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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3078

Primarily using this:
ifvare current_menu 100
  cmenu 110


This post has been edited by Fox: 29 September 2012 - 11:34 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3079

Where does that code go?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3080

I think it was in EVENT_DISPLAYMENU?

This post has been edited by Fox: 13 October 2012 - 07:55 AM

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#3081

;)

I spent over an hour modifying the source code to achieve the same thing.

Probably still will as I want to force E4L1 but that can likely be done from CON, but I do wonder if anything else can be manipulated in this fashion...

Edit: Incidentally, if you really want the user-map thing, could you not, say, get .bits in event_processinput and then in displaymenu ifvarand a key (U, for example) to cmenu 102 so that pressing this key whilst in the menu brings up the User Map menu?

This post has been edited by High Treason: 30 September 2012 - 04:10 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3082

That's not how bits works. The input structure is currently limited to game functions, not raw input. I have been thinking of exposing raw input to CON because you need it to properly replicate EVENT_DISPLAYCROSSHAIR on the Wii from CON.
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User is offline   Mblackwell 

  • Evil Overlord

#3083

You could always access the usermap menu from the console by setting a global var which then triggers the menu to display.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3084

The console has a "cmenu" command too.
0

#3085

Where might a player find the newest Eduke 32? ;)
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User is offline   Micky C 

  • Honored Donor

#3086

Top of the list on this page: http://dukeworld.duk...ke32/synthesis/
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User is offline   fgsfds 

#3087

What's the point of this messages?

Quote

warning: case mismatch: passed "duke3d.def", real "duke3d"
warning: case mismatch: passed "duke3d_hrp.def", real "duke3d_hrp"
warning: case mismatch: passed "music.def", real "music"

It's about 3000 lines while you launch duke with hrp and it drastically increases loading time.
IIRC it was added recently.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3088

View Postfgsfds, on 13 October 2012 - 02:21 AM, said:

What's the point of this messages?

It's about 3000 lines while you launch duke with hrp and it drastically increases loading time.
IIRC it was added recently.
Attach your full log as usual, and the directory listing of your autoload folder.
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User is offline   fgsfds 

#3089

I use hrp downloaded from svn instead of autoload, and launch game with eduke32 -j"HRP/polymer_hrp"

Attached File(s)



This post has been edited by fgsfds: 13 October 2012 - 03:38 AM

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User is offline   fgsfds 

#3090

For the first time it appeared in build 2693 http://dukeworld.duk.../20120525-2693/
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User is offline   LeoD 

  • Duke4.net topic/3513

#3091

View Postfgsfds, on 13 October 2012 - 03:37 AM, said:

I use hrp downloaded from svn instead of autoload, and launch game with eduke32 -j"HRP/polymer_hrp"
Hm, I have reproduced your setup but can't reproduce the messages.
Post a directory listing of HRP/polymer_hrp
IIRC there is a setting in Windows about displaying file extensions in Explorer. Activate it and see if the warnings go away.

Non-related proposals:
-to avoid later confusion, add, -noautoload to your command line, even if you don't have that folder ATM
-set CheckForUpdates = 0 in your eduke32.cfg when using latest synthesis builds to avoid wasting time accessing the net
-putting nedmalloc.dll into your EDuke32 folder might give you a small performance improvement
-use r3067 :D

This post has been edited by LeoD: 13 October 2012 - 04:12 AM

1

User is offline   fgsfds 

#3092

Quote

IIRC there is a setting in Windows about displaying file extensions in Explorer. Activate it and see if the warnings go away.

It helped, but it's still weird.

Attached thumbnail(s)

  • Attached Image: polymer_hrp.PNG


This post has been edited by fgsfds: 13 October 2012 - 04:22 AM

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User is offline   Mark 

#3093

It looks like he might have just grabbed the files directly from the svn instead of exporting the svn to his folders.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3094

View Postfgsfds, on 13 October 2012 - 04:22 AM, said:

It helped, but it's still weird.
Windows is weird. Apparently cache1d.c relies on some Windows internal function.
Hiding file name extensions is a shitty idea in the first place and has helped spreading lots of malware so far. Btw, your CONs compile pretty fast, what processor do you have?

This post has been edited by LeoD: 13 October 2012 - 04:34 AM

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User is offline   fgsfds 

#3095

View PostMarked, on 13 October 2012 - 04:32 AM, said:

It looks like he might have just grabbed the files directly from the svn instead of exporting the svn to his folders.

It happens when you adding custom CONs too, not with this svn hrp only

Quote

warning: case mismatch: passed "defs.con", real "defs"
Including: BloodTC/blcons/defs.con (140857 bytes)
warning: case mismatch: passed "sounds.con", real "sounds"
Including: BloodTC/blcons/sounds.con (65629 bytes)
warning: case mismatch: passed "user.con", real "user"
Including: BloodTC/blcons/user.con (16777 bytes)


Quote

Hiding file name extensions is a shitty idea in the first place and has helped spreading lots of malware so far. Btw, your CONs compile pretty fast, what processor do you have?

i5 2500k. Never thought that hiding extenstions could cause the problems, considering I never saw anything like that before build 2693.

