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

User is offline   Mark 

#2221

I am using the spriteshadow feature in a map. There are clipping issues some times, just like I get occasionally with sprites on walls. I solve the problem on walls by moving the sprite one smallest grid unit away from the wall. But there is no option to move the spriteshadow off the floor. Could it be done easily or would it introduce other problems? The problem has been noticed by others so I assume its not something specific to my setup.

OOPS. I posted in the wrong thread. I got fooled because the last few posts were about bugs and I clicked post instead of heading over to the bugs section.

This post has been edited by Marked: 03 April 2011 - 04:31 AM

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User is offline   RPD Guy 

#2222

 Marked, on 03 April 2011 - 04:27 AM, said:

I am using the spriteshadow feature in a map. There are clipping issues some times, just like I get occasionally with sprites on walls. I solve the problem on walls by moving the sprite one smallest grid unit away from the wall. But there is no option to move the spriteshadow off the floor. Could it be done easily or would it introduce other problems? The problem has been noticed by others so I assume its not something specific to my setup.

OOPS. I posted in the wrong thread. I got fooled because the last few posts were about bugs and I clicked post instead of heading over to the bugs section.



not answering your question, but doing another, what the hell is spriteshadow? I'm curious! =)
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User is online   Hendricks266 

  • Weaponized Autism

  #2223

EDukeWiki, promoting reading things instead of asking stupid questions since 2005 ;)

This post has been edited by Hendricks266: 03 April 2011 - 08:31 AM

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User is offline   RPD Guy 

#2224

 Hendricks266, on 03 April 2011 - 08:30 AM, said:



i'm sorry, i'm not idiot, i just forget it =)
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#2225

Some of the commands are hidden. You would only find them if you know they are there... ( how did i find them in the first place? )
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User is online   Hendricks266 

  • Weaponized Autism

  #2226

There are no hidden commands.
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#2227

You know what i mean. Some commands are hard to find, especially if you don't know where they are. That's what i mean with hidden. Sometimes you just get surprised that there are some commands that you didn't know were there. Takes time to learn the wiki in your head.
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User is offline   Master Fibbles 

  • I have the power!

#2228

In other words: there are commands in the wiki that aren't easily accessible. It needs a usability revamp.
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#2229

Yea, if you take the command palfrom. I had no idea what the hell that was before someone told me. And that it was extremely useful. Should be called color flash or something.
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User is offline   RPD Guy 

#2230

 Jhect, on 05 April 2011 - 08:23 AM, said:

You know what i mean. Some commands are hard to find, especially if you don't know where they are. That's what i mean with hidden. Sometimes you just get surprised that there are some commands that you didn't know were there. Takes time to learn the wiki in your head.


you're right! I never used "spriteshadow", I only use on actors "spriteflags 1" (perhaps is the same thing)
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User is online   Hendricks266 

  • Weaponized Autism

  #2231

Spriteshadow tells the game to set spriteflags 1.

I see what you mean now. Perhaps in addition to an alphabetical listing we should also categorize them all on one page.

This post has been edited by Hendricks266: 06 April 2011 - 07:57 AM

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#2232

Glad to hear that. In case you wonder. Yea i am rasmusthorup on the eduke wiki. So you can talk to me there if you want to. I've been doing a lot of very small updates. But those are the updates that makes it easy to manipulate around. Feel free to correct my graphical errors because sometimes i mess up xD
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User is offline   Mike Norvak 

  • Music Producer

#2233

I know polymer is able only to render one skybox texture per map but I have the next question: Is possible to code it so it could render the same texture but with different palettes? Maybe my first point answer the question, anyway i have this doubt.
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User is offline   Plagman 

  • Former VP of Media Operations

#2234

No, you would hit the same limitation. I really intend to have this fixed at some point, though.
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User is offline   fgsfds 

#2235

It is possible to make autoload work with folders? For example, if I put polymer_hrp (from SVN) in autoload folder, it will work.
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User is offline   Micky C 

  • Honored Donor

#2236

I thought it already worked with folders? Have you tried it?
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User is offline   fgsfds 

#2237

Yes. It works only if you put all files from polymer_hrp in main folder (where is eduke32.exe), but it doesn't work with autoload folder. But maybe I do something wrong.
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User is offline   The Commander 

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

#2238

 Micky C, on 09 April 2011 - 04:27 AM, said:

I thought it already worked with folders? Have you tried it?

The autoload folder does not read folders inside it AFAIK, it will only read zip's etc.

