EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1819 Posted 31 October 2010 - 02:14 PM
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?
#1820 Posted 31 October 2010 - 03:16 PM
DanM, 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.
#1821 Posted 31 October 2010 - 05:14 PM
Hey, I think tiles.cfg should be moved out of the samples directory, back with the executables.
#1822 Posted 31 October 2010 - 06:18 PM
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?
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:
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.
#1824 Posted 31 October 2010 - 07:02 PM
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
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
#1825 Posted 31 October 2010 - 09:17 PM
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.
#1827 Posted 31 October 2010 - 10:09 PM
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.
#1828 Posted 01 November 2010 - 01:42 AM
just a thought helix, because models have volume now with its clip shape, could this fix the problem with models disappearing?
#1830 Posted 01 November 2010 - 08:12 AM
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.
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.
#1831 Posted 01 November 2010 - 10:39 AM
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.
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.
#1832 Posted 01 November 2010 - 11:16 AM
DanM, 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.
#1833 Posted 01 November 2010 - 11:40 AM
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.
#1835 Posted 01 November 2010 - 01:15 PM
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.
#1836 Posted 01 November 2010 - 01:47 PM
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"?
#1837 Posted 01 November 2010 - 02:21 PM
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.
#1838 Posted 01 November 2010 - 02:31 PM
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.
#1839 Posted 01 November 2010 - 05:03 PM
DanM, 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?
#1840 Posted 01 November 2010 - 06:22 PM
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?
#1841 Posted 01 November 2010 - 07:23 PM
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).
#1842 Posted 03 November 2010 - 03:18 AM
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!
#1843 Posted 03 November 2010 - 04:32 AM
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
#1844 Posted 03 November 2010 - 10:11 AM
DanM, 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.

Anyone want to count whos picture has more cars?
#1846 Posted 03 November 2010 - 12:00 PM
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
#1847 Posted 06 November 2010 - 04:23 AM
DanM, 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!
eduke32_...12_56_05.png
Haha, a DNA strang made of cars. Thanks, dude!
Plagman, 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.
#1848 Posted 06 November 2010 - 05:05 PM
That's a good point. I don't think slope makes any sense in the context of a connected floor/ceiling since it's not going to physically, right? So we could just use that member when the corresponding cstat is set, yeah. From the editor side, I was thinking there would be a function to stack a sector above or below the selected sector (that would essentially create the same exact sector, set the height for it to be higher and connect it), and then a function to switch between the different levels of the map in order to be able to work on one at a time without the screen being a huge mess of lines. I guess other levels could be faded gray in the background or something like that to make it more fancy. From the renderer side it would be as simple as walking these connections the same way as red walls, and from the engine side it should be pretty easy to change the collision code to follow these links when clipping with floor and ceiling.

Help
Duke4.net
DNF #1
Duke 3D #1


