EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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?
#1802 Posted 29 October 2010 - 02:31 AM
for example if i set a cop car at 5240 clipping and skip models 5241 - 5245 they will all have the same clipping untill they hit a new clip boundry or no art.
#1803 Posted 29 October 2010 - 10:36 AM
I keep getting this, even with revision 1720 (Fix crash. Reason was obsolete code.)
http://pastebin.com/FCKqCL1i
#1804 Posted 29 October 2010 - 12:55 PM
DeeperThought, on Oct 29 2010, 07:29 AM, said:
One of the first things that comes to mind is that it should allow for multiple clipshape maps. (...)
The docs aren't supposed to be understandable unless you've looked at the example map
DanM, on Oct 29 2010, 11:20 AM, said:
Nah, it's just that every function has its own quirks that need to get figured out before you can mess with them.
DanM, on Oct 29 2010, 12:31 PM, said:
for example if i set a cop car at 5240 clipping and skip models 5241 - 5245 they will all have the same clipping untill they hit a new clip boundry or no art.
It doesn't do anything automatically. Check the TANK sprite in the example map. You need to set a wall lo/hi-tag to a picnum range specify aliases for dummy tiles.
The Commander, on Oct 29 2010, 08:36 PM, said:
I keep getting this, even with revision 1720 (Fix crash. Reason was obsolete code.)
http://pastebin.com/FCKqCL1i
Hm, I guess the commit was a bit premature. The control flow is rather involved (speak: spaghetti code) so something probably slipped through my attention. Until then, you could study how to set everything up without loading _clipshape_.map.
#1805 Posted 29 October 2010 - 04:41 PM
#1806 Posted 30 October 2010 - 11:37 AM
#1807 Posted 30 October 2010 - 01:11 PM
Yet, within one second of my map loaded and in game results in: http://pastebin.com/xTvqpPXN
It will be of very great use when it has been perfected as DanM currently knows how we both can make good use of this.
This post has been edited by The Commander: 30 October 2010 - 01:27 PM
#1808 Posted 30 October 2010 - 01:50 PM
#1809 Posted 30 October 2010 - 03:30 PM
think ive done about 50 models so far, iam actually nearly done
#1811 Posted 31 October 2010 - 05:18 AM
_clipshape_.zip (29.57K)
Number of downloads: 1088
#1812 Posted 31 October 2010 - 09:39 AM
#1813 Posted 31 October 2010 - 10:40 AM
really hesitant to even want to start doing it a 3rd time in case it happens again
#1814 Posted 31 October 2010 - 12:09 PM
A word about your map: the tags you have set are mostly (all?) redundant, aliasing is only needed if you have more than one base tile. Otherwise it's OK. Maybe you loaded the map in a way that your custom art wasn't loaded. In that case you wouldn't see the sprites in 3D mode but they're still around in 2D mode.
#1815 Posted 31 October 2010 - 12:26 PM
#1816 Posted 31 October 2010 - 12:33 PM
#1817 Posted 31 October 2010 - 01:18 PM
#1818 Posted 31 October 2010 - 01:35 PM
DanM, on Oct 31 2010, 02:18 PM, said:
I don't know what you are using for the car code, but you just need to code them so they only respond to RPG and RADIUSEXPLOSION.
So, for example, if before you had:
ifhitweapon
{
ifdead state blowupcar
}Now you would have:
ifhitweapon
{
ifdead
{
ifwasweapon RPG state blowupcar
ifwaswapon RADIUSEXPLOSION state blowupcar
}
}I would also add the cars to the list of metallic objects in the SHOTSPARK1 actor, so they spawn the sparks when shot and make the hit metal sounds.
#1819 Posted 31 October 2010 - 02:14 PM
#1820 Posted 31 October 2010 - 03:16 PM
DanM, on Oct 31 2010, 03:14 PM, said:
I don't know how GTA works, never played it. But if you want to give them 600 health I'm guessing that's because you do want bullets to destroy the cars, but only after a lot of hits. In that case, you want something like this:
ifhitweapon
{
ifwasweapon RPG state blowupcar
else
ifdead state blowupcar
}The SHOTSPARK1 actor is in DUKEPLUS.CON but I think you should wait before editing that because the code has changed since the last time I uploaded it.
#1821 Posted 31 October 2010 - 05:14 PM
#1822 Posted 31 October 2010 - 06:18 PM
When the cars explode it spawns explosion2, i want a bigger bang, is the heavy rpg explosion defined as something i could use here?
#1823 Posted 31 October 2010 - 06:56 PM
DanM, on Oct 31 2010, 07:18 PM, said:
You have your own CON file that loads after the DukePlus CON files, right? That would be the place to add DNE specific stuff. You could PM me to get some help with that.
#1824 Posted 31 October 2010 - 07:02 PM
If I try to launch my mod with Polymer enabled I get thrown straight back to the desktop where it would normally launch perfectly fine yesterday.
I can switch to polymer using the console command in game though with no problem. (not on the main menu as this will crash it)
Crash log and normal log: http://pastebin.com/dUB15EVa
This post has been edited by The Commander: 31 October 2010 - 07:03 PM

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