He can get the folder to work by having the "polymer_hrp" folder in his main Duke directory and selecting it from the custom game content directory drop down box as shown in the SVN guide.
But I think he may want it to load from the autoload folder so he can use it with DukePlus.

This post has been edited by The Commander: 09 April 2011 - 09:33 AM

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User is offline   Superthijs 

#2239

View PostThe Commander, on 29 November 2010 - 10:38 PM, said:

I like the new addition to Mapster.
Posted Image

For those that don't know what they are looking at, it's E1L1 but in a angled view.


wow that's cool!
how to do that??
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User is offline   The Commander 

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

#2240

Press F3 in 2D mode.

This post has been edited by The Commander: 12 April 2011 - 10:51 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2241

I'm not sure where to post this, but it involves Polymer so I'll post it here.

For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.
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User is offline   Stabs 

#2242

View PostDeeperThought, on 12 April 2011 - 11:26 PM, said:

I'm not sure where to post this, but it involves Polymer so I'll post it here.

For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.


its also interesting to note in scenarios where i have turned off lights with the intent of getting frames the fps is actually worse than it would be with the lights on.
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User is online   Hendricks266 

  • Weaponized Autism

  #2243

View PostJhect, on 05 April 2011 - 07:40 AM, said:

Some of the commands are hidden. You would only find them if you know they are there... ( how did i find them in the first place? )

View PostJhect, on 05 April 2011 - 08:23 AM, said:

Some commands are hard to find, especially if you don't know where they are. That's what i mean with hidden. Sometimes you just get surprised that there are some commands that you didn't know were there. Takes time to learn the wiki in your head.

View PostJhect, on 05 April 2011 - 09:10 AM, said:

Yea, if you take the command palfrom. I had no idea what the hell that was before someone told me. And that it was extremely useful. Should be called color flash or something.

Here's a categorized command list which I've sorted over the past week. There are only a handful of commands that I don't know how to sort listed under "unsorted". Tell me what you think.
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User is offline   Danukem 

  • Duke Plus Developer

#2244

View PostHendricks266, on 13 April 2011 - 08:16 AM, said:

Here's a categorized command list which I've sorted over the past week. There are only a handful of commands that I don't know how to sort listed under "unsorted". Tell me what you think.


That's pretty good overall. I would change "meta-settings" to "game settings", and move some stuff around. I'll take another look at it when I have more time.
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#2245

That's awesome dude! Just what we need. Let's put in on the scripting page. Is it the same list as the full command list, just categorized? If it is, should we just replace the "full command list" link? Or make a link under the "full command list" link saying categorized full command list? Your list, you choose :dukegoof:

This post has been edited by Jhect: 13 April 2011 - 12:34 PM

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User is offline   The Commander 

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

#2246

View PostJhect, on 13 April 2011 - 12:32 PM, said:

That's awesome dude! Just what we need. Let's put in on the scripting page. Is it the same list as the full command list, just categorized? If it is, should we just replace the "full command list" link? Or make a link under the "full command list" link saying categorized full command list? Your list, you choose :dukegoof:

You really need to look closer at the page dude, mainly at the very top.
Full command list (alphabetized ยท categorized)
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#2247

Sure, but that doesn't matter lol.
-2

User is offline   The Commander 

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

#2248

View PostDeeperThought, on 12 April 2011 - 11:26 PM, said:

I'm not sure where to post this, but it involves Polymer so I'll post it here.

For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.

On similar type of note,

Apparently this was fixed, but from my testing it does not seem to be the case (Someone else please confirm this)
If the APLAYER spawns a sprite, and that sprite is tuned into a Polymer light everything works BUT.
Spotlights cast a projection of the APLAYER and not a proper light.
It makes no difference to what the .owner member is set to, even before or after it it turned into a light.
I even DNDEBUG'ed and looked at the light in mapster, oddly it works correctly there and has the .owner -1 (or what ever I set it to in code)

It seems the code is all correct, but Polymer fails to set the right .owner in gameplay.
Point lights work fine though.

This post has been edited by The Commander: 13 April 2011 - 02:10 PM

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User is offline   Jblade 

#2249

The latest few snapshots give me compiling errors, it doesn't seem to want to accept rotatesprite commands in states anymore:
http://pastebin.com/DJsCednp

and here's my log from the last snapshot that works, dated 24th of March 2011:
http://pastebin.com/zejvV3y5
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User is offline   The Commander 

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

#2250

I use rotatesprite in a few of my states, but I don't get any errors oddly.
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