EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3048 Posted 14 July 2012 - 06:48 AM
#3050 Posted 19 July 2012 - 07:19 AM
Quote
[master 5f26c1a] Due to a bug introduced in sha 7a9dd5c (17th April 2010), nedmalloc has never allocated more than a single mspace when using the system pool. This effectively had disabled concurrency for any allocation > THREADCACHEMAX (8Kb) which no doubt made nedmalloc v1.10 betas 1 and 2 appear no faster than system allocators. My thanks to the eagle eyes of Gavin Lambert for spotting this.
#3051 Posted 19 July 2012 - 10:35 AM
#3052 Posted 19 July 2012 - 01:20 PM
Marked, on 19 July 2012 - 10:35 AM, said:
WinXP/Linux 2.4 : maybe.
I'm not a technical type in terms of C programming but I wouldn't expect the game to run any faster except maybe for loading times and avoiding loading-related jerks if your PC is at its limits.
#3053 Posted 20 July 2012 - 10:48 AM
EDIT - Debian Wheezy 64bit compiler warnings:
source/sdlmusic.c: In function ‘MUSIC_Init’: source/sdlmusic.c:157:9: warning: ISO C90 forbids mixed declarations and code [-Wdeclaration-after-statement] src/driver_sdl.c: In function ‘fillData’: src/driver_sdl.c:101:8: warning: pointer of type ‘void *’ used in arithmetic [-Wpointer-arith] src/sdlayer.c: In function ‘getvalidmodes’: src/sdlayer.c:957:5: warning: ISO C90 forbids mixed declarations and code [-Wdeclaration-after-statement] make LTO=1 : engine.o (symbol from plugin): warning: memset used with constant zero length parameter; this could be due to transposed parameters obj/xdelta3.o (symbol from plugin): warning: memset used with constant zero length parameter; this could be due to transposed parameters
This post has been edited by LeoD: 26 July 2012 - 10:13 AM
#3054 Posted 26 July 2012 - 04:31 PM
Right now I am forced to use some ugly hack that essentially freezes the game by setting all statnums to zero, unless I don't know a better way to do so?
#3055 Posted 26 July 2012 - 06:13 PM
LeoD, on 20 July 2012 - 10:48 AM, said:
For future reference, if you edit a six-day old post there will not be any attention drawn to it, and for those of us who use the "Go to first unread post" button it may not be seen at all. It's OK to have two posts in a row in a thread. If you have something new to add and time has passed, you can use discretion and make a new post.
I cannot fix these warnings myself because I do not have a Linux environment under which to test.
Fox, on 26 July 2012 - 04:31 PM, said:
I don't have the code in front of me but I believe that actor code does not run when certain GAME_MODE / gm values are set, and it differs on single player vs multiplayer.
#3056 Posted 27 July 2012 - 10:07 PM
Also I had like to request an orientation bit for "texture repeat", which would have the following effect:
This post has been edited by Fox: 27 July 2012 - 10:08 PM
#3057 Posted 28 July 2012 - 01:36 AM
Give us an example of an actual good reason to add this and then we'll think about it.
#3058 Posted 28 July 2012 - 08:40 AM
Fox, on 27 July 2012 - 10:07 PM, said:
Are you talking about the player ID, or the sprite ID of the player sprite? If you are talking about the player ID, then it will always be 0 in a single player game, and it will never be greater than the maximum number of players in a multiplayer game.
#3059 Posted 28 July 2012 - 10:50 AM
Hendricks266, on 28 July 2012 - 01:36 AM, said:
Give us an example of an actual good reason to add this and then we'll think about it.
Huh? This has nothing to do with Resurgence (and I don't think Duke 64 render the bleeding of tiles like that).
I want it for drawing repeat patterns, which I eventually used for other projects like this:
This post has been edited by Fox: 28 July 2012 - 10:57 AM
#3060 Posted 28 July 2012 - 06:33 PM
#3061 Posted 29 July 2012 - 01:03 AM
Fox, on 28 July 2012 - 10:50 AM, said:
Ah, now that is a valid reason. Sorry about the confusion, the messed up pistol sprite threw me off. This would require engine code. IIRC, sprites are specifically coded to avoid the circular blending behavior.
