EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2367 Posted 28 July 2011 - 04:42 AM
#2368 Posted 28 July 2011 - 05:45 AM
do sethighlightsector <sectnum> <set?>
in the OSD ('do' can be omitted if 'osdtryscript' is set to 1 in mapster32.cfg).
#2370 Posted 28 July 2011 - 07:28 AM
Micky C, on 24 July 2011 - 06:55 PM, said:
I made the commit but I forgot to make the announcement!
New Feature: CON/DEF Modules
This is a gradual step towards my goal of a much more user-friendly method to mix and match mods, packs, and generally anything distributed for EDuke32.
CON and DEF modules are individual, stand-alone files that are in effect included after, or from the end of the previous file, whether it's the default root file or another module.
This should make life easier for creators of small gameplay mods, as well as mappers who want to add only small things to the con files (such as an episode listing or some new sprite code) but don't want to restrict use to only a certain set of base cons.
Internally, a dynamic array stores the file names of modules, so there is no limit on the amount you can use other than available RAM.
Here's an example of the syntax: eduke32 -xgame.con -mx module1.con -mx module2.con -hduke3d.def -mh module.def
Disclosure: I used the term "module" rather than "mutator" because in the discussion in IRC channel, there were some strong opinions that mutators should not be added unless the names of gamevars were mangled by the executable to prevent conflicts. I think that's unnecessary, and there are times when you might want to change the value of a gamevar used elsewhere. Regardless, you're free to refer to them as mutators.
This post has been edited by Hendricks266: 28 July 2011 - 07:29 AM
#2371 Posted 28 July 2011 - 07:34 AM
Hendricks266, on 28 July 2011 - 07:28 AM, said:
There should probably be a "best practices" document that explains this and advises future coders to namespace their identifiers. I can't imagine how many problems we'll have about people wondering what's up with their "TEST" gamevar unless this is made very clear.
#2372 Posted 28 July 2011 - 08:20 AM
This post has been edited by Hendricks266: 28 July 2011 - 08:20 AM
#2373 Posted 29 July 2011 - 06:40 AM
When editing I might get a crash or something in Mapster32 and then I load up either autosave (I maybe even reloaded the map I was working on) and there are no sprites in the map. I can't remember exactly how it went down, but I was editing and then there were no sprites in my map; and I had some complicated explosion stuff in there already set up.
I'd see if I could reproduce it, but I'd rather not.
#2374 Posted 29 July 2011 - 03:20 PM
This post has been edited by Norvak: 29 July 2011 - 03:22 PM
#2375 Posted 30 July 2011 - 12:26 AM
Mr.Flibble, on 29 July 2011 - 06:40 AM, said:
When editing I might get a crash or something in Mapster32 and then I load up either autosave (I maybe even reloaded the map I was working on) and there are no sprites in the map. I can't remember exactly how it went down, but I was editing and then there were no sprites in my map; and I had some complicated explosion stuff in there already set up.
I'd see if I could reproduce it, but I'd rather not.
That's unfortunate. The best thing would be crashlog, or if you don't mind, the map before and after the corruption (you did make backups, right?)
Norvak, on 29 July 2011 - 03:20 PM, said:
So you should be able to draw lines that, instead of being walls, simply add reference points in the XY plane which further wall drawing snaps to? What's the use case for that of you already can make the grid very finely meshed?
#2376 Posted 30 July 2011 - 06:24 AM
Helixhorned, on 30 July 2011 - 12:26 AM, said:
Sadly, I don't think I have any of those. I've messed with it since. The crash comes from alt-tabing to Notepad to look at the MapFAQ or something like that. I'll see if I can reproduce it with a more crash oriented mode on a map that is backed up.
EDIT: Actually, I figured it out.
The problem is from using the undo feature. At some point while undoing it erased all of the sprites in the map. I must have only noticed it when I reloaded after a crash. That would explain why I didn't have a back up of the level with sprites.
