have two issues. Firstly the fadeouts flicker, even with vsync. Second, I get no polymer lighting whatsoever. Could somebody point me to a stable SVN? Thank you.
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User is offline   Daedolon 

  • Ancient Blood God

#1625

View PostTX, on Jul 5 2010, 07:39 AM, said:

Not without adding some library capable of writing those formats, which would be a waste when only used for that one thing.


Isn't it viable to go for BMP? I thought it's quite similar with PCX, just that more programs are capable of opening it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1626

IrfanView, Photoshop, GIMP, etc. all support TGA.

TGA is good because it's basically an output of the frame buffer IIRC. Besides, it's not that hard to make a simple batch script with something like PngOptimizerCL to convert all TGAs to PNG and delete the TGAs. No need to bloat EDuke32.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1627

Double post, but build 1669 fails to build for me.

EDuke32

Restored 'polymer/eduke32/obj_win/keep.me'
Restored 'polymer/eduke32/eobj_win/keep.me'
At revision 1669.

Build started using "gcc -fomit-frame-pointer -funswitch-loops -O2 -fno-stack-protector -W -Wall -Wimplicit -Werror-implicit-function-declaration -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -Isource -Ibuild/include -Isource/jmact -Isource/jaudiolib/include -Isource/enet/include -D_FORTIFY_SOURCE=2 -fjump-tables -march=pentium3 -mtune=generic -mmmx  -fno-pic -DUNDERSCORES -I../sdk/dx/include  -DHAVE_INTTYPES -DRENDERTYPEWIN=1 -DSUPERBUILD -DPOLYMOST -DUSE_OPENGL -DPOLYMER -DNEDMALLOC"
source/game.c: In function 'Net_UpdateClients':
source/game.c:2229: error: implicit declaration of function 'alloca'
source/game.c:2229: warning: incompatible implicit declaration of built-in function 'alloca'
Failed building obj_win/game.o from source/game.c!
make: *** [obj_win/game.o] Error 1

EDuke32 building failed.

Press any key to continue . . .


This post has been edited by Hendricks266: 05 July 2010 - 09:00 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#1628

This is now fixed, and a new synthesis build is up. It should have working multiplayer again; synthesis has been a little slow to pick up things lately because of some connection issues between the machine and the sourceforge server.
0

#1629

I have identified a problem with the latest builds and the DukePlus addon. Playing Tribute To Action(possibly others too) toggles the polymer flag in the main cfg to Polymer=0. At first this has no impact and since the settings are imported from DP\DP.cfg which does not get altered. However, quitting the game completly, going back in, and playing the level again will toggle the Polymer to 0 in the DP.cfg aswell. After this 2nd runthrough any further sessions of Duke Nukem won't display polymer until it's changed back in the files. It doesn't seem normal for a level to be able to change the engine's setting.
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User is offline   RPD Guy 

#1630

can I reduce the size of the fire light? or the shoot light?
man, this size have to be reduced!
even in the crysis, the lights are small, when a grenade explodes, when you shoot with a gun, the light size is minimum!

tanks

PS: google translate=Shit bricks
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User is offline   Night Wolf 

#1631

View PostDk2, on Jul 6 2010, 05:38 PM, said:

can I reduce the size of the fire light? or the shoot light?
man, this size have to be reduced!
even in the crysis, the lights are small, when a grenade explodes, when you shoot with a gun, the light size is minimum!

tanks

PS: google translate=Shit bricks


I think the lighting for the guns is great ...
But the fire should definatly be reduced ... if you look at the secret area with the girl dancing around the fire in E1L5 ... it's wayyyy to bright

This post has been edited by ozz: 06 July 2010 - 01:04 AM

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User is offline   Stabs 

#1632

View Postozz, on Jul 6 2010, 01:03 AM, said:

I think the lighting for the guns is great ...
But the fire should definatly be reduced ... if you look at the secret area with the girl dancing around the fire in E1L5 ... it's wayyyy to bright


yeh ive found that myself, i have to keep fire stupidly small to make sure its light will not go everywhere, fairly certain the light radius is based on the sprite size
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User is offline   TerminX 

  • el fundador

  #1633

Yeah, it's based on sprite size... but let's be realistic here; if you light a lighter, you get one damn small flame that easily lights up a good sized area in a dark room. The radius is pretty large but I think it looks good in a lot of maps.
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User is offline   Stabs 

#1634

its very dim light tho, I don't think the standard fire can push such intense light that far, a flame as big as the 2nd pic in eduke would probably light up the entire crowd, the flicker is perfect tho, that dosn't need a change :)

Posted Image

Posted Image

This post has been edited by DanM: 06 July 2010 - 03:29 AM

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User is offline   TerminX 

  • el fundador

  #1635

The part of the crowd that's actually hit by the light is pretty intensely lit up though.
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User is offline   Stabs 

#1636

it seems really intense around the fire and than just fades of to nothing rather abruptly

is there any kind of fade control or is it just radius?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1637

Keep in mind that could also be a failure on the camera's part to capture the light properly. Camera lenses view light differently than the human eye. I guess it just depends on what you want to emulate.

