EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2658 Posted 28 January 2012 - 07:45 PM
#2659 Posted 29 January 2012 - 12:32 PM
edit: the real breakage comes when trying to load an r2299 save with a later build.
#2660 Posted 29 January 2012 - 06:00 PM
Attached File(s)
-
make RELEASE=0-4.5.2.log (292bytes)
Number of downloads: 628 -
make RELEASE=0-4.6.2.log (377bytes)
Number of downloads: 637
#2661 Posted 29 January 2012 - 11:14 PM
Index: polymer/eduke32/Makefile =================================================================== --- polymer/eduke32/Makefile (revision 2290) +++ polymer/eduke32/Makefile (working copy) @@ -336,7 +336,7 @@ # RULES $(EBACKTRACEDLL): Windows/src/backtrace.c - if $(CC) -O2 -shared -Wall -Wextra -o $@ $^ -lbfd -liberty -limagehlp; then $(COMPILE_OK); else $(COMPILE_FAILED); fi + if $(CC) -O2 -shared -Wall -Wextra -o $@ $^ -lbfd -lintl -liberty -limagehlp; then $(COMPILE_OK); else $(COMPILE_FAILED); fi $(OBJ)/%.$o: $(SRC)/%.nasm $(COMPILE_STATUS)
Both Helix and synthesis don't have this problem, and we do not want to make this change upstream because we don't want any dependencies for the dll. I am at a loss.
This post has been edited by Hendricks266: 04 March 2012 - 11:35 PM
#2662 Posted 30 January 2012 - 12:50 PM
Hendricks266, on 29 January 2012 - 11:14 PM, said:
Index: polymer/eduke32/Makefile =================================================================== --- polymer/eduke32/Makefile (revision 2290) +++ polymer/eduke32/Makefile (working copy) @@ -336,7 +336,7 @@ # RULES $(EBACKTRACEDLL): Windows/src/backtrace.c - if $(CC) -O2 -shared -Wall -Wextra -o $@ $^ -lbfd -liberty -limagehlp; then $(COMPILE_OK); else $(COMPILE_FAILED); fi + if $(CC) -O2 -shared -Wall -Wextra -o $@ $^ -lbfd -lintl -liberty -limagehlp; then $(COMPILE_OK); else $(COMPILE_FAILED); fi $(OBJ)/%.$o: $(SRC)/%.nasm $(COMPILE_STATUS)
Both Helix and synthesis don't have this problem, and we do not want to make this change upstream because we don't want any dependencies for the dll. I am at a loss.
Same problem here, actually.
#2663 Posted 30 January 2012 - 01:11 PM
Hendricks266, on 29 January 2012 - 11:14 PM, said:
Works. Thank you.
LeoD, on 22 January 2012 - 04:29 PM, said:
Helixhorned, on 26 January 2012 - 09:46 AM, said:
LeoD, on 28 January 2012 - 05:59 PM, said:
TX, on 28 January 2012 - 07:45 PM, said:
Yup. I simply reactivated the code block from line 716-741 in config.c (r2290). No idea about possible side effects, though.
This post has been edited by LeoD: 30 January 2012 - 01:13 PM
#2664 Posted 04 February 2012 - 12:47 PM
What about adding an echo or version command/directive to the CON and DEF languages?
If these files could put out a version number it would be easy to identify outdated Mods or HRP versions when someone posts his eduke32.log.
#2666 Posted 05 February 2012 - 01:42 AM
Quote
In the synthesis - this is cool but the black background displays infront of anything you put in EVENT_DISPLAYMENUREST which shouldn't be right since it makes everything you put in there darker. Is it possible to change it so that EVENT_DISPLAYMENUREST comes first and then the black background appears?
#2667 Posted 06 February 2012 - 09:45 AM
But... you have e.g. the player character drawn in EVENT_DISPLAYMENU, not ~REST.
#2668 Posted 06 February 2012 - 10:00 AM
EDIT: actually hold on, that stuff displays OVER the main text though doesn't it?
EDIT2: Yeah, stuff put in there overlaps the main menu text. maybe a return var or something that disables the black background for mod users?
This post has been edited by James: 06 February 2012 - 10:02 AM
#2670 Posted 08 February 2012 - 11:22 AM
#2671 Posted 08 February 2012 - 12:02 PM
#2672 Posted 08 February 2012 - 03:00 PM
EDIT: Oh wait I see what you mean now, the above was most likely done through con to change it and not art animation.
This post has been edited by Cody: 08 February 2012 - 03:02 PM
#2673 Posted 08 February 2012 - 03:16 PM
#2674 Posted 08 February 2012 - 08:45 PM
#2675 Posted 09 February 2012 - 12:04 AM
Fox, on 08 February 2012 - 03:16 PM, said:
Either way actually. I just wanted to know if it was possible - and it looks like it is. Thanks!
This post has been edited by Tea Monster: 09 February 2012 - 12:05 AM
#2676 Posted 09 February 2012 - 05:46 AM
Fox, on 08 February 2012 - 03:16 PM, said:
You didnt see my edit?
#2677 Posted 09 February 2012 - 08:10 AM
I was watching a freind of mine playing the Duke Burger roof-top level and I was wondering how you could do some of the effects in EDuke. Stuff like blinking navigation lights on the tops of buildings (in the LA Skyline for Duke3D) would be pretty easy. I thought it would be great if you had a night-time cityscape skybox and you could cycle it for animated explosion flashes on the sides of the buildings.
I was also looking at the smoke palls and realized that you could do that with alpha planed models.
This post has been edited by Tea Monster: 09 February 2012 - 08:15 AM
#2678 Posted 09 February 2012 - 10:21 AM
Cody, on 09 February 2012 - 05:46 AM, said:
No, your signature doesn't help me to notice footnotes.
#2679 Posted 09 February 2012 - 10:31 AM
Fox, on 09 February 2012 - 10:21 AM, said:
lol, Got to advertise it somewhere.
But everything Tea Monster said in his last post can be done, James used skybox code in his mod awhile back (but some people had issues with it and had to disable it) so putting a flashing light or timed (or con'd) explosion into it is simple enough.
This post has been edited by Cody: 09 February 2012 - 10:34 AM
#2680 Posted 09 February 2012 - 11:02 AM
#2681 Posted 12 February 2012 - 10:56 AM
#2682 Posted 12 February 2012 - 11:02 AM
Edit: Don't be shy with the Hitag either, set it to something like 4096 which will light up the average sized room quite well.
This post has been edited by High Treason: 12 February 2012 - 11:03 AM
#2683 Posted 12 February 2012 - 11:16 AM
So to remove the specularity I just have to add a black specular map for each texture?
EDIT: Nevermind, I guess there is no way to just use lights and not the additional material features yet. :/
EDIT 2: Found the specular def syntax undocumented and got it working.
This post has been edited by s.b.Newsom: 12 February 2012 - 11:54 AM
#2684 Posted 15 February 2012 - 08:57 AM
#2685 Posted 15 February 2012 - 09:12 AM
#2686 Posted 16 February 2012 - 05:36 PM
Might have the family business sold soon by the looks of it, so once that's wrapped up and a few other issues are dealt with, I'll have the time to get stuck right back into the Duke.

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