Attached File(s)
-
newboard-error.zip (16.88K)
Number of downloads: 643
This post has been edited by Mr.Flibble: 30 July 2011 - 06:51 AM
#2377 Posted 30 July 2011 - 07:17 PM
Mr.Flibble, on 30 July 2011 - 06:24 AM, said:
I've had that happen to me before, but I just chalked it up to "use the undo feature at your own risk".
#2378 Posted 30 July 2011 - 08:16 PM
Helixhorned, on 30 July 2011 - 12:26 AM, said:
Well I ended up doing it with the regular white lines as reference, what i needed was to make diagonal lines with no common angles to make circles, I used them to make an sloped spiral, so i think my request isn't really necesary we can always use other alternative methods
This post has been edited by Norvak: 30 July 2011 - 08:16 PM
#2380 Posted 09 August 2011 - 01:44 PM
Hendricks266, on 09 August 2011 - 01:15 PM, said:
"not hooked up to TX's Sector Effector-based ROR"
TX's? Don't you mean Helixhorn's? Or is this some other type of ROR I'm not aware of...
#2381 Posted 09 August 2011 - 01:53 PM
#2382 Posted 09 August 2011 - 01:57 PM
#2383 Posted 09 August 2011 - 02:08 PM
#2384 Posted 09 August 2011 - 02:56 PM
#2385 Posted 09 August 2011 - 05:05 PM
#2387 Posted 10 August 2011 - 01:10 AM
#2388 Posted 11 August 2011 - 12:38 AM
DeeperThought, on 10 August 2011 - 01:10 AM, said:
Just testing 1961, I think this part is fixed but the screen goes back to the old aspect if the player's view is rotated.
edit edit: actually it does look much better!
edit2: Ok - when I'm playing in fullscreen the aspect or whatever is fine when rotscrnang is changed. but If I play in windowed mode the aspect goes all weird when rotscrnang is used.
This post has been edited by James: 11 August 2011 - 12:50 AM
#2389 Posted 11 August 2011 - 01:56 PM
Hendricks266, on 09 August 2011 - 01:15 PM, said:
To be fair, there are not only deficiencies. For example, 8-bit style tiled pskies are closer to the classic look in Polymer. I think we should maintain a general comparative list for the sake of maximising the compatibility of non-"eye candy" features.
James, on 11 August 2011 - 12:38 AM, said:
fixed in r1962; found a new bug: weapon hud models behave differently with rotscrnang between Polymer and Polymost (this is a good example of what I mean by the above).
#2390 Posted 11 August 2011 - 02:28 PM
Helixhorned, on 11 August 2011 - 01:56 PM, said:
I was going to mention that earlier and forgot. I don't know about hud models specifically, but I can verify that rotscrnang has a different scale in Polymer. In Polymost, a rotscrnang of 1024 turns the screen perfectly upside down. In Polymer, it takes less (about 656).
#2391 Posted 11 August 2011 - 03:22 PM
Helixhorned, on 11 August 2011 - 01:56 PM, said:
I agree that Polymer has many improvements over Polymost. However, I don't see a reason to make such a list (other than patting Plagman on the back). This list serves to contain the only obstacles that prevent Polymer from rendering Polymost completely obsolete.
(See what I did there?)
#2392 Posted 11 August 2011 - 04:28 PM
#2393 Posted 11 August 2011 - 04:32 PM
Plagman, on 11 August 2011 - 04:28 PM, said:
Yes, it does. rotscrnang rotates the rendered scene but does not rotate the hud at all.
#2394 Posted 11 August 2011 - 04:53 PM
DeeperThought, on 11 August 2011 - 04:32 PM, said:
You should have a website, entailing your knowledge. Yes, I'm off-topic, but ...
#2395 Posted 11 August 2011 - 05:39 PM
Hank, on 11 August 2011 - 04:53 PM, said:
If I know something useful that is not in the wiki, and if I'm not being lazy, I'll put it there (note all of the ifs).

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