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

User is offline   TerminX 

  • el fundador

  #2900

Committed 2657, 2658 and 2659. 2657 addresses a longstanding issue with lockups after alt+tabbing in windowed mode, 2658 fixes the WEAPKEY events and 2659 changes the EVENT_SOUND implementation to cover all sound types.
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User is offline   Diaz 

#2901

So it was true that you're getting some free time to work on EDuke32 again... :)

That's great news, and great work as well! Thanks a lot for the new stuff.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2902

Funny how fast TerminX actually works. :)
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User is offline   TerminX 

  • el fundador

  #2903

What do you mean by that?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2904

Well, normally you are too busy. But now it's just ask something and you give. :)
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User is offline   TerminX 

  • el fundador

  #2905

That's true! You guys had better get your requests in while it lasts. :)
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2906

Since you are there...

I am not a fan of Edukes' alternate Hud replacing the default mini-Hud. Can't it be simply set as a new "screen size"? That's at least how the source ports of Doom defines a custom Hud, I.e. press + and - to select the port unique Hud.
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User is offline   TerminX 

  • el fundador

  #2907

Doom source ports don't have to worry about running 10 year old mods that manipulate the screen size value in various ways, because Doom source ports don't have real scripting systems, just inflexible stuff like ACS.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2908

That's true, but I find it weird to erase one of the game Huds. :) Not that I am a big fan of Duke's mini-Hud that omits the armor and keys displays. To tell the truth, the right thing to do would be to include these in the mini-Hud. But that would require new art and that's outside of Eduke's spectrum.

Eduke prevents the "mighty foot engaged" message of replacing other messages. Since the XBLA version completely removed that message from the game, isn't it time for Eduke to do the same? I mean, the XBLA is kinda of a newer version of Duke afterall.
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User is offline   TerminX 

  • el fundador

  #2909

Removing it was considered (hence the fact that the behavior was altered at all), but I decided against it since it's the original behavior and some mod somewhere might rely on it in some way. I agree that the message is kind of pointless... it made a lot more sense back in earlier versions of Duke where pressing quick kick actually switched weapon to the knee, fired, and then switched back.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#2910

I know a lot of Doom source ports come with their own little archives for some new art and stuff. If you guys aren't opposed to coding an extended version of the original mini-HUD, I'd be happy to provide art for it. My mod already has basic functionality for it, so I've got some art for it ready. But if you wanted something different, I could whip it up. Just let me know. I'll create whatever art I could for you guys, just ask.
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User is online   Hendricks266 

  • Weaponized Autism

  #2911

View PostFox, on 17 May 2012 - 07:08 PM, said:

Eduke prevents the "mighty foot engaged" message of replacing other messages. Since the XBLA version completely removed that message from the game, isn't it time for Eduke to do the same? I mean, the XBLA is kinda of a newer version of Duke afterall.

If you don't want the message at all, I made a change a while back so that if you make that quote (or any quote) in USER.CON blank, it will never activate at all. There won't even be a blank line in the log file.
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User is offline   Jblade 

#2912

Heh, I've already asked this but since sound related stuff is being worked on, I'll try again - would it be possible to directly save the music track that's been played into the savegame automatically? There is a work-around I know but it restarts the track everytime you load the save game, and it also would be handy so if you change the track with shift+F5 your choice will also be saved as well. And also a userdef or something to change volume of sound/music? Either one of those would be pretty great :)

EDIT: Just noticed that cheat codes are fucked - if you type DNSTUFF you'll get the first-aid icon with 0% charge and you can't activate it or switch to the other items or even activate them.

This post has been edited by James: 18 May 2012 - 03:03 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2913

View PostTerminX, on 17 May 2012 - 06:24 PM, said:

That's true! You guys had better get your requests in while it lasts. :)


I have a request! I have made this request before, but I'll try again.

Dynamic episode assignment. The ability to read which map files are in the game folder(s) and assign them to episodes on the fly, redefining which levels are in which episode. Here are two ways in which it would be used:

With performance limitations on Polymer and TROR, it's desirable to break maps into small chunks and take advantage of map caching to connect them. But when a stitched together level is released for something like DukePlus (there is currently a level like that in development), it would have to take up an entire episode slot in the episode selection menu. But with dynamic episode assignment, there could be an episode slot that is left blank in the selection menu, but then used for multi-part levels once the game begins.

