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

User is online   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 online   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 online   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 online   Danukem 

  • Duke Plus Developer

#1827

View PostDanM, 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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User is offline   DavoX 

  • Honored Donor

#1831

I tried searching everywere but couldn't find shit.

Now... can ROR be achieved using polymer? has any work been done to the RoR code lately? I've been out of the loop and really need this effect.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1832

View PostDanM, on Nov 1 2010, 11:42 AM, said:

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

Not easy.
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User is offline   Plagman 

  • Former VP of Media Operations

#1833

This is all in the renderer hands anyway, and it already has access to the model bounding information so using such a hack wouldn't be the right answer.
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User is offline   DavoX 

  • Honored Donor

#1834

Awww plagman... why didn't you answer MY question? :(
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User is offline   Plagman 

  • Former VP of Media Operations

#1835

I don't believe RoR can be achieved using Polymer right now, either through the RoR SEs or through CON coding, because they're multi-pass based and Polymer clears the whole screen at the top of drawrooms(). Fixing it would require a little work, but it's something I have planned (that would also benefit stuff like handling multiple skies and some sky clipping problem behaviors). Something that I also have planned is to make RoR more of a first-class feature instead of having to rely on SEs and multiple passes, since Polymer is perfectly able of rendering multiple levels in one pass. The renderer work is minimal, but the editor would need some work to allow editing stacked levels instead of working on an exploded version of the map.
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User is offline   Stabs 

#1836

so why wont it work, make it so if the clipshape is on screen it should always be drawing the clipshapes sprite, why is it wrong that its a "hack"?
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User is offline   Jimmy 

  • Outta jail, back in rehab

#1837

Helix, I'm kind of late replying, but I really like the new feature. It even has potential to be useful for sprites in 8bit, so I'm interested to see how I can use it.
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#1838

I don't know what you did, but Mapster32 has started working fully again on my system. Thanks, now I will be able to finish my map - don't expect it any time soon though, I've got a lot on at the moment.
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User is offline   Plagman 

  • Former VP of Media Operations

#1839

View PostDanM, on Nov 1 2010, 02:47 PM, said:

so why wont it work, make it so if the clipshape is on screen it should always be drawing the clipshapes sprite, why is it wrong that its a "hack"?


Yeah, I understood what you meant and it's indeed doable; however, it would be a hack and I'll explain why: right now, model (and model bounding boxes by extension) are a renderer-only thing, the engine (which is responsible for collision) doesn't know anything about them. Making the collision code in the engine model-aware would require a big overhaul of the interface to propagate the concept of model all the way to the engine core and introduce different gameplay depending on what renderer is being used. It would be a huge amount of work and tricky to get right, and for these reasons Helixhorned went with the clipshape approach where you specify that custom collision information to the engine. However, determining when a sprite is visible or not is totally up to the renderer; in this case, the renderer already has access to the model bounding information. It would make no sense to use that clipshape for model visibility where you can already use the actual model bounding information with less work and more accurate results. Does that make sense?
1

User is offline   Stabs 

#1840

yeah it does a bit, so how difficult would it be to make the render do it correctly, would models need some kind of per pixel on screen detection to get around how sprites work?
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User is online   Danukem 

  • Duke Plus Developer

#1841

Keep in mind that for 90% of Polymer users, improving frame rate and overall performance is still the top priority. I don't really care whether a model disappears sometimes when it shouldn't because I can barely use Polymer at all except in simple maps with not much going on (like E1L1).
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User is offline   Stabs 

#1842

a rather cool screenshot, i was spawning cars in game and because they have blocking they stack, so in honour of helixhorned momentous acheivement, a helix of porches reaching the heavens themselves!

Attached Image: eduke32_2010_11_03_22_12_56_05.png
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1843

Cool dude! Fun things happen if Recon car spawn multiple sprites at death :(

This post has been edited by Fox: 03 November 2010 - 04:33 AM

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User is offline   The Commander 

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

#1844

View PostDanM, on Nov 4 2010, 12:18 AM, said:

a rather cool screenshot, i was spawning cars in game and because they have blocking they stack, so in honour of helixhorned momentous acheivement, a helix of porches reaching the heavens themselves!

Not to burst your bubble, but you could always do that with spawned sprites. It's not just because of helixhorned changes. :(
Posted Image
Anyone want to count whos picture has more cars?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1845

DanM wins. Can the helix be climbed?
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User is offline   Stabs 

#1846

yeh but if you do it slowly you can actually stack cars properly that are not inside each other, i made mine with a spawn bind. yeh you can run around the helix, kinda got me thinking how i could use this for structures

This post has been edited by DanM: 03 November 2010 - 12:01 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#1847

View PostDanM, on Nov 3 2010, 01:18 PM, said:

a rather cool screenshot, i was spawning cars in game and because they have blocking they stack, so in honour of helixhorned momentous acheivement, a helix of porches reaching the heavens themselves!

Attachment eduke32_...12_56_05.png

Haha, a DNA strang made of cars. Thanks, dude!

View PostPlagman, on Nov 1 2010, 11:15 PM, said:

I don't believe RoR can be achieved using Polymer right now, either through the RoR SEs or through CON coding, because they're multi-pass based and Polymer clears the whole screen at the top of drawrooms(). Fixing it would require a little work, but it's something I have planned (that would also benefit stuff like handling multiple skies and some sky clipping problem behaviors). Something that I also have planned is to make RoR more of a first-class feature instead of having to rely on SEs and multiple passes, since Polymer is perfectly able of rendering multiple levels in one pass. The renderer work is minimal, but the editor would need some work to allow editing stacked levels instead of working on an exploded version of the map.

That sounds great! How general do you plan the ROR system to be? I was thinking, if connecting sloped floors and ceilings were disallowed, there would be no need at all for a new format -- we could simply use the [ceiling,floor]heinum members for sector indices whenever the corresponding (cstat & 2) would be 0. The map version number would need to be incremented, though. This way, I could work on the editor side of ROR ahead of time.
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