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

User is offline   Tea Monster 

  • Polymancer

#1801

Cake AND Pie

Wooooh-Hooooo!
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User is offline   Stabs 

#1802

slight problem, with dummy tiles, i think its copying the clipping over to all sprites that have no clipping untill a break in the art

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.
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User is offline   The Commander 

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

#1803

I still can't even try it. :(
I keep getting this, even with revision 1720 (Fix crash. Reason was obsolete code.)

http://pastebin.com/FCKqCL1i
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User is offline   Helixhorned 

  • EDuke32 Developer

#1804

View PostDeeperThought, on Oct 29 2010, 07:29 AM, said:

I haven't played with it yet but I have read the documentation. The idea is simple enough but some of the details confuse me.

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 :(. I'll note the multiple clipmaps idea.

View PostDanM, on Oct 29 2010, 11:20 AM, said:

so is the hitscan weapons a limitation for the moment or something that u cannot get around?

Nah, it's just that every function has its own quirks that need to get figured out before you can mess with them.

View PostDanM, on Oct 29 2010, 12:31 PM, said:

slight problem, with dummy tiles, i think its copying the clipping over to all sprites that have no clipping untill a break in the art

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.


View PostThe Commander, on Oct 29 2010, 08:36 PM, said:

I still can't even try it. :(
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.
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User is offline   Stabs 

#1805

k gotta it all worked out now, but one last thing to be sure, so a copcar is 5240, i set one wall in the sector that contains the cop car as lotag/hitag 5240 and do that to pretty much all my models, that code helps in spanning the tile over multiple frames?
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User is offline   Helixhorned 

  • EDuke32 Developer

#1806

For normal usage you shouldn't have to edit anything because the .picnum sprite member of an animated sprite/actor is always the base picnum. The aliasing feature is present for two reasons: first, you could use some non-base tile as decoration so that the actor code won't run. Second, if you have models that look alike, you only need to create one clipping sector bunch for them. So, if picnums 1000 through 1010 are all different versions of the same type of car, you make one sector bunch, place a sprite with picnum 1000 in the middle of it and align it. Then, pick a wall from this bunch and set its lotag to 1001 and its hitag to 1010 and you have them all covered.
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User is offline   The Commander 

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

#1807

I tried to make a sprite clip for my brick wall in Red Alert, works perfectly fine in Mapster. (no chrashes)
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

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User is offline   TerminX 

  • el fundador

  #1808

Agreed, this is a great feature and I applaud Helixhorned for coming up with it. Very nice work. As for the bugs with it, lord knows every badass feature starts out as a big heap of glitches. :(
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User is offline   Stabs 

#1809

Yes its totally changed mapping for me in a very good way, DNE feels so much more refined now, it dosnt feel clunky walking around models anymore, and the frame rate has picked up a bit now iam not using a ton of bounding sprites

think ive done about 50 models so far, iam actually nearly done
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User is offline   Hendricks266 

  • Weaponized Autism

  #1810

I concur, this kicks major ass. Props to Helixhorned.
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User is offline   Stabs 

#1811

my entire clipping map has corrupted for the 2nd time now, i have lost all the work i did this weekend now, it looks fine untill you paste it into another map, and then you delete all the corrupt secotrs and then all the sprites i have placed get deleted, is there anyway this can get fixed. no idea whats going on, it was working last time i tested it on both occasions before it corrupted.

Attached File  _clipshape_.zip (29.57K)
Number of downloads: 829
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User is offline   Danukem 

  • Duke Plus Developer

#1812

What happens if you paste only the older portions of the map instead trying to paste the whole thing into another map?
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User is offline   Stabs 

#1813

done that before, deleted the screwed up sectors and start again kinda

really hesitant to even want to start doing it a 3rd time in case it happens again
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User is offline   Helixhorned 

  • EDuke32 Developer

#1814

DanM, your clip maps aren't lost. They just have sprites with .sectnum<0 in them which Mapster32 isn't really secured against. You should be able to see and delete them in the new revision. This doesn't solve where they're coming from, though, so be on guard when they pop up!
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.
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User is offline   Stabs 

#1815

Crysis averted, i actually had lebuild to delete those sprites but alas that didnt help, and yer ill be careful because that clipshape map still pastes funny into a new map, oh and the hitscan stuff is good too, is the sprite clip area that is hitscan also linked into the sprites health because cars blow up now from 2-3 shotgun shots now
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User is offline   Helixhorned 

  • EDuke32 Developer

#1816

Hah, funny side effect. I didn't change anything in gameland though.
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User is offline   Stabs 

#1817

leave it :( i will work out some armor code so bullets are weak, still want the rocket to 1 shot a car tho
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User is offline   Danukem 

  • Duke Plus Developer

#1818

View PostDanM, on Oct 31 2010, 02:18 PM, said:

leave it :( i will work out some armor code so bullets are weak, still want the rocket to 1 shot a car tho


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.
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User is offline   Stabs 

#1819

k ill do that, it just has health at the moment of 100, but with that code could i make health 600 and an RPG would still destroy the car 1 hit? I want to go for a GTA styled approach to car dmg, btw which file contains the shotspark1 code ill need to modify?
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User is offline   Danukem 

  • Duke Plus Developer

#1820

View PostDanM, on Oct 31 2010, 03:14 PM, said:

k ill do that, it just has health at the moment of 100, but with that code could i make health 600 and an RPG would still destroy the car 1 hit? I want to go for a GTA styled approach to car dmg, btw which file contains the shotspark1 code ill need to modify?


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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1821

Hey, I think tiles.cfg should be moved out of the samples directory, back with the executables.
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User is offline   Stabs 

#1822

yeh i just want the cars to be used as cover, for awhile... :(

When the cars explode it spawns explosion2, i want a bigger bang, is the heavy rpg explosion defined as something i could use here?
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User is offline   Danukem 

  • Duke Plus Developer

#1823

View PostDanM, on Oct 31 2010, 07:18 PM, said:

When the cars explode it spawns explosion2, i want a bigger bang, is the heavy rpg explosion defined as something i could use here?


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.
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User is offline   The Commander 

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

#1824

Everything seems to work now, apart from a small bug thats popped up somewhere. :(
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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User is offline   Stabs 

#1825

I have a DNE.con that sits with the dpcons, commander actually wrote the original code, i just modded and made it shoot out that trail explosion from the duke bike, btw ill need some help getting that effect to not shoot so high up into the air and last so long, its such an FPS killer, ive tried using range with it and sorta worked, but its just trial and error with me.
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User is offline   The Commander 

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

#1826

I can not remember what I wrote. :(
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User is offline   Danukem 

  • Duke Plus Developer

#1827

 DanM, on Oct 31 2010, 10:17 PM, said:

I have a DNE.con that sits with the dpcons, commander actually wrote the original code, i just modded and made it shoot out that trail explosion from the duke bike, btw ill need some help getting that effect to not shoot so high up into the air and last so long, its such an FPS killer, ive tried using range with it and sorta worked, but its just trial and error with me.


Make sure I get a chance to fix that code DNE code for you before you release another version.
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User is offline   Stabs 

#1828

just a thought helix, because models have volume now with its clip shape, could this fix the problem with models disappearing?
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User is offline   SwissCm 

#1829

Next step: Simulated 3D physics!!!!

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#1830

LOL - there are plenty of libraries such as bullet floating around. I have no idea how hard it would be to fold it into eduke.

a simple particle system would be nice. Just something that will chuck out billboards (small squares) that we can put fire or smoke graphics onto.
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