EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1675 Posted 28 July 2010 - 06:28 AM
#1676 Posted 28 July 2010 - 07:48 AM
Mr.Flibble, on Jul 28 2010, 10:28 AM, said:
Yea, it may of had nothing to do with r1676. Maybe it was because I jump in while the gas tanks
exploded.
#1677 Posted 28 July 2010 - 09:00 AM
Skulldog, on Jul 29 2010, 01:49 AM, said:
exploded.
Yeah..... that glitch has been there since 1996, It's happened to me a few times..
if you jet pack down you can see how the sectors of the map load, your essentially teleported to the ground.
This post has been edited by ozz: 28 July 2010 - 09:03 AM
#1678 Posted 30 July 2010 - 08:53 AM
The latest version of eduke is the most buged!
my mapster crashes every time, i can't build my maps! :/
and eduke crashes every time too and some times the FPS become 0 FPS
before eduke don't crashes, but now....
i can't understand!
somebody can help me?
My cfg:
AMD athlon X2 245 2.95 ghz
2 Gb Corsair DDR3 1600mhz
Nvidia Geforce 9800 GTX+ Plus
ASUS M4A79XTD EVO 133
HD seagate 1 Tb
OS: Windows 7 x64
My Question: Windows 7 x64 don't supports eduke?
This post has been edited by Dk2: 30 July 2010 - 08:54 AM
#1679 Posted 30 July 2010 - 10:55 AM
#1681 Posted 03 August 2010 - 02:51 PM
DeeperThought, on Jul 16 2010, 06:51 PM, said:
I agree with DeeperThoght, hardcoded sprite lights should be kept to a minimum and applied very carefully. There's another issue with them: when there are many light-emitting sprites on a small area, their effects on the textures are added together an the result looks completely "overexposed". The room with the slime babes and explosives in E3L1 is a good example.
High Treason, on Jul 16 2010, 08:15 PM, said:
Micky C, on Jul 17 2010, 09:41 AM, said:
Been hacking that the whole evening (way too long), it's implemented in m32script. To fully display the projection of a spotlight would be pretty tricky, so only the general direction is shown. By the way, you don't need to tweak light parameters in 2d mode: if you enable EVENT_PREKEYS3D, some keypad keys will be overridden for SE light manipulations and some Polymer texture parameters, the usage is documented in a.m32. If you want the script extensions loaded when Mapster starts, you can now have a file m32_autoexec.cfg somewhere on you load path with
include samples/a enableevent all
I've fixed that Mapster crash but, TX, there's something strange going on with the caching system it seems...
#1682 Posted 03 August 2010 - 04:18 PM
#1684 Posted 04 August 2010 - 11:14 PM
Helixhorned, on Aug 4 2010, 08:51 AM, said:
Yeah the slime canisters look horrible, be good if it wasn't so bright...
The thing is with the "red siren light" sprite, in some of the duke maps people have added a red light source to it , but when the light is destroyed the lighting remains which it stupid.
I agree it should be kept to a minimum, but I think that particular sprite should be hardcoded.
#1686 Posted 08 August 2010 - 10:20 PM
#1687 Posted 09 August 2010 - 04:35 PM
DanM, on Aug 5 2010, 08:17 PM, said:
I'll second that. That makes things a heck of a lot simpler.
#1688 Posted 09 August 2010 - 11:16 PM
Helix seeing as the lights X Y Z can be modified with alt+kp1 can something be made like that for every other sprite, i would love something that could modify those values in 3d mode
#1689 Posted 10 August 2010 - 12:04 AM
Searinox Navras, on Aug 8 2010, 11:20 PM, said:
They glowed due to the way that the ancient palette of Duke 3D worked. Now that everything is using a full colour palette, the engine ignores those colours.
You could do it by having those sprites tagged somehow by the engine, and you could then make glow-maps for them in typically night-vision style.
#1690 Posted 10 August 2010 - 05:01 AM
#1691 Posted 10 August 2010 - 05:57 AM
#1692 Posted 11 August 2010 - 05:37 PM
source/m32exec.c: In function 'VM_OnEvent': source/m32exec.c:155: error: implicit declaration of function 'alloca' source/m32exec.c:155: warning: incompatible implicit declaration of built-in function 'alloca' source/m32exec.c: In function 'VM_Execute': source/m32exec.c:344: warning: incompatible implicit declaration of built-in function 'alloca' Failed building obj_win/m32exec.o from source/m32exec.c! make: *** [obj_win/m32exec.o] Error 1
#1694 Posted 12 August 2010 - 12:25 PM
Tea Monster, on Aug 10 2010, 11:04 AM, said:
You could do it by having those sprites tagged somehow by the engine, and you could then make glow-maps for them in typically night-vision style.
Yet monsters do still glow with nightvision.
#1695 Posted 12 August 2010 - 12:26 PM
This post has been edited by MusicallyInspired: 12 August 2010 - 12:28 PM
#1696 Posted 12 August 2010 - 01:08 PM
#1698 Posted 13 August 2010 - 09:33 AM
Chip, on Aug 13 2010, 09:40 AM, said:
Use that for all the letter / number tiles and place them somewhere loose within the GAME.con, lets say right at the bottom.
I think it would be better to put nightvision glow on selected sprites using maphacks, because we don't want all letters in the maps to have that property, also it would be nice if it worked without modified CONs.
#1699 Posted 13 August 2010 - 12:37 PM
Either way, I am not sure about turning the heat sensor on letters. =/
#1700 Posted 13 August 2010 - 01:25 PM
Compare:

This could be fixed (as well as the problem of nightvision being useless in general) by boosting the contrast.
#1701 Posted 13 August 2010 - 05:02 PM
#1702 Posted 13 August 2010 - 05:27 PM
#1703 Posted 13 August 2010 - 05:34 PM
MusicallyInspired, on Aug 13 2010, 08:02 PM, said:
It brightens them up like Fox and I explained. The letters do not turn pal 6.
#1704 Posted 14 August 2010 - 01:42 PM
KP*, KP/ -- specularfactor (mnemonic: * as in 'factor')
KP7, KP9 -- speclarpower
KP5, KP8 -- parallaxscale
KP4, KP6 -- parallaxbias

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