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

User is offline   Helixhorned 

  • EDuke32 Developer

#2600

Mmh I dunno, sounds a bit gimmicky. Isn't re-building cool architecture from memory more fun anyway? I even could imagine how to go about implementing it (much in the same way as the 2D floor texturing?), but the ability to scale the image and the potential need to split very large images into smaller tiles would complicate things. In short, I'm just not motivated enough to code a feature that will be used by one, maybe two people :D.
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User is offline   NUKEMDAVE 

#2601

View PostHelixhorned, on 10 November 2011 - 02:58 PM, said:

Isn't re-building cool architecture from memory more fun anyway?


Not for me. I like it to be as close as the real thing as possible. I always have to exit out of Mapster and look at pictures of what I'm trying to build. I bet people would use it more than you think. Not only could you import images like Google Earth screenshots, but you could import images of certain shapes you want to make into sectors. I tried to make a hole in the ground shaped like a nuke symbol once. Never could get it perfectly right.
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User is offline   Stabs 

#2602

i wouldnt mind something like this scales the only problem though, if we are talking crazy stuff like this importing EPS/DXF but how it decides redlines and whitelines would be a nightmare
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User is offline   NUKEMDAVE 

#2603

All I'm proposing is the abilty to import a background image into the black background in 2D mode, the ability to zoom it in/out, rotate and drag it around where you want it. That's all you need. Just imagine how quick you could put a large map together with that. You could build your whole neighborhood accurately.
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User is offline   Mark 

#2604

I was trying out Commander's flashlight mod and I was wondering if anyone figured out how to get it to work properly with the SE50 spotlight yet?
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User is offline   Mark 

#2605

Wow. No answers for that question.

I have been doing a whole lot of mapping recently. I want to thank Helix, Plagman, TX and whoever else for making it a crash-free experience compared to the "old days" of 6 months ago. I haven't had a crash mapping in Polymer mode or test mode. Before I used to turn on Polymer in Mapster only to quick test a light sprite and then go right back to rendermode 3 to continue mapping. And I rarely used test mode. Now I can freely use both without fear.
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User is offline   Danukem 

  • Duke Plus Developer

#2606

View PostMarked, on 24 November 2011 - 07:45 AM, said:

I was trying out Commander's flashlight mod and I was wondering if anyone figured out how to get it to work properly with the SE50 spotlight yet?



This has been asked and discussed before in its own thread and I was tired of hearing about it, which is why I didn't reply. The additional coding should be very simple, and there is already an example of it in DukePlus (e.g. the headlight on the bike). Just make it an SE50 instead of SE49, have it constantly set its angle to the player's angle, set extra to the player's horiz and shade to the desired width.
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User is offline   Mark 

#2607

Thanks for the reply. Seeing it on the dukebike in the Eternity video is what brought it to mind again. I just wanted to make sure I didn't miss the release of some small "plugin" solution. Being a non-coder I was hoping that maybe someone had already added the lines necessary to Commander's mod or something like it.

This post has been edited by Marked: 11 December 2011 - 02:59 PM

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User is offline   djdori11 

#2608

I got WWII GI today and I had very bad time making it work and look good on dosbox so I tried to activate it on Eduke32 but i thought "no way this is going to work" and I was very suprised it is! Even the Platoon Leader expansion works on Eduke32! What the hell? From when Eduke32 supports other Build games? And why and which other Build games it's supports?
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User is offline   TerminX 

  • el fundador

  #2609

View Postdjdori11, on 01 January 2012 - 10:07 AM, said:

I got WWII GI today and I had very bad time making it work and look good on dosbox so I tried to activate it on Eduke32 but i thought "no way this is going to work" and I was very suprised it is! Even the Platoon Leader expansion works on Eduke32! What the hell? From when Eduke32 supports other Build games? And why and which other Build games it's supports?


WW2GI is supported because EDuke32 is based on the WW2GI source code. The only other supported game is NAM, because WW2GI was in turn based on the NAM code.
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#2610

Didn't WW2GI invent the gamevar system?
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User is offline   The Commander 

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

#2611

I seem to get this a bit when loading a saved game, I assume it has something to do with Polymer.

http://pastebin.com/0nTD8V6D

EDIT: And just got this random crash
http://pastebin.com/z1yj5Yyy

This post has been edited by The Commander: 02 January 2012 - 09:41 PM

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User is offline   Micky C 

  • Honored Donor

#2612

View PostThe Commander, on 02 January 2012 - 09:33 PM, said:

I seem to get this a bit when loading a saved game, I assume it has something to do with Polymer.

http://pastebin.com/0nTD8V6D

EDIT: And just got this random crash
http://pastebin.com/z1yj5Yyy


Thank god for that, for some reason I thought it was only my map that was effected, I didn't think to test any others Posted Image
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User is offline   Helixhorned 

  • EDuke32 Developer

#2613

I was able to produce a crash, although under somewhat different circumstances (loading a WGR2 savegame containing older CON code, and then starting a new game). It really looks like loading savegames containing old-version CON is the culprit here. I patched up a problem with that, but wouldn't trust the loading code to be correct for all other aspects in that situation. So, r2232 might fix your crashes too.
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User is offline   Danukem 

  • Duke Plus Developer

#2614

Frankly, I don't understand why anyone working on wgr2 is loading saved games when we are changing the code and everything daily. :unsure:
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User is offline   The Commander 

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

#2615

View PostDeeperThought, on 03 January 2012 - 02:58 PM, said:

Frankly, I don't understand why anyone working on wgr2 is loading saved games when we are changing the code and everything daily. :unsure:

Testing my level, it has autosave spots.
I died during testing, so I released the autosave = crash.

