EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2276 Posted 14 May 2011 - 08:54 AM
#2277 Posted 14 May 2011 - 09:00 AM
Mblackwell, on 14 May 2011 - 08:54 AM, said:
Yeah I would try changing that up in various ways and see what happens. Try adding a default case. If that doesn't work, add breaks after each case (and then make the necessary changes so it is functionally equivalent).
#2278 Posted 14 May 2011 - 09:45 AM
http://pastebin.com/2zHECa1c
I don't know what is wrong.
#2279 Posted 14 May 2011 - 11:46 AM
WheatleyNukem, on 14 May 2011 - 09:45 AM, said:
http://pastebin.com/2zHECa1c
I don't know what is wrong.
I don't know what to make of that, maybe one of the eduke32 developers could help interpret it.
It says that it crashed while the current actor was FIRE, but that's one of the actors whose code is completely unchanged from the original game. Also, I see the "clearmapstate" command being referenced, but that command is not used anywhere in the CONs. So I'm puzzled.
What was happening when the game crashed?
#2280 Posted 14 May 2011 - 01:51 PM
#2281 Posted 14 May 2011 - 06:21 PM
James, on 14 May 2011 - 01:51 PM, said:
Well that sucks, and it should be fixed. But in the mean time, if that's the only problem then you can easily move the rotatesprite command so that it occurs after the switch statement.
#2282 Posted 14 May 2011 - 11:36 PM
WheatleyNukem, on 14 May 2011 - 09:45 AM, said:
http://pastebin.com/2zHECa1c
I don't know what is wrong.
Dude.
Micky C, on 09 May 2011 - 04:41 AM, said:
Bottom line, use this thread for your crash: http://forums.duke4....e-crash-thread/ The eduke32 thread, besides going off-topic every now and then, is really only used to discuss eduke32 features, or important suggestions or bugs such as what James and Deeperthought are talking about. It's not intended to be host to a post-a-thon of one person's crash. I empathize with your situation, it must be frustrating having the game crash like that, but please do follow the correct channels.
#2283 Posted 17 May 2011 - 01:15 AM
#define ROTATESPRITE_MAX 2048
Does this mean there's a limit of 2048 rotatesprite commands allowed? or something else?
EDIT: ok I've just checked and I've already got over 2060 rotatesprite commands so it can't be that.
This post has been edited by James: 17 May 2011 - 01:32 AM
#2285 Posted 17 May 2011 - 08:20 AM
#2286 Posted 17 May 2011 - 11:35 AM
Anyways I'm still getting the CON compiling error with the latest snapshot:
http://pastebin.com/Au7p43Bw
The multiple case warnings are wrong since I haven't done that - also I moved one of the rotatesprites out of the switch but it's still appearing in the list there. It's NOT in a state either, it's directly in the event command.
#2287 Posted 17 May 2011 - 09:32 PM
I want to play it already.
#2289 Posted 19 May 2011 - 03:12 PM
Is there a definitive polymer light tutorial around somewhere? I have done a search here and on the wiki for both se50 and spotlights but I have come up with nothing that is helpful. Either I'm searching for the wrong thing or something but I can't find out what I'm doing wrong.
#2291 Posted 19 May 2011 - 08:18 PM
Quote
SE 49 = point light
A SECTOREFFECTOR with lotag 49 is a point light.
HITAG = light distance
The HITAG of the SE is the maximum distance, in build units, that the light will travel. Note that it is impossible to enter a number higher than 65535.
XVEL/YVEL/ZVEL = RGB values
To edit these, press F8 on the SE in 2D mode, then select them and type in numbers. Numbers should be in the range 0-255
TRANSPARENCY = priority
a solid sprite is a high priority light, press T once (33% transparency) for lower priority, again (66%) for lowest priority
SE 50 = spot light
light distance, color and priority are as above
ANGLE = LIGHT ANGLE (duh)
SHADE = width
shade values are between -127 and 127, each gives a different width....experiment
EXTRA = horiz (up/down angle)
set EXTRA by pressing 'M on the sprite. 100 is straight ahead, higher positive values angle up, and values lower than 100 (including negative values) angle the light down.