#3064 Posted 30 July 2012 - 02:01 PM
http://www.altdevblo...-native-client/
https://developers.g.../native-client/
#3065 Posted 04 August 2012 - 05:51 AM
The map works fine with DOS version of Duke 3D. And if you copy the sectors on a new map it works just fine, meaning it has something to do with a superfluous component of the sector / wall structure (such as firstwall for example).
Attached File(s)
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spaceport64.zip (31.95K)
Number of downloads: 722
This post has been edited by Fox: 04 August 2012 - 05:51 AM
#3066 Posted 27 August 2012 - 01:00 PM
Fox, on 04 August 2012 - 05:51 AM, said:
The map works fine with DOS version of Duke 3D. And if you copy the sectors on a new map it works just fine, meaning it has something to do with a superfluous component of the sector / wall structure (such as firstwall for example).
This is one of those wacky cases where the behavior depends on the particular order of sprite indices (the most famous example probably being the order in which the cameras are cycled each time you "use" a viewscreen). Here's what happens: the warping elevator SE in sector 3 needs to determine when it can teleport the player and sprites contained in it to its matching sector. This is the case when no "hole" is visible from it any more. But the fake ceiling door, sector 178, is immediately adjacent to it! If its spawn-time code executes before the warp-elevator's one, the "door" will be closed and an engine function searching for the "next z step" fails. This is exactly what happens with the extracted map and EDuke32. Now, when you highlight the whole map from Mapster32 and copy it to a new one, currently the sprite index order is changed in general, and with this quasi-duplicated map, the SE17 runs first.[*] So why does it work with the DOS or N64 version? I don't know for sure, but the two most natural possibilities are
- The order in which the two SEs run is reversed because of different order in which the code is run between EDuke32 and DOS/N64. I haven't compared the original DOS source with ours, but I'm leaning more to assume that they're functionally identical in this respect.
- That it works in DOS/N64 is coincidence. Currently, I have made EDuke32 terminate the the extracted level since, as noted above, the "find next z step" function fails, and moreover the resulting (invalid) sector index -1 was used to access the sector array, which is undefined behavior.
[*]Side note: I screwed up with copy-pasting. Before r2965, some sector and wall members which are used for TROR functionality would get reset, regardless of whether the source or destination map had any TROR. Now, the bug still persists if the portion to be duplicated contains TROR, but I think its fix has to wait until the new map format.
#3067 Posted 21 September 2012 - 11:30 AM
I know you can remove them through CON with some effort. But I believe they should come in a CON patch with HRP or something.
This post has been edited by Fox: 21 September 2012 - 11:31 AM
#3068 Posted 21 September 2012 - 04:01 PM
#3069 Posted 21 September 2012 - 04:12 PM
Hendricks266, on 21 September 2012 - 04:01 PM, said:
They are. What are these RGB values based on? Who says that the Expander must emit orange light, and not red? Why the light of some explosions expand with the animation and others don't?
#3070 Posted 21 September 2012 - 04:51 PM
I too find it a bit odd that while other features are rejected because it would harm compability, this thing seems to be fine with everyone.
This post has been edited by necroslut: 22 September 2012 - 01:57 PM
#3071 Posted 29 September 2012 - 09:47 AM
#3073 Posted 29 September 2012 - 01:26 PM
#3074 Posted 29 September 2012 - 04:55 PM
#3075 Posted 29 September 2012 - 05:26 PM
Hendricks266, on 29 September 2012 - 04:55 PM, said:
The only way I could think of would be to add a new member that counts down if non-zero. Said member being the number of draws. ANIMATESPRITES would then let you check the value of this member to determine what you do with the extra draw (cancel it, alter it, etc).
It's really not a perfect solution however. And it definitely wouldn't really be useful in creating the effect you want (a mirror floor). The effect you want would be the ability to flip showviewunbiased (player's current view with y inverted) and then display it using DISPLAYROOMS and making the floor transparent. Currently not possible afaik however.
Really it's the kind of thing that should be done in the engine though.
#3076 Posted 29 September 2012 - 05:59 PM
Edit: I got a particular conflict... now we can change the current menu being displayed, so I can bypass the episode select screen. Buuut it became impossible to select a User Map. Would it be too much to ask to move the User Map option to the main menu?
This post has been edited by Fox: 29 September 2012 - 06:17 PM
#3077 Posted 29 September 2012 - 11:23 PM
Fox, on 29 September 2012 - 05:59 PM, said:
Wait, how did you do that?

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