In War of Attrition, I include lots of user maps from which a random sample is selected and made into an episode. But currently, the maps must be defined in the CON files, so users cannot put in different maps without editing the code. Also, there are more user maps than it is possible to define in CON (since there can only be 6 episodes and 32 maps in each one; besides, it is ugly as hell to have all six episodes listed in the selection menu). Dynamic episode assignment would fix that.
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User is offline   TerminX 

  • el fundador

  #2914

It's an interesting request, but sort of beyond the scope of what I think EDuke32 should do. I feel like what you're asking is better suited to your own wrapper script that handles generating the definelevelname lines and running eduke32.exe (which as I recall some of your projects already use, in order to specify certain command line parameters). What you want should be as simple as "include levels.con" and some basic stuff that takes the names of all .map files in a dir and prints out the definitions, with the advantage of having much greater flexibility than any hard coded solution could provide.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2915

Since we are talking about episodes and levels, I would like to ask something.

Due to 1.3d and Shareware compatibility, by default Duke 3D default three episodes are hard-coded in Eduke32. The number of levels in episode 1 is also hard-coded so that "Void Zone" won't show up in Multiplayer level list. However that clearly limits the ability of modders.

I think a fair solution would be this:

• Total removal of hard-coded episodes or levels.
• Change User Map slot from E1L8 to Episode -1 Level -1.
• Only in case of there being some level defined through definelevelname for episodes 1-3 they will be hard-coded in Eduke32. Compatiblity with 1.3d version.
• If the first level is defined, however the .map file is not found, the episode of that level will be unavaible in the selection screen. Compatiblity with Shareware version.
• If a .map file is not found, the game will not attempt to take you into that level, neither it will appear in the multiplayer screen map selection.
• A command to bypass episode selection screen (like in Doom II).
• Move "User Map" option to the main menu instead of being under "New Game".
• A command to bypass skill selection screen.
• Option to disable hard-coded "Respawn Monsters" from skill 4.

This is a big request. But I hope you will agree this all makes sense. :)

This post has been edited by Fox: 18 May 2012 - 09:54 AM

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User is offline   TerminX 

  • el fundador

  #2916

View PostFox, on 18 May 2012 - 08:43 AM, said:

• Total removal of hard-coded episodes or levels.

The only hard-coded episodes are the 3 from 1.3d, and you can remove episodes 2 and 3 from the menu by only having a single "definevolumename" in your CONs. It's not a well documented feature, but the number of episodes displayed on the screen is equal to the episode number for the last definevolumename the compiler encounters.

Quote

• Change User Map slot from E1L8 to Episode -1 Level -1.

I don't think this is a good idea, mainly due to the possibility of breaking mods that read the level number and volume number to determine whether a user map is loaded.

Quote

• Only in case of there being some level defined through definelevelname for episodes 1-3 they will be hard-coded in Eduke32. Compatiblity with 1.3d version.

Well, right now they're only there if you run without CON files that define a fewer number of volumes so this is a non-issue.

Quote

• If the first level is defined, however the .map file is not found, the episode of that level will be unavaible in the selection screen. Compatiblity with Shareware version.

What? The shareware version is supposed to display the other episodes but prompt you to buy the full version of the game when you try to play them. This will probably be changed at some point (on Windows, at least) to offer to let the user of the shareware version purchase the full version from our (duke4.net/eduke32.com) GOG affiliate link.

Quote

• If a .map file is not found, the game will not attempt to take you into that level, neither it will appear in the multiplayer screen map selection.

Well, I agree with not displaying nonexistent maps in the multiplayer map selection, but multiplayer is so broken right now that this isn't currently an issue. It's a pretty common sense thing to implement sometime in the future when things are working again, though.

Quote

• A command to bypass episode selection screen (like in Doom II).
• A command to bypass skill selection screen.

Isn't there already EVENT_DISPLAYMENU and a "cmenu" command that can be used to skip both of these screens if desired?

Quote

• Move "User Map" option to the main menu instead of being under "New Game".


Quote

• Option to disable hard-coded "Respawn Monsters" from episode 4.

I have no idea what you're talking about with this one.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2917

Quote

Quote

• Move "User Map" option to the main menu instead of being under "New Game".

Quote

• Option to disable hard-coded "Respawn Monsters" from episode 4.
I have no idea what you're talking about with this one.

Sorry, I meant skill 4. By default monsters respawn and you can't use cheats in skill 4. I can set RESPAWN_MONSTERS to zero, however the problem is that someone might have selected that option from a multiplayer setup.

In the episode select screen, there is a User Map option below the episodes. However if I am going to bypass that screen, I would like to have it in the main meny instead.

View PostTerminX, on 18 May 2012 - 09:35 AM, said:

Quote

• Change User Map slot from E1L8 to Episode -1 Level -1.
I don't think this is a good idea, mainly due to the possibility of breaking mods that read the level number and volume number to determine whether a user map is loaded.