#2292 Posted 19 May 2011 - 08:31 PM
#2293 Posted 19 May 2011 - 10:01 PM
I wasn't able to find this on the wiki which is rather odd. It should be in a place where anyone can find it. I just copied and pasted it into its own txt file and placed it in the folder I have for map FAQs.
Unrelated, but I searched for SE 50 and it errored because the search terms were less than 3 characters and a search for SE50 comes up with nothing. This actually makes searching this forum for this information almost impossible. Which, of course, brings me back to my first point: this should be in the wiki. Maybe in the mapping section that is really the Map FAQ from the early days.
This post has been edited by Mr.Flibble: 19 May 2011 - 10:03 PM
#2294 Posted 19 May 2011 - 11:18 PM
Mr.Flibble, on 19 May 2011 - 10:01 PM, said:
I guess you would put it here: http://wiki.eduke32....Reference_Guide
And put a more condensed version of the details in the explanation field.
#2295 Posted 20 May 2011 - 12:26 AM
#2296 Posted 20 May 2011 - 01:01 AM
#2297 Posted 20 May 2011 - 08:37 AM
DeeperThought, on 19 May 2011 - 11:18 PM, said:
And put a more condensed version of the details in the explanation field.
Yeah. That was the first place I looked too and it wasn't there. I expected it to be there. Thanks to whomever added it.
#2298 Posted 23 May 2011 - 02:13 AM
log:
Initialized 16.0M cache
Loading 'duke3d.def'
lots of things I working on use a lot of textures (ex: night-day effect on JP mod), I really need to desactive or increase the cache size, I'm stuck on this error message: ERROR: CACHE SPACE ALL LOCKED UP!
#2299 Posted 23 May 2011 - 03:51 AM
#2300 Posted 23 May 2011 - 08:07 AM
Helixhorned, on 23 May 2011 - 03:51 AM, said:
This only work for eduke32, any way to make this for mapster ? And I think i need much more cache size than 32 megs, this limit is frustrating, I have a great project, but I can't continue
This post has been edited by Muelsa: 23 May 2011 - 08:10 AM
#2302 Posted 23 May 2011 - 10:44 AM
Helixhorned, on 23 May 2011 - 10:09 AM, said:
Uninitializing DirectInput...
Initialized 512.0M cache !!!!!
Loading 'duke3d.def'
thank you for that, you makes me happy
#2303 Posted 29 May 2011 - 01:22 AM
I have been using EDuke32, HRP, and DukePlus together for a long time now. Right up to the latest releases, including HRP 5.0 and DP 2.30 with the latest binaries, I must always keep EDuke32.cfg read-only. Why? Because on the first run the value of "Polymer = 1" gets toggled to 0. The one in DP.cfg remains 1. On the next startup of EDuke32, Polymer gets toggled to 0 on DP.cfg aswell and all Polymer effects stop. Keeping EDuke32.cfg read-only pretty much solves it but if I ever want to change resolution I have to remove the attribute and manually put it in EDuke32.cfg, then make it read-only again. Why is "Polymer = 0" spreading like a plague through the configs?
Even if i delete EDuke32.cfg, when I run it and it pops up the config window, I select my resolution, check fullscreen, CHECK POLYMER, exit the game as soon as I'm in and check the config file, "Polymer = 0".
This is the entire contents of my EDuke32.cfg. The rest of the settings are in DukePlus\DP.cfg
[Misc] Executions = 0 [Setup] ForceSetup = 0 NoAutoLoad = 0 SelectedGRP = "Duke3D.grp" ModDir = "DukePlus" ConfigVersion = 228 [Screen Setup] ScreenBPP = 32 ScreenHeight = 1024 ScreenMode = 1 ScreenWidth = 1280 WindowPositioning = 0 WindowPosX = 0 WindowPosY = 0 Out = 0 Password = "" Polymer = 1 [Updates] CheckForUpdates = 0 LastUpdateCheck = 0
This post has been edited by Searinox Navras: 29 May 2011 - 01:27 AM

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