This post has been edited by fgsfds: 13 October 2012 - 05:09 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3096

View PostMarked, on 13 October 2012 - 04:32 AM, said:

It looks like he might have just grabbed the files directly from the svn instead of exporting the svn to his folders.
Exporting is nothing more than copying without the .svn tree, isn't it? Since Subversion 1.7* doing the latter is easier and faster anyway.
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User is offline   Mark 

#3097

OK. I just thought that some people having all the checkmarks and other icons or files from the svn present might confuse the others who do not have them in their copies.
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User is offline   TerminX 

  • el fundador

  #3098

I'm frankly surprised the issue with the file case mismatch warnings when showing file extensions in Explorer is disabled is even still a problem. It was first noticed pretty soon after Helix added it and I was certain someone would have come up with an acceptable fix by now.

So, since that didn't happen, enjoy r3068!
4

User is offline   LeoD 

  • Duke4.net topic/3513

#3099

View PostLeoD, on 13 October 2012 - 04:06 AM, said:

-putting nedmalloc.dll into your EDuke32 folder might give you a small performance improvement
Speaking of nedmalloc: There's an important update available which hasn't found its way into the repo yet. I tried to simply drop in the new files but got a compile error.
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User is offline   Diaz 

#3100

View PostTerminX, on 13 October 2012 - 06:56 AM, said:

I'm frankly surprised the issue with the file case mismatch warnings when showing file extensions in Explorer is disabled is even still a problem. It was first noticed pretty soon after Helix added it and I was certain someone would have come up with an acceptable fix by now.

So, since that didn't happen, enjoy r3068!


Thank you TerminX. I was getting case mismatch spam at one of my work computers and didn't know why. I was also going to mention the bug with custom projectiles (my cultists were throwing supersonic dynamite, lol) but I see it's been fixed in r3067 :D

Now something I have to beg to get fixed is the "allow walk with autorun" thing... :D it needs to be saved to the config file, so it doesn't have to be constantly turned off each time you run the game.
There is also a bug with light rendering: when you need more than 5 lighting passes and you have to increase r_pr_maxlightpasses, the newly increased number doesn't have any effect until you actually change it on the fly. So if i have r_pr_maxlightpasses set to 10 in the config file and the game starts with that value, it won't be fully effective until I change it on the console (or if I just enter r_pr_maxlightpasses, without any value).

This post has been edited by Diaz: 13 October 2012 - 11:35 PM

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User is offline   TerminX 

  • el fundador

  #3101

OK, those should both be fixed as of r3070.
2

User is offline   TerminX 

  • el fundador

  #3102

View PostLeoD, on 13 October 2012 - 01:23 PM, said:

Speaking of nedmalloc: There's an important update available which hasn't found its way into the repo yet. I tried to simply drop in the new files but got a compile error.

Addressed in r3086, though probably not in the way you were thinking. :D
3

User is offline   Diaz 

#3103

That was quick! Thanks a lot, and thanks for the lots of useful updates lately :D
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User is offline   Jblade 

#3104

That pixel detection thingy Helix added is fucking great! For those who don't check the synthesis/changelog, it basically allows you to define wall-aligned sprites and set them to have a per-pixel detection ability on them for hitscan, which means that they allow shots to travel through empty areas and stop bullets if they hit a solid part of the texture. It works great, thanks for adding it :D
0

User is offline   Micky C 

  • Honored Donor

#3105

Does that require con code to work or does it work on vanilla game sprites as well?
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User is offline   Jblade 

#3106

View PostMicky C, on 15 October 2012 - 04:17 AM, said:

Does that require con code to work or does it work on vanilla game sprites as well?

It requires a def file addition; you don't have to edit CON to get it to work so it could potentially be added to the HRP. I'll quote the changelog:
r3078 | helixhorned | 2012-10-14 13:41:34 -0700 (Sun, 14 Oct 2012) | 12 lines

Texel-granular hitscan() for wall-aligned sprites.

The attribute is set per tile from DEF: either
    texhitscanrange <begintile> <endtile>
or
    tilefromtexture <tile> { ... texhitscan ... }
(As a special case, the list may only contain "texhitscan", in which case the
texture is not changed.)

In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens
should now be accepted in any order, and errors don't appear in the middle of
the list parsing.

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User is offline   LeoD 

  • Duke4.net topic/3513

#3107

View PostTerminX, on 14 October 2012 - 04:20 PM, said:

Addressed in r3086, though probably not in the way you were thinking. :D
I rarely think nowadays but I had hoped to build my own bdver1 version from that.
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