EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2808 Posted 07 April 2012 - 08:13 AM
But yeah, I do remembered of what TX said when I asked that.
This post has been edited by Fox: 07 April 2012 - 08:14 AM
#2809 Posted 07 April 2012 - 08:46 AM
Mikko_Sandt, on 05 April 2012 - 02:07 PM, said:
What's the verbatim command line, and what does the line starting with "Application parameters" in the log read?
#2811 Posted 07 April 2012 - 09:33 AM
eduke32 "/xlr&wb.con" "/glr&wb.grp"
I'm not sure what kind of quotes -- single or double -- is more appropriate, but that should pass each file name to EDuke32 in its entirety.
#2812 Posted 07 April 2012 - 11:17 AM
#2813 Posted 09 April 2012 - 09:50 PM
On theory, for a correct alignment of the level structure and the sky, you should use a 598px tall texture. However only the Derelict sky is hard-coded on 8bit mode to force it to align properly (since the texture is actually 512px tall the top and bottom are wrapped).
Nevertheless, I believe Polymer should be able to detect 300px or 400px tall pictures and make these exceptions to the 598px rule.
And one more thing, Polymer display the sky as a polygon while it is obvious that it would look much better as a cylinder. However I have no idea if it remotely possible to display a cylinder with a 3D rendered...
Of course Polymer is still far better than the 8bit paralex sky display is very limited and rely completely on hard-coded textures. It bothers me a little that you can do something else in other Build engine games like Shadow Warrior which you don't in Eduke32.
While Eduke32 strecth all pictures to 128px wide, Shadow Warrior force it to 512px. Shadow Warrior also use a must have cylindric effect for the sky. Whatever, we should have the option to display the paralaxed texture we want without it being stretched at all.
And instead of the whole paralaxed sky hard-coded to display the default sky textures (LA, BIGORBIT, etc) it should be the opposite, these should be the exceptions. By default everything should be displayed as a 598px align like Derelict sky, and allow textures of any size. On theory if I wanted to re-create the sides of LA sky, I would simply make a 1024px-wide texture.
This post has been edited by Fox: 10 April 2012 - 09:51 AM
#2814 Posted 10 April 2012 - 12:16 PM
#2815 Posted 10 April 2012 - 02:21 PM
#2816 Posted 10 April 2012 - 02:24 PM
#2817 Posted 10 April 2012 - 02:54 PM
#2821 Posted 11 April 2012 - 06:36 PM
#2822 Posted 16 April 2012 - 01:49 AM
Would be quite useful for optimization, or for using the spotlights as texture projectors only. Thanks!
#2823 Posted 16 April 2012 - 02:46 PM
#2824 Posted 16 April 2012 - 03:08 PM
Plagman, on 16 April 2012 - 02:46 PM, said:
AFAIK pal is not used for anything (except in DukePlus), since the light color is determined by xvel/yvel/zvel. I suppose clipdist could be used as well.
#2825 Posted 16 April 2012 - 07:06 PM
#2826 Posted 16 April 2012 - 07:13 PM
This post has been edited by Diaz: 16 April 2012 - 07:17 PM
#2827 Posted 16 April 2012 - 07:45 PM
Diaz, on 16 April 2012 - 07:13 PM, said:
Or pal 4, since that would make it visually obvious that there was something different about that SE.
#2828 Posted 16 April 2012 - 07:54 PM
#2829 Posted 16 April 2012 - 08:04 PM
#2830 Posted 16 April 2012 - 09:07 PM
#2831 Posted 16 April 2012 - 10:01 PM
#2832 Posted 16 April 2012 - 11:26 PM
#2833 Posted 17 April 2012 - 01:01 AM
#2834 Posted 17 April 2012 - 10:17 AM
#2835 Posted 17 April 2012 - 10:30 AM
Helixhorned, on 17 April 2012 - 10:17 AM, said:
People sometimes wall-align sprites by accident, but on SE50 that's probably very rare.
#2836 Posted 17 April 2012 - 02:26 PM
Mblackwell, on 16 April 2012 - 07:06 PM, said:
Nope, hittypes and spriteext are not stored in maps.
Fox, on 16 April 2012 - 08:04 PM, said:
Pal 3 is perfectly fine. The boss code always does "ifspritepal 0 else" for miniboss checks so pal 3 and pal 21 work equally.
#2837 Posted 17 April 2012 - 03:04 PM
state boss1code
ifaction ABOSS1FROZEN
{
ifcount THAWTIME
{
ai AIBOSS1SEEKENEMY
spritepal 21
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
This post has been edited by Fox: 17 April 2012 - 03:06 PM

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