EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2900 Posted 17 May 2012 - 09:34 AM
#2901 Posted 17 May 2012 - 11:33 AM
That's great news, and great work as well! Thanks a lot for the new stuff.
#2904 Posted 17 May 2012 - 06:22 PM
#2905 Posted 17 May 2012 - 06:24 PM
#2906 Posted 17 May 2012 - 06:41 PM
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.
#2907 Posted 17 May 2012 - 06:52 PM
#2908 Posted 17 May 2012 - 07:08 PM
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.
#2909 Posted 17 May 2012 - 07:27 PM
#2910 Posted 17 May 2012 - 08:27 PM
#2911 Posted 17 May 2012 - 11:37 PM
Fox, on 17 May 2012 - 07:08 PM, said:
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.
#2912 Posted 18 May 2012 - 02:18 AM
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
#2913 Posted 18 May 2012 - 07:56 AM
TerminX, on 17 May 2012 - 06:24 PM, said:
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.
#2914 Posted 18 May 2012 - 08:14 AM
#2915 Posted 18 May 2012 - 08:43 AM
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
#2916 Posted 18 May 2012 - 09:35 AM
Fox, on 18 May 2012 - 08:43 AM, said:
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.
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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.
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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.
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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.
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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.
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• 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?
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I have no idea what you're talking about with this one.
#2917 Posted 18 May 2012 - 10:04 AM
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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.
TerminX, on 18 May 2012 - 09:35 AM, said:
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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
#2918 Posted 18 May 2012 - 10:07 AM
TerminX, on 18 May 2012 - 08:14 AM, said:
You could use a -mx CON module.
TerminX, on 18 May 2012 - 09:35 AM, said:
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...
#2919 Posted 18 May 2012 - 11:52 AM
#2920 Posted 19 May 2012 - 06:30 AM
Fox, on 18 May 2012 - 10:04 AM, said:
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...
This post has been edited by Player Lin: 19 May 2012 - 06:30 AM
#2921 Posted 19 May 2012 - 06:32 AM
#2922 Posted 19 May 2012 - 06:37 AM
#2923 Posted 19 May 2012 - 07:23 AM
Edit: nevermind, seems to already been fixed.
This post has been edited by Fox: 19 May 2012 - 07:25 AM
#2924 Posted 19 May 2012 - 02:52 PM
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/svnedit .git/config and change all the git-svn URLs to "https://svn.eduke32.com/eduke32"
git svn rebase
#2925 Posted 20 May 2012 - 06:17 AM
TerminX, on 19 May 2012 - 06:37 AM, said:
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
#2926 Posted 22 May 2012 - 12:43 AM
#2928 Posted 22 May 2012 - 09:42 AM
#2929 Posted 22 May 2012 - 04:41 PM
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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