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

User is offline   Plagman 

  • Former VP of Media Operations

#2371

View PostHendricks266, on 28 July 2011 - 07:28 AM, said:

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.


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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2372

That's a good idea for the wiki. It's pretty deficient in terms of a "How To Package Your Mod" guide. I'm not going to work on one for a while because it could quickly become obsolete, and I don't have a lot of cross-platform experience.

This post has been edited by Hendricks266: 28 July 2011 - 08:20 AM

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User is offline   Master Fibbles 

  • I have the power!

#2373

This is random and maybe someone has already said something about it or it is just me:
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.
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User is offline   Mike Norvak 

  • Music Producer

#2374

Hey Helixhorned it could be possible you make a method to draw guide lines in mapster?, it could be put just like the regular lines for sectors but these lines serves as reference porpuses, and the mapper could draw and crossing sectors over them, exactly as the background grid...

This post has been edited by Norvak: 29 July 2011 - 03:22 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2375

View PostMr.Flibble, on 29 July 2011 - 06:40 AM, said:

This is random and maybe someone has already said something about it or it is just me:
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?)

View PostNorvak, on 29 July 2011 - 03:20 PM, said:

Hey Helixhorned it could be possible you make a method to draw guide lines in mapster?, it could be put just like the regular lines for sectors but these lines serves as reference porpuses, and the mapper could draw and crossing sectors over them, exactly as the background grid...

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?
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User is offline   Master Fibbles 

  • I have the power!

#2376

View PostHelixhorned, on 30 July 2011 - 12:26 AM, said:

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?)

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)



This post has been edited by Mr.Flibble: 30 July 2011 - 06:51 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2377

View PostMr.Flibble, on 30 July 2011 - 06:24 AM, said:

The problem is from using the undo feature. At some point while undoing it erased all of the sprites in the map.

I've had that happen to me before, but I just chalked it up to "use the undo feature at your own risk".
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User is offline   Mike Norvak 

  • Music Producer

#2378

View PostHelixhorned, on 30 July 2011 - 12:26 AM, 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?


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

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User is offline   Hendricks266 

  • Weaponized Autism

  #2379

Feel free to add to this list of Polymer deficiencies.
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User is offline   Radar 

  • King of SOVL

#2380

View PostHendricks266, on 09 August 2011 - 01:15 PM, said:

Feel free to add to this list of Polymer deficiencies.


"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...
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User is offline   TerminX 

  • el fundador

  #2381

No, he's talking about the ROR system I wrote before Helixhorned added the map based ROR.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2382

No, I mean TX's. TX wrote an ROR implementation using sector effectors (i.e. only applicable to Duke 3D) some time ago and it works well in classic and Polymost, but he left it up to Plagman to support it in Polymer. Later, Helixhorned added TROR (T for "true") because the ROR is actually stored in the map and it's implemented into EDuke32's BUILD engine code.
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User is offline   DavoX 

  • Honored Donor

#2383

Is there a way to use TX's version of ROR in polymer for people that find it really hard to juggle between all the lines? :)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2384

That's why it's on the list of deficiencies, it doesn't work in Polymer yet. You can use it in your maps but it won't work in Polymer for the time being.
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User is offline   Micky C 

  • Honored Donor

#2385

I tried using it once. It seemed buggy, and there isnt a good way to actually move between the TROR rooms as far as I can tell. I was under the impression it's unfinished.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2386

It works fine. For example, try NWL5 of NW+.
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User is online   Danukem 

  • Duke Plus Developer

#2387

Starting with r1957, view warping no longer occurs when the player changes size. This is due to Helixhorned making r_usenewaspect on by default (turning that off makes it work fine again).
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User is offline   Jblade 

#2388

View PostDeeperThought, on 10 August 2011 - 01:10 AM, said:

Starting with r1957, view warping no longer occurs when the player changes size. This is due to Helixhorned making r_usenewaspect on by default (turning that off makes it work fine again).

