EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3086 Posted 01 October 2012 - 07:25 PM
#3087 Posted 13 October 2012 - 02:21 AM
Quote
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.
#3088 Posted 13 October 2012 - 03:22 AM
fgsfds, on 13 October 2012 - 02:21 AM, said:
It's about 3000 lines while you launch duke with hrp and it drastically increases loading time.
IIRC it was added recently.
#3089 Posted 13 October 2012 - 03:37 AM
Attached File(s)
-
eduke32.log (50.39K)
Number of downloads: 570
This post has been edited by fgsfds: 13 October 2012 - 03:38 AM
#3090 Posted 13 October 2012 - 03:52 AM
#3091 Posted 13 October 2012 - 04:06 AM
fgsfds, on 13 October 2012 - 03:37 AM, said:
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
This post has been edited by LeoD: 13 October 2012 - 04:12 AM
#3092 Posted 13 October 2012 - 04:22 AM
Quote
It helped, but it's still weird.
This post has been edited by fgsfds: 13 October 2012 - 04:22 AM
#3093 Posted 13 October 2012 - 04:32 AM
#3094 Posted 13 October 2012 - 04:32 AM
fgsfds, on 13 October 2012 - 04:22 AM, said:
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
#3095 Posted 13 October 2012 - 05:08 AM
Marked, on 13 October 2012 - 04:32 AM, said:
It happens when you adding custom CONs too, not with this svn hrp only
Quote
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
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
#3096 Posted 13 October 2012 - 05:46 AM
Marked, on 13 October 2012 - 04:32 AM, said:
#3097 Posted 13 October 2012 - 06:37 AM
#3098 Posted 13 October 2012 - 06:56 AM
So, since that didn't happen, enjoy r3068!
#3099 Posted 13 October 2012 - 01:23 PM
LeoD, on 13 October 2012 - 04:06 AM, said:
#3100 Posted 13 October 2012 - 07:25 PM
TerminX, on 13 October 2012 - 06:56 AM, said:
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
Now something I have to beg to get fixed is the "allow walk with autorun" thing...
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
#3102 Posted 14 October 2012 - 04:20 PM
LeoD, on 13 October 2012 - 01:23 PM, said:
Addressed in r3086, though probably not in the way you were thinking.
#3103 Posted 14 October 2012 - 08:55 PM
#3104 Posted 15 October 2012 - 04:12 AM
#3105 Posted 15 October 2012 - 04:17 AM
#3106 Posted 15 October 2012 - 04:19 AM
Micky C, on 15 October 2012 - 04:17 AM, said:
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.
#3107 Posted 15 October 2012 - 05:09 AM
TerminX, on 14 October 2012 - 04:20 PM, said:
#3108 Posted 15 October 2012 - 11:26 AM
James, on 15 October 2012 - 04:12 AM, said:
Cool you're finding it useful! It was requested by M210 for his Blood mod, but currently it doesn't help his case as it only handles wall-aligned sprites. For a quick demo of what it's about, add
texhitscanrange 0 32768
to your duke3d.def and try shooting the fan in E1L1. (Caveat: won't work on the fences, since all MASKWALL* sprites clear the hitscan-sensitivity bit on spawn.)
#3109 Posted 15 October 2012 - 02:06 PM
Helixhorned, on 15 October 2012 - 11:26 AM, said:
Heh, I had always wondered why that chainlink fence sprite at 913 never seemed to keep it's tag, now I know
#3110 Posted 16 October 2012 - 03:15 PM
If not, I would like to request that the drawing radius be made adjustable some how. Either via con or preferably a way in Mapster to adjust the drawing distance for new user maps.
#3111 Posted 16 October 2012 - 04:19 PM
http://wiki.eduke32....wiki/Visibility
#3112 Posted 16 October 2012 - 04:51 PM
#3113 Posted 16 October 2012 - 06:16 PM
The first would be to have a "transparent fog" effect. Here is a mock-up:

The second would be to render the sector floor ad infinitum in a wall. In other words, to stretch the floor texture to the horizon while that area doesn't really exists. I suppose the renderer can make it in a way that can save more CPU than making a gigantic sector.
This post has been edited by Fox: 16 October 2012 - 06:17 PM
#3114 Posted 16 October 2012 - 07:52 PM
Micky C, on 16 October 2012 - 04:51 PM, said:
Ah, I see what you're/he's saying now.

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