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

User is offline   Hendricks266 

  • Weaponized Autism

  #1700

What Fox said.

Compare:
Posted Image Posted Image

This could be fixed (as well as the problem of nightvision being useless in general) by boosting the contrast.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1701

But in 8-bit mode using nightvision on letters allows you to see them brightened up just like enemies. Why can't one do the same thing that gets the enemies lit up for the letters as well in polymost/polymer?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1702

No, it don't, otherwise that wouldn't change in Polymost/Polymer since it doesn't change that kind of stuff.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1703

View PostMusicallyInspired, on Aug 13 2010, 08:02 PM, said:

But in 8-bit mode using nightvision on letters allows you to see them brightened up just like enemies. Why can't one do the same thing that gets the enemies lit up for the letters as well in polymost/polymer?

It brightens them up like Fox and I explained. The letters do not turn pal 6.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1704

@mappers: just dropping by to say that the keys for the Polymer override variable tweaking have changed. They're now activated with Ctrl-KP/ and are themselves much easier to remember:
KP*, KP/ -- specularfactor (mnemonic: * as in 'factor')
KP7, KP9 -- speclarpower
KP5, KP8 -- parallaxscale
KP4, KP6 -- parallaxbias
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User is offline   Roma Loom 

  • Loomsday Device

#1705

Helix, could you please make some small changes for parallax and spec routines? Clamp parallaxscale and bias like 0 to 1 with 0.001 increment step, and spec values from 0 to 255 by 0.1 increment step. Maybe just defining such vars like minspec maxspec specstep and minparallax maxparallax parallaxstep or something, so anyone could change their values in the script not touching the procedure itself...

This post has been edited by Roma Loom: 14 August 2010 - 11:49 PM

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User is offline   king karl 

#1706

when i switch on polymer dead bodies and ground pickups will appear as sprites not as models (although living enemies are 3D....)

im using the attruition mod too but i didnt think that would make a difference
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User is offline   Micky C 

  • Honored Donor

#1707

I've also experienced this, and the player duke model seems to alternate rapidly between model and sprite
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#1708

Latest build of EDuke32 indeed does that. I don't know what version it is but the build in DukePlus 2.11 handles the models correctly.
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User is online   Danukem 

  • Duke Plus Developer

#1709

View Postking karl, on Aug 15 2010, 01:00 AM, said:

when i switch on polymer dead bodies and ground pickups will appear as sprites not as models (although living enemies are 3D....)

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

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User is offline   Plagman 

  • Former VP of Media Operations

#1710

Does that still happen before 1680? That's when Polymer picked up support for the first mdflags bit, but I'm also pretty sure it checks for the right value. Something else must be going on.
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User is online   Danukem 

  • Duke Plus Developer

#1711

View PostPlagman, on Aug 15 2010, 02:30 PM, said:

Does that still happen before 1680? That's when Polymer picked up support for the first mdflags bit, but I'm also pretty sure it checks for the right value. Something else must be going on.


It happens in the latest build, and some earlier ones, so I assume the problem has always existed.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1712

View PostDanM, on Aug 10 2010, 09:16 AM, said:

there is EVENT_KEYS3D opens swing doors I'am not sure how useful that is too you in space, need something for slide doors, they are a PITA in mapster

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:
Posted Image
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!

View PostRoma Loom, on Aug 15 2010, 09:45 AM, said:

Helix, could you please make some small changes for parallax and spec routines? Clamp parallaxscale and bias like 0 to 1 with 0.001 increment step, and spec values from 0 to 255 by 0.1 increment step. Maybe just defining such vars like minspec maxspec specstep and minparallax maxparallax parallaxstep or something, so anyone could change their values in the script not touching the procedure itself...

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

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User is offline   Plagman 

  • Former VP of Media Operations

#1713

View PostHelixhorned, on Aug 17 2010, 01:44 PM, said:

(is the radius ~1/specularpower?)


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!
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User is offline   Stabs 

#1714

good stuff helix :wacko:

now this spec modifying stuff, can i use that to make stuff reflective? what uses would this have?
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User is offline   Plagman 

  • Former VP of Media Operations

#1715

specularpower and factor are for setting the base specular material of a tile and they've been supported forever through DEFs. The stuff HH added is for easy previewing of the material in mapster before writing it in DEFs (like parallaxoverride). It will make stuff look more or less shiny and glossy, but it won't reflect anything as of yet.
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User is offline   RPD Guy 

#1716

and my mapster continues crashing!
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

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User is offline   The Commander 

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

#1717

View PostDk2, on Aug 22 2010, 02:30 AM, said:

and my mapster continues crashing!
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

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User is offline   RPD Guy 

#1718

ok
tanks for nothing
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User is offline   Spiker 

#1719

I see that the latest snapshot supports HUD lighting and fixes the problem with the muzzle flash for the shotgun, pretty cool BUT now the bug happens for the pistol. Let me know when there are any more enhancements for the HUD system :wacko:
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1720

Oh nice!
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User is online   Danukem 

  • Duke Plus Developer

#1721

View PostDeeperThought, on Aug 15 2010, 09:30 AM, said:

It appears that Polymer is not handling model flags correctly.



Revision 1700:

Quote

Fix wrong interpretation of SPREXT_NOTMD that would cause it to assume the flag was set whenever any flag was set, causing the models to switch on and off in Duke Plus with Polymer.


Thanks, Plagman!
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User is offline   TerminX 

  • el fundador

  #1722

Thank DanM for taking the time to figure out not only which revision broke it, but which line of the changes was the culprit.
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User is offline   Tea Monster 

  • Polymancer

#1723

Whooo-hoo! I'm busy today, but I'll try it out with the HUD pistol tomorrow. I'm just tweaking the animations.
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User is offline   RPD Guy 

#1724

I'm already making the normal textures for the HUD
NOW, tell me why the hell the pistol, shotgun, freezer and chaingun don't works normal mapping?
I'm pissed off
¬¬
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User is offline   RPD Guy 

#1725

look it:
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

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User is offline   Tea Monster 

  • Polymancer

#1726

Did you use a something like crazy-bump to do the normals? It looks a bit strange on the yellow and black stripes near the handle.

That is the old pistol you are using as well. I did a new one for pick-up and the HUD.
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User is offline   RPD Guy 

#1727

yes, I use crazy-bump and photoshop to make my own textures
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User is offline   RPD Guy 

#1728

I downloaded the latest version of Eduke, really, really good.
The FPS was 27 to 60 FPS, several bugs have been concerted! (and HUD now receive lights!)
Congratulations to all team Eduke 32!
=D
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User is offline   Oliosis 

#1729

View PostTX, on Jul 16 2010, 09:06 AM, said:

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.


You could just add a tag to the engine to make it so that it either will have the effect, or it won't.

Or make it use a specific palette number.

I dunno, just my suggestion.
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