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

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User is offline   Helixhorned 

  • EDuke32 Developer

#2389

View PostHendricks266, on 09 August 2011 - 01:15 PM, said:

Feel free to add to this list of Polymer deficiencies.

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.

View PostJames, on 11 August 2011 - 12:38 AM, said:

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.

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).
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User is online   Danukem 

  • Duke Plus Developer

#2390

View PostHelixhorned, on 11 August 2011 - 01:56 PM, said:

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).


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).
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User is offline   Hendricks266 

  • Weaponized Autism

  #2391

View PostHelixhorned, on 11 August 2011 - 01:56 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.

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?)
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User is offline   Plagman 

  • Former VP of Media Operations

#2392

I seem to remember that "ang" didn't work right on rotatesprite()'d models since none of the stock weapons used it. I don't remember if I fixed it or not. Is that rotscrnang a different problem than that? Does that refer to the global view tilt angle that's eg. used when looking over the shoulder in polymost?
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User is online   Danukem 

  • Duke Plus Developer

#2393

View PostPlagman, on 11 August 2011 - 04:28 PM, said:

Does that refer to the global view tilt angle that's eg. used when looking over the shoulder in polymost?


Yes, it does. rotscrnang rotates the rendered scene but does not rotate the hud at all.
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User is offline   Hank 

#2394

View PostDeeperThought, on 11 August 2011 - 04:32 PM, said:

Yes, it does. rotscrnang rotates the rendered scene but does not rotate the hud at all.

You should have a website, entailing your knowledge. Yes, I'm off-topic, but ... Posted Image
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User is online   Danukem 

  • Duke Plus Developer

#2395

View PostHank, on 11 August 2011 - 04:53 PM, said:

You should have a website, entailing your knowledge. Yes, I'm off-topic, but ... Posted Image


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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User is offline   Hendricks266 

  • Weaponized Autism

  #2396

View PostHank, on 11 August 2011 - 04:53 PM, said:

You should have a website, entailing your knowledge. Yes, I'm off-topic, but ... Posted Image

He does "have" one!

http://wiki.eduke32.com/
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User is offline   Mblackwell 

  • Evil Overlord

#2397

View PostDavoX, on 09 August 2011 - 02:08 PM, said:

Is there a way to use TX's version of ROR in polymer for people that find it really hard to juggle between all the lines? :)


Polymer doesn't render the multiple passes necessary. This is also why you won't see showview working without glitches.


@Plagman:
I haven't tested Polymer again since I originally reported the model rotation being different in Polymer vs Polymost (where they don't tilt appropriately in accord with rotscrnang). But, has this been fixed?
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User is offline   Plagman 

  • Former VP of Media Operations

#2398

Model rotation or HUD model rotation?
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User is offline   Mblackwell 

  • Evil Overlord

#2399

View PostPlagman, on 11 August 2011 - 06:49 PM, said:

Model rotation or HUD model rotation?


HUD model rotation.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2400

I committed some changes today. Besides minor cleanup and improvements, the function that calls quotes in the source has been modified so that it will not print blank quotes, which would cancel an existing quote and add a blank line to the log file. Quotes can still be canceled by setting player[THISACTOR].fta to 0.

For example, if you wish to completely disable the printing of the "Mighty Foot Engaged" quote (which is a ridiculous "feature" to begin with), simply leave quote 80 blank. This is useful for mutators because you can redefine a quote to be blank but you can't undefine a quote.

As a side note, Qstrcat is deprecated, specifically due to the fact that definequote ignores leading and trailing spaces. Therefore, modders were forced to use underscores and other hackish methods to insert a space between the two quotes. Its replacement is the qsprintf command. Its functionality mirrors two components of the C printf family: %ld or %d will insert a gamevar, while %s will insert another string, or as we know it, a quote.

This post has been edited by Hendricks266: 20 August 2011 - 04:45 PM

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