But it is even a bigger issue if you want to define a 8th map for Volume 1. :)

This post has been edited by Fox: 18 May 2012 - 10:04 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #2918

View PostTerminX, on 18 May 2012 - 08:14 AM, said:

What you want should be as simple as "include levels.con" and some basic stuff that takes the names of all .map files in a dir and prints out the definitions, with the advantage of having much greater flexibility than any hard coded solution could provide.

You could use a -mx CON module.

View PostTerminX, on 18 May 2012 - 09:35 AM, said:

Isn't there already EVENT_DISPLAYMENU and a "cmenu" command that can be used to skip both of these screens if desired?

I have always been curious as to what this command does but it is not on the wiki and I never looked at it in the source...
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User is offline   Jblade 

#2919

Just noticed that EVENT_NEXTWEAPON and PREVIOUSWEAPON can't be disabled by setting RETURN to -1 anymore, I'm guessing that was broken when the EVENT code was tweaked.
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User is offline   Player Lin 

#2920

View PostFox, on 18 May 2012 - 10:04 AM, said:

But it is even a bigger issue if you want to define a 8th map for Volume 1. :)


Both are big issues I think, you can't just fixed that just for define a 8th map for Volume 1 without problems but possibly broken somethings due to it, does not helps at all.

I remember there're many old maps/mods uses that default E1L8 slot for custom music(dethtoll.mid) or something, if changed that, it needed some works to deal with, is it really worth? Maybe, but I guess TX will goes crazy... :P

This post has been edited by Player Lin: 19 May 2012 - 06:30 AM

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User is offline   Jblade 

#2921

Hmm, I think there's a bug with EVENT_FIRSTAID as well as PREVIOUSWEAPON and NEXTWEAPON (mentioned in my last post) sometimes I can't seem to use the first-aid kit at all; I assume this is related to the changes to RETURN since it was working fine before.
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User is offline   TerminX 

  • el fundador

  #2922

Do you mean EVENT_USEMEDKIT? I have just verified that this event's code looks correct... committed a fix for EVENT_PREVIOUSWEAPON and EVENT_NEXTWEAPON, though.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2923

I noticed a bug: DNSTUFF is not giving Armor anymore.

Edit: nevermind, seems to already been fixed.

This post has been edited by Fox: 19 May 2012 - 07:25 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #2924

Plagman has moved the EDuke32 SVN repository from SourceForge to be located here on Duke4.net.

Everyone who keeps track of SVN should run this command in their repo directory;

svn switch --relocate https://eduke32.svn.sourceforge.net/svnroot/eduke32 http://svn.eduke32.com/eduke32


Note that the usual HTTP/HTTPS distinction applies. For svn.eduke32.com links, if you intend to commit to the SVN and you have an account, use HTTPS, but if you are going to anonymously download the data, use HTTP.

If you are using git-svn, these steps worked for me:

Based on: http://translate.org...s-git-svn-setup

Run these commands from git bash.

git gc
git filter-branch --msg-filter 'sed s:eduke32.svn.sourceforge.net/svnroot:svn.eduke32.com:g' $(cat .git/packed-refs | awk '// {print $2}' | grep -v 'pack-refs')
rm -rf .git/svn

edit .git/config and change all the git-svn URLs to "https://svn.eduke32.com/eduke32"
git svn rebase

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User is offline   Jblade 

#2925

View PostTerminX, on 19 May 2012 - 06:37 AM, said:

Do you mean EVENT_USEMEDKIT? I have just verified that this event's code looks correct... committed a fix for EVENT_PREVIOUSWEAPON and EVENT_NEXTWEAPON, though.

Probably something on my end then, thanks for looking in anycase (and thanks for fixing the other bugs)

This post has been edited by James: 20 May 2012 - 06:17 AM

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User is offline   Micky C 

  • Honored Donor

#2926

For the AMC TC, my movement is messed up unless I disable the "allow walk with autorun option", however, the option re-enables itself every time I start up eduke32, which I've been putting up with for a while but it's kinda annoying. Can it be made to stay the way the user puts it between startups?
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User is offline   Mblackwell 

  • Evil Overlord

#2927

What do you mean by "messed up"?
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User is offline   Diaz 

#2928

It's probably not messed up and just how the option itself works, but the fact that it re-enables itself when restarting EDuke is kinda annoying, I have to agree.
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User is offline   Micky C 

  • Honored Donor

#2929

When run mode is on, I can run forward and sprint normally, but moving sideways and backwards is slow. When run mode is off, I can move sideways and backwards at normal speed, but moving forward is slow, and sprint doesn't work. In fact, now that I've tested it some more, moving sideways and backwards is slow whenever run mode is off, it's only the moving forward and sprinting that's specifically affected by the "allow walk with autorun" option. Still, having it not re-enable would solve the problem.

Edit: Am I the only one experiencing this movement problem with the TC?

This post has been edited by Micky C: 22 May 2012 - 04:42 PM

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