EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1771 Posted 15 October 2010 - 04:49 PM
This post has been edited by MusicallyInspired: 15 October 2010 - 04:50 PM
#1772 Posted 15 October 2010 - 08:55 PM
there are differences which sadly affect the atmosphere of the game.
Left: software mode / Right: 32 bit mode
Edit: note: There's something odd with The Abyss level in 32 bit mode, some walls come out black and textureless as you can see in the bottom right screenshot.
This post has been edited by ozz: 15 October 2010 - 09:05 PM
#1773 Posted 15 October 2010 - 10:50 PM
ozz, on Oct 15 2010, 09:55 PM, said:
That's because the default shading scale is off in 32 bit mode. It affects a lot of maps, not just The Abyss. You can fix this by opening the console and entering:
r_shadescale .99
Higher values can work too. DanM uses 1.05 for example.
#1774 Posted 16 October 2010 - 05:14 AM
Plagman, on Oct 15 2010, 06:17 PM, said:
Not directly at least. It seems that the classic/Polymost code always assumes a fixed screen aspect ratio of 4:3, irrespective of the actual resolution. In our times this assumption is wrong because there are monitors with other ratios and because the user could be playing in practically any windowed resolution.
#1775 Posted 16 October 2010 - 11:53 AM
ozz, on Oct 16 2010, 01:55 AM, said:
Edit: note: There's something odd with The Abyss level in 32 bit mode, some walls come out black and textureless as you can see in the bottom right screenshot.
DeeperThought, on Oct 16 2010, 03:50 AM, said:
r_shadescale .99
Higher values can work too. DanM uses 1.05 for example.
Yep, but I think the closest scale value to 8-bit is 1.15
Not so dark and not so bright.
You can try it see if it gets better.
This post has been edited by LkMax: 16 October 2010 - 11:55 AM
#1776 Posted 16 October 2010 - 11:55 AM
Only classic/Polymost is new code, note the exaggerated aspect ratio of 8:3 and the different handling of HUD rendering (which I didn't change).
#1777 Posted 16 October 2010 - 02:43 PM
This post has been edited by Tea Monster: 16 October 2010 - 02:44 PM
#1778 Posted 16 October 2010 - 09:32 PM
This post has been edited by Hendricks266: 16 October 2010 - 09:36 PM
#1780 Posted 17 October 2010 - 10:54 AM
#1781 Posted 17 October 2010 - 10:57 AM
#1782 Posted 17 October 2010 - 01:40 PM
#1783 Posted 22 October 2010 - 04:43 PM
#1784 Posted 22 October 2010 - 05:26 PM
LeoD, on Oct 17 2010, 04:40 PM, said:
Yeah, major performance improvements can and will happen in the future.
#1785 Posted 22 October 2010 - 08:37 PM
Using HRP.
#1786 Posted 23 October 2010 - 01:23 AM
#1787 Posted 23 October 2010 - 07:19 AM
TX, on Oct 23 2010, 03:26 AM, said:
#1788 Posted 23 October 2010 - 09:07 AM
In the SVN, tiles.cfg should be moved out of the samples/ dir back into the directory above it. Everything else in samples/ is fine where it is.
I also wanted to pop in here and say that I'm taking a C++ programming class. It's been quite easy so far because of my experience with CON scripting. We're still doing really basic stuff, but I hope at some point to become an active developer of EDuke32.
This post has been edited by Hendricks266: 23 October 2010 - 09:08 AM
#1789 Posted 26 October 2010 - 11:47 PM
or motivation to read through the source, too much code, too less motivation hope you are different to me
#1790 Posted 27 October 2010 - 12:28 PM
#1792 Posted 28 October 2010 - 01:25 PM
This post has been edited by Micky C: 28 October 2010 - 01:27 PM
#1795 Posted 28 October 2010 - 06:55 PM
This post has been edited by Mr.Flibble: 28 October 2010 - 06:55 PM
#1798 Posted 28 October 2010 - 08:42 PM
This post has been edited by The Commander: 28 October 2010 - 08:52 PM
#1799 Posted 28 October 2010 - 09:29 PM
One of the first things that comes to mind is that it should allow for multiple clipshape maps. Maybe the first must be named _clipshape_.map, but then it could look for others named _clipshape2_.map, etc. Hopefully members of the community will make a _clipshape_.map that covers all of the important sprites in the original tile set. Then modders can use that map and add other ones. We wouldn't want to modify the community _clipshape_.map with our custom sprites, because when the community map gets updated then we would have to do add back our custom clipshapes every time.
#1800 Posted 29 October 2010 - 01:20 AM
so is the hitscan weapons a limitation for the moment or something that u cannot get around?