So best we catch this bug early.

What I forgot to note was that it only seens to chrash when loading the game while you are already ingame/dead.
Not from the main menu on startup.

This post has been edited by The Commander: 04 January 2012 - 08:35 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2616

View PostThe Commander, on 04 January 2012 - 08:33 AM, said:

Testing my level, it has autosave spots.
I died during testing, so I released the autosave = crash.

So best we catch this bug early.

What I forgot to note was that it only seens to chrash when loading the game while you are already ingame/dead.
Not from the main menu on startup.


Now that you mention it, this sounds like the same crash I complained about when trying DanM's new levels, but I thought it had gone away when I updated my video driver. Perhaps it was just a coincidence that it did not crash again after that update.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2617

Crashlogs...cheers and a happy new year to the EDuke32 maintainers!
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User is offline   Helixhorned 

  • EDuke32 Developer

#2618

r2235 should fix the recent savegame-loading-related crashes reported here, and I'd wager those reported in some other places too. The cause was quite surprising, to say the least.
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User is offline   Danukem 

  • Duke Plus Developer

#2619

View PostHelixhorned, on 05 January 2012 - 02:05 PM, said:

r2235 should fix the recent savegame-loading-related crashes reported here, and I'd wager those reported in some other places too. The cause was quite surprising, to say the least.


Looks like you did some great detective work there. The adult TV tiles restoration bug has no doubt been there since the beginning. And the Polymer light problem...I know that I and other people have reported that before, but I guess you were the first one to do anything about it. Let's hope that the crashes clear up now.
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User is offline   Tetsuo 

#2620

Any ETA on compiling the latest for OS X Helix? Yeah I know I can compile my own but mine don't tend to come out as good as yours.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2621

Yeah it's about time... I wanted to get rid of all known crashes first, but anyway, see my sig.
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User is offline   The Commander 

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

#2622

Something I have just noticed about loading save games which may lead to a crash.
When reloading a save game after dying the total amount of textures needed to be loaded doubles.
e.g. 1000 becomes 2000, next time it's loaded it's 3000 etc.

I am unsure what the number could go up to but I got it up to 10000 something before stopping.
It also only loads the original amount and not the total amount displayed.
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User is offline   Tetsuo 

#2623

View PostHelixhorned, on 07 January 2012 - 12:53 PM, said:

Yeah it's about time... I wanted to get rid of all known crashes first, but anyway, see my sig.

Seems pretty solid to me from a performance and stability point of view. I still can't save my game though but other than that it's great. I've no idea why that may be either as I've tried it on two different hard drives. The only thing I can think of is perhaps it doesn't like non-admin accounts when it comes to saving.
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User is offline   Jblade 

#2624

Noticed an ugly visual error with using showview as a skybox and combining that with the player rotatescreen effect (the player member rotscrnang) It happens in 8bit mode but I haven't tried in polymost or polymer yet.

The best way to see it yourself is in the AMC TC; if you load up the map DMEPION, pick James, cheat to get all weapons and switch to weapon 7 (The Steyr AUG) and then fire it you'll see the error. The Zoom, which is achieved by increasing the player sprite's size, is also broken and doesn't work when showview is used (I'm guessing it disables the FOV effect or something?)

EDIT: I forgot that showview doesn't work in polymer yet so that's a moot point heh heh. I just tried polymost and while the ugly glitch with rotscrnang doesn't happen, the zoom effect still doesn't work whilst showview is in effect.

Attached thumbnail(s)

  • Attached Image: glitch.jpg


This post has been edited by James: 09 January 2012 - 03:48 AM

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User is offline   Mblackwell 

  • Evil Overlord

#2625

Yeah showview does seem to shift the view forward slightly at least if you were using widescreen. I've noticed this in general. It was always subtle enough that I never bothered to mention it actually. You don't really notice unless you look at extreme vertical angles.
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User is offline   Danukem 

  • Duke Plus Developer

#2626

View PostJames, on 09 January 2012 - 03:45 AM, said:

The Zoom, which is achieved by increasing the player sprite's size


You should use the setaspect command for zoom. AFAIK it works in all renderers now.
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User is offline   Micky C 

  • Honored Donor

#2627

I remember a while ago there was talk of making it so that all the textures in another map could be accessed via the t menu like the other categories. Are there still any plans to do this? There have been many times when I've been trying to find a texture which I remember from a map, and after a futile search, I've found the only way to find it was to go to the level itself. So a feature like this would be a time saver. Although I'm mainly bringing it up out of concern for the AMC TC. There are like 15000 textures in there, and strolling through the tiles isn't as pleasant as you'd think, yet this feature would allow you to think "hmm, what was that rock texture I remember seeing in the third map" or something like that, and almost instantly be able to look at all the map's textures.
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User is offline   Jblade 

#2628

Just saw that helix added support for another mouse button now, thanks alot! :unsure:

EDIT: actually wait, I'm a bit confused. There already was a MOUSE4 in the menu, what did the new thing do?

This post has been edited by James: 14 January 2012 - 06:58 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2629

@Micky:
If all you need is quick T-menu access to tiles from one given map, it's possible to group them semi-automatically once and assigning them a hotkey. Simply open that map, go into 3D mode, and for each of i) ceiling/floor ii) wall and iii) sprite, press V once, select all tiles (go to first tile, press SPACE, go to last tile, press Ctrl-SPACE) and group them with Ctrl-G.
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