EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2090 Posted 24 January 2011 - 10:28 AM
#2091 Posted 28 January 2011 - 10:52 PM
#2092 Posted 29 January 2011 - 07:26 AM
Scott_AW, on Jan 24 2011, 01:28 PM, said:
Not sure, but don't Panic. They can fix it.
http://www.youtube.c...h?v=xZn0o30tS1c
http://www.bing.com/videos/watch/video/bat...with%20a%20bomb
This post has been edited by Skulldog: 29 January 2011 - 07:44 AM
#2093 Posted 29 January 2011 - 02:36 PM
The Commander, on Jan 29 2011, 12:52 AM, said:
I've reported this in IRC twice, and it happens in all modes. Something strikes me as off about the shrinker too.
#2094 Posted 29 January 2011 - 04:49 PM
I've made some improvements to the logo images and icons.
I've applied the GIMP "Color to Alpha" tool on a 1-2 pixel ring around the edges of the circles so that there is now a smooth transition (translucent pixels) from the logo to any color background. No change is detectable, even when zooming in, if the background is the original white or black.
eduke32.ico is unchanged, although it still has the fix on the 8x8 icon which was patched into SVN a couple months ago.
eduke32_classic.ico is basically eduke32.ico with the hue adjusted to make it orange. I've tested it to be exact same change to make eduke32.png look exactly like eduke32_classic.png. I think it would be nice to apply it to one of the executables, to tell them apart quickly and easily.
This post has been edited by Hendricks266: 29 January 2011 - 04:52 PM
#2095 Posted 30 January 2011 - 04:33 AM
I noticed this last fall when I was running through Imagination World 2. I thought they were missing textures but since then I've been getting black textures in other levels as well, in locations I used to be able to see.
#2096 Posted 30 January 2011 - 05:21 AM
This post has been edited by Marked: 30 January 2011 - 05:22 AM
#2097 Posted 30 January 2011 - 06:59 PM
http://sourceforge.n...ojects/eduke32/
havnt been able to find out what the new revisions do
#2098 Posted 30 January 2011 - 07:13 PM
And reading the changelog.txt
#2099 Posted 30 January 2011 - 08:17 PM
#2101 Posted 31 January 2011 - 08:23 AM
Marked, on Jan 30 2011, 03:21 PM, said:
Any idea why? It's really fucked up now.
#2102 Posted 31 January 2011 - 09:28 AM
Mikko_Sandt, on Jan 31 2011, 08:23 AM, said:
They were attempts to make the shading more like the software renderer, and actually it sort of succeeded except that it goes to black too soon.
This is why, in my mods I include an autoexec.cfg file that contains the line: r_shadescale 0.99
Changing the shade scale fixes it.
I hope that people are not mapping differently to compensate for the problem, because if they do their maps will be too bright in software mode, or if the shade scale is adjusted (e.g. DukePlus), or if the problem is fixed in eduke32.
This post has been edited by DeeperThought: 31 January 2011 - 09:32 AM
#2103 Posted 31 January 2011 - 11:39 AM
#2104 Posted 31 January 2011 - 11:57 AM
Plagman, on Jan 31 2011, 11:39 AM, said:
I don't know if it's widely accepted, it is just what I use. But here is the strange thing: the difference between .99 and 1.00 should be trivial, and yet it makes a big difference in game. Or maybe 1.00 is not the default setting? IIRC, DanM uses 1.05 and that gets rid of the premature blackness as well.
This post has been edited by DeeperThought: 31 January 2011 - 11:59 AM
#2105 Posted 31 January 2011 - 12:39 PM
Plagman, on Jan 31 2011, 04:39 PM, said:
If you´re going to tweak the shading, do it also with the visibility. The difference between software and 32 bits doesn´t exactly stand out in the shading but more in how distant stuff looks. In software mode it´s darker but more lineal, in 32bits it tends to fade off at a pretty short distance, either with polymost or polymer, only that in the latter this seems to affect the sky too!
EDIT: Another thing that should be revised is that while in 8bits visibility doesn´t affect the z axis, it does in 32bits. Suppose you´re looking up a skycraper. in software mode you´ll be able to see the top of it as bright as the bottom, instead in 32 bits the top will look pitch black unless it´s shade 0. Maybe this difference can´t be sorted out, but surely can be disguised somehow.
This post has been edited by Gambini: 31 January 2011 - 12:44 PM
#2106 Posted 31 January 2011 - 01:34 PM
Gambini, on Jan 31 2011, 12:39 PM, said:
EDIT: Another thing that should be revised is that while in 8bits visibility doesn´t affect the z axis, it does in 32bits. Suppose you´re looking up a skycraper. in software mode you´ll be able to see the top of it as bright as the bottom, instead in 32 bits the top will look pitch black unless it´s shade 0. Maybe this difference can´t be sorted out, but surely can be disguised somehow.
This raises the question of whether we really want the new renderers to imitate the software renderer in all respects. The z-axis feature of software could be regarded as a bug, since arguably visibility should be a function of true distance, not just xy distance. The renderers have been different since the first version of polymost. The top priority should be fixing the recent fuckery.
#2107 Posted 31 January 2011 - 02:33 PM
With 16-32bit, there is more potential in color blending, shadows, alpha and other nice stuff.
However there are some things you can't replicate easily in a fixed palette system. There's a lot of control when you only have to deal with 256 colors, but there's very little control over thousands and millions of colors.
I imagine once polymer is more refined it can make an awesome engine for a TC, since the build scripting and mapping is easy to work with, throw in the special effects and you have something comparable to a modern engine, although with limits. I'd like to work on a hi-res project with this engine sometime in the future.
#2108 Posted 31 January 2011 - 02:35 PM
How many times you drive by the highway and see how the road turns pitch black ten meters away? That´s not realistic. That doesn´t happen in modern games. Thus, there´s no doubt this effect is there just to make things look remotely like in 8bits.
Do we agree? If so: why not making it work just like it works in 8bits?
#2109 Posted 31 January 2011 - 02:59 PM
#2110 Posted 01 February 2011 - 12:48 AM
This post has been edited by Tetsuo: 01 February 2011 - 12:51 AM
#2111 Posted 01 February 2011 - 03:51 AM
#2112 Posted 01 February 2011 - 09:20 AM
SwissCm, on Feb 1 2011, 03:51 AM, said:
SE lights can already be scripted to turn on/off and do other things upon activation, such as when switches are used:
They are already scriptable like that: http://fissile.duke4...ymer_switch.wmv
#2113 Posted 01 February 2011 - 09:37 AM
DeeperThought, on Feb 2 2011, 03:20 AM, said:
They are already scriptable like that: http://fissile.duke4...ymer_switch.wmv
I meant with maphacks.
#2114 Posted 01 February 2011 - 09:53 AM
#2115 Posted 01 February 2011 - 10:54 AM
#2116 Posted 01 February 2011 - 11:03 AM
The plan with maphacks was indeed to be able to override part or all sector lighting of a map in order to let Polymer lights do their thing. There's also an existing interface to map a lighthack intensity to the shade of the sector it's in, allowing it to react to stuff like lightswitches and broken lights. It was working fine in the first iteration, but at some point I reworked the light system and seemed to have broken it (it's the minshade and maxshade members of lighthacks). I'll need to take a look at some point.
#2117 Posted 04 February 2011 - 01:15 PM
It's getting really annoying. This is an indoor location from MRCK's latest map:

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