EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#1705 Posted 14 August 2010 - 11:45 PM
This post has been edited by Roma Loom: 14 August 2010 - 11:49 PM
#1706 Posted 15 August 2010 - 12:00 AM
im using the attruition mod too but i didnt think that would make a difference
#1707 Posted 15 August 2010 - 01:53 AM
#1708 Posted 15 August 2010 - 03:11 AM
#1709 Posted 15 August 2010 - 08:30 AM
king karl, on Aug 15 2010, 01:00 AM, said:
im using the attruition mod too but i didnt think that would make a difference
Can you confirm:
1) Whether this happens only in Polymer
2) Whether it happens with the eduke32.exe that Attrition comes with, or only with later builds
Here is some technical information which might be helpful for fixing the problem:
In the latest versions of my mods, bodies and pickups get some extra processing in EVENT_ANIMATESPRITES to make them appear to float on the surface of water (lotag 1 sectors). If the sprite is on the floor in a lotag 1 sector, my code adjusts the z position of the corresponding tsprite. To make that possible, the mdflags member of the sprites are set to 16. Setting that flag should not turn off models or model animation (http://wiki.eduke32.com/wiki/Mdflags) but apparently it is, at least in Polymer. Right now I'm downloading a copy of the HRP to test this (I had to trash my old copy a few weeks ago).
EDIT: I finished downloading the HRP and checked it out. The bug only happens when using Polymer (Polymost works correctly), and it does happen before the latest builds. It appears that Polymer is not handling model flags correctly.
This post has been edited by DeeperThought: 15 August 2010 - 08:46 AM
#1710 Posted 15 August 2010 - 01:30 PM
#1711 Posted 15 August 2010 - 02:04 PM
Plagman, on Aug 15 2010, 02:30 PM, said:
It happens in the latest build, and some earlier ones, so I assume the problem has always existed.
#1712 Posted 17 August 2010 - 12:44 PM
DanM, on Aug 10 2010, 09:16 AM, said:
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
[xyz]vel can now be changed with Alt-KP1 in 3D mode.
Sliding doors aren't actually that tricky once you've seen an exploded view of them:

The thing to keep in mind is that all wall-points (marked by green squares) of the door sector (blue) will be moved in the direction specified by the SE, as if drawpoint() had been applied to them. That's why you need the "extension" beyond the door frame -- otherwise it would move with the door!
Roma Loom, on Aug 15 2010, 09:45 AM, said:
It's in the script now, I added a section for user setting at the beginning. The *STEPS values determine the steps in an interval of length 1. It probably doesn't make much sense to change specularpower with linear steps (is the radius ~1/specularpower?), but CTRL and SHIFT multiply the step by 10 (seperately), so you can cover some range.
edit: forgot to say that mappers are encouraged to update. A bug was fixed which could cause a crash when first wall preview ("F4") was on.
edit2: forgot the rightmost points. They're important!
This post has been edited by Helixhorned: 17 August 2010 - 12:53 PM
#1713 Posted 17 August 2010 - 01:25 PM
Helixhorned, on Aug 17 2010, 01:44 PM, said:
The specpower is an actual power applied to the dot product between the eye and the reflection vector of the light from the surface. So the highest the power is, the faster the specular highlight decays (it's always 1.0 at the perfect reflection point).
From polymer.c, lines 505/506:
lightSpecular = pow( max(dot(R, E), 0.0), specularMaterial.x * specTexel.a) * specularMaterial.y;
result += vec4(lightDiffuse * specTexel.rgb * lightSpecular, 0.0);
specTexel is all 1s if there's no specular map, specularMaterial.x is power, specularMaterial.y is factor. The names all make sense, I swear!
#1714 Posted 17 August 2010 - 02:44 PM
now this spec modifying stuff, can i use that to make stuff reflective? what uses would this have?
#1715 Posted 18 August 2010 - 09:02 AM
#1716 Posted 21 August 2010 - 06:30 AM
here is the log:
Mapster32 2.0.0devel 20100521
Using C:/Daniel/Games/Outros/DN HRP/Eduke Current/ for game data
Using group file 'autoload/polymer_hrp.zip'.
Windows XP (build 5.1.2600) Service Pack 2w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Switching kb layout from 00000416 to 00000409
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: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/0368.png}' does not exist
Error: file 'highres/textures/0422_n.png' does not exist
Error on line highres/textures.def:1449: expecting '{'
Error: file 'highres/textures/0750_50_n.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error on line highres/textures.def:2540: expecting float, got "}"
warning: defined hightile replacement for empty tile 5200. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 5200.
warning: defined hightile replacement for empty tile 5200.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 9000.
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Setting video mode 1280x960 (32-bit windowed)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GTX/9800 GTX+/PCI/SSE2
Cache contains 620587 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Setting video mode 1280x960 (8-bit windowed)
Map error: removing sprite #1691(23744,16768) in null space. Map is corrupt!
Map error: removing sprite #191(-36992,8704) in null space. Map is corrupt!
Map error: removing sprite #171(-35840,-3840) in null space. Map is corrupt!
Map error: removing sprite #170(-36608,-3840) in null space. Map is corrupt!
Map error: removing sprite #169(-36352,-3840) in null space. Map is corrupt!
Map error: removing sprite #168(-35840,-1280) in null space. Map is corrupt!
Map error: removing sprite #167(-36608,-1280) in null space. Map is corrupt!
Map error: removing sprite #166(-36352,-1280) in null space. Map is corrupt!
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...
EVERY MAP CRASHES!
EDIT: I use windows 7 x64, but I have to run mapster in compatibility mode.
This post has been edited by Dk2: 21 August 2010 - 06:32 AM
#1717 Posted 21 August 2010 - 06:34 AM
Dk2, on Aug 22 2010, 02:30 AM, said:
here is the log:
[Insert spam]
EVERY MAP CRASHES!
Read this Dk2. CLICK THIS LINK
In other words you need to make that post in THIS section, not in this thread.
Although I think this will be a waste of a post because I don't think you understand English at all from previous posts.
This post has been edited by The Commander: 21 August 2010 - 06:36 AM
#1719 Posted 21 August 2010 - 11:39 AM
#1721 Posted 21 August 2010 - 08:03 PM
DeeperThought, on Aug 15 2010, 09:30 AM, said:
Revision 1700:
Quote
Thanks, Plagman!
#1722 Posted 22 August 2010 - 12:26 AM
#1723 Posted 22 August 2010 - 02:58 AM
#1724 Posted 22 August 2010 - 06:39 AM
NOW, tell me why the hell the pistol, shotgun, freezer and chaingun don't works normal mapping?
I'm pissed off
¬¬
#1725 Posted 22 August 2010 - 07:01 AM
http://img844.images...i/duke0000.jpg/
and the pistol:
http://img801.images...i/duke0001.jpg/
This post has been edited by Dk2: 22 August 2010 - 07:04 AM
#1726 Posted 22 August 2010 - 11:31 AM
That is the old pistol you are using as well. I did a new one for pick-up and the HUD.
#1728 Posted 24 August 2010 - 04:19 PM
The FPS was 27 to 60 FPS, several bugs have been concerted! (and HUD now receive lights!)
Congratulations to all team Eduke 32!
=D

Help
Duke4.net
DNF #1
Duke 3D #1