This post has been edited by MusicallyInspired: 06 July 2010 - 07:10 AM

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User is offline   Mblackwell 

  • Evil Overlord

#1638

True, we have no idea what the exposure was set to. Probably a fairly quick one or the fire would be very blurred with lots of ghosting. Note that the camera doesn't see any of the sky, for example, when this would be incredibly apparent to anyone actually present.

This post has been edited by Mblackwell: 06 July 2010 - 08:07 AM

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User is offline   The Commander 

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

#1639

Will there be plans in the future for VoIP, and FDS with console logging etc for multiplayer?
Yes I am thinking 10+ years ahead of myself. :)
0

User is offline   Master Fibbles 

  • I have the power!

#1640

Using the July 6 build I can't get Mapster to run. It loads a blank screen and when I try to load something in 2D mode, it crashes.
-8 bit 640*480

Quote

Mapster32 2.0.0devel 20100521
Using D:/Duke3d/ for game data
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/polymer_hrp132.zip'.
Configuration file not found, using defaults.
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Initialized 16.0M cache
Loading NAMES.H
Read 765 lines, loaded 737 names.
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Enabling desktop composition...
Setting video mode 640x480 (8-bit windowed)
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...


-32 bit 1024*768

Quote

Mapster32 2.0.0devel 20100521
Using D:/Duke3d/ for game data
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/polymer_hrp132.zip'.
Configuration file not found, using defaults.
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Initialized 16.0M cache
Loading NAMES.H
Read 765 lines, loaded 737 names.
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Disabling desktop composition...
Setting video mode 1024x768 (32-bit windowed)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce GTS 250/PCI/SSE2
Unable to open cache index: Permission denied
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Enabling desktop composition...
Setting video mode 1024x768 (8-bit windowed)
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...

0

User is offline   TerminX 

  • el fundador

  #1641

Try fixing the permissions for the directory I guess.
0

User is offline   Master Fibbles 

  • I have the power!

#1642

So weird. I didn't know it was set to Read-Only...might explain why I was having problems with the loading screen before.

EDIT: still no help. It still crashes.

This post has been edited by Mr.Flibble: 09 July 2010 - 04:27 PM

0

User is offline   Night Wolf 

#1643

The latest release of eduke is pretty good, think i might have gained some FPS
and the fading effect in the menu's is back!

theres a problem however, I can't seem to change the mouse sensitivity, the side scroller is stuck
0

User is online   Danukem 

  • Duke Plus Developer

#1644

I guess you haven't updated your eduke in quite a while. This sounds like the old mouse sensitivity off the scale problem. Type into the console "sensitivity 10" and that will put it back within range. Or delete all your cfgs.

This post has been edited by DeeperThought: 11 July 2010 - 01:19 AM

0

User is offline   Master Fibbles 

  • I have the power!

#1645

View PostMr.Flibble, on Jul 9 2010, 06:41 PM, said:

Using the July 6 build I can't get Mapster to run. It loads a blank screen and when I try to load something in 2D mode, it crashes.


I tried a fresh "install" and it works. I'm not sure what is causing the crash though. Whatever it was, it had to do with my newboard.map. That map was just a single room with a spotlight in a corner.
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User is offline   RPD Guy 

#1646

updates?
^^
0

User is offline   Night Wolf 

#1647

Did the spark texture recently get lighting hardcoded to it?
I never noticed before untill now ....
looks good.

This post has been edited by ozz: 15 July 2010 - 12:18 PM

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User is offline   TerminX 

  • el fundador

  #1648

Yeah. It was probably a couple of months ago.
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User is offline   Night Wolf 

#1649

View PostTX, on Jul 16 2010, 06:28 AM, said:

Yeah. It was probably a couple of months ago.

Hmm strange I only just noticed.
......
Any chance of the "red siren lights" being hardcoded?
maybe a twirling light source if thats even possible...
Posted Image
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User is offline   TerminX 

  • el fundador

  #1650

Maybe. I thought about it at one point and I think I decided against it because the light would need to be a spotlight (more resource intensive) and it would be horrible in usermaps where you have a bunch of those sprites going around a helipad or something like that.
0

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