EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3229 Posted 01 December 2012 - 08:15 PM
#3230 Posted 01 December 2012 - 11:36 PM
This post has been edited by Fox: 01 December 2012 - 11:36 PM
#3231 Posted 02 December 2012 - 10:59 AM
#3232 Posted 02 December 2012 - 11:19 AM
The latest synthesis (r3250) has both DLLs properly packaged.
#3233 Posted 02 December 2012 - 11:32 AM
Polymer has improved a lot in the past year and a half so I really want to use a newer executable.
Added.
R 3250 eduke32.exe will not run.
This is tested in its own freshly unzipped folder. It won't bring up the start menu or anything. The debug exe does work.
This post has been edited by Drek: 02 December 2012 - 11:49 AM
#3234 Posted 02 December 2012 - 11:53 AM
#3235 Posted 02 December 2012 - 01:03 PM
I'm not talking about wgr2 anymore, just the synthesis download as is doesn't work.
edit:
I'm using windows 7, haven't changed anything on my end in ages, these packages are always just extract and run for me.
This post has been edited by Drek: 02 December 2012 - 01:07 PM
#3237 Posted 02 December 2012 - 01:46 PM
Plagman, on 02 December 2012 - 01:12 PM, said:
Confirmed.
#3238 Posted 02 December 2012 - 03:26 PM
#3239 Posted 02 December 2012 - 04:14 PM
#3240 Posted 02 December 2012 - 06:06 PM
Plagman, on 02 December 2012 - 03:26 PM, said:
All better. Thanks guys.
#3241 Posted 02 December 2012 - 06:17 PM
Fox, on 01 December 2012 - 11:36 PM, said:

I was thinking "That looks like a nicely laid out, classic level design." and was about to congratulate you for it...
Still, it's a nice design.
#3244 Posted 07 December 2012 - 08:53 AM
TerminX, on 07 December 2012 - 08:48 AM, said:
I see what you did there.
Where are the doors in that map? There are red lines where they're supposed to be. Are they just masked walls?
This post has been edited by Achenar: 07 December 2012 - 08:53 AM
#3245 Posted 07 December 2012 - 09:14 AM
This post has been edited by Fox: 07 December 2012 - 10:36 AM
#3246 Posted 07 December 2012 - 10:22 AM
#3247 Posted 07 December 2012 - 11:00 AM
This post has been edited by rasmus thorup: 07 December 2012 - 11:02 AM
#3248 Posted 07 December 2012 - 02:04 PM
#3249 Posted 08 December 2012 - 09:09 PM
Fox, on 07 December 2012 - 09:14 AM, said:
Have fun making sliding doors out of those.
The amount of wasted effort that always went into building those annoying sliding doors in Duke Nukem 3D pretty much guaranteed that every door I made in my map was a Doom-style door...
This post has been edited by Achenar: 08 December 2012 - 09:10 PM
#3250 Posted 09 December 2012 - 04:02 AM
#3251 Posted 09 December 2012 - 04:47 AM
CraigFatman, on 09 December 2012 - 04:02 AM, said:
This is probably due to r2913. Unfortunately, setaspect() is called internally from various places and it's hard to predict the effect of those code changes to CON. For a quick workaround, does setting r_usenewaspect to 0 give the desired results? I try to keep the drawing behavior as close to the original as possible with new aspect determination off. If you prepared a small stand-alone CON mutuator showcasing your particular problem that is loadable with versions before and after r2913, I could give it a deeper look.
So I'm sorry that those changes probably broke your drawing code, but the real problem is that those commands were never really well-specified; they were exposed when not even we knew exactly their full behavior.
#3252 Posted 09 December 2012 - 05:44 AM
Achenar, on 08 December 2012 - 09:09 PM, said:
The amount of wasted effort that always went into building those annoying sliding doors in Duke Nukem 3D pretty much guaranteed that every door I made in my map was a Doom-style door...
All hail futuristic maps
#3253 Posted 09 December 2012 - 06:35 AM
rasmus thorup, on 09 December 2012 - 05:44 AM, said:
Hardly anyone updated info through the years
http://wiki.eduke32....i/Sliding_Doors
This simple way of sliding doors was developed in 1998 by Ursurper. I added this to the wiki. No one reads it.
#3254 Posted 09 December 2012 - 08:23 AM
Helixhorned, on 09 December 2012 - 04:47 AM, said:
Somewhat related, would anyone object to removing the "pixel doubling" option for classic? If it was supposed to speed up things, then it failed -- it needs to draw the scene into a tile and display that with rotatesprite. Besides, it only gives trouble with other draw-to-tile functionality, such as when rotating the view (rotscrnang) and probably doesn't work correctly with new-aspect on. It's one small step toward cleaner fullscreen drawing interfaces from the script.
#3255 Posted 09 December 2012 - 08:50 AM
Achenar, on 08 December 2012 - 09:09 PM, said:
The amount of wasted effort that always went into building those annoying sliding doors in Duke Nukem 3D pretty much guaranteed that every door I made in my map was a Doom-style door...
When I made maps as a kid, I just copied them out of official maps (usually the one from the beginning of E1L3) and pasted them into mine.
#3256 Posted 09 December 2012 - 01:51 PM
Helixhorned, on 09 December 2012 - 04:47 AM, said:
So I'm sorry that those changes probably broke your drawing code, but the real problem is that those commands were never really well-specified; they were exposed when not even we knew exactly their full behavior.
Sure. It should be noted that the problem was present in the Polymost mode for a while before this behavior has affected the classic mode as well. You can check this sample script:
include GAME.CON gamevar x 0 0 gamevar y 0 0 gamevar z 0 0 gamevar a 0 0 gamevar picnum 0 0 gamevar pal 0 0 gamevar shade 0 0 onevent EVENT_DISPLAYREST setaspect 65536 65536 // Setup 1:1 ratio setvar x 64 setvar y 64 setvar z 65536 setvarvar a totalclock setvar picnum FEMPIC2 setvar pal 0 setvar shade 0 rotatesprite x y z a picnum shade pal 0 0 0 xdim ydim addvar x 64 rotatesprite x y z a picnum shade pal 0 0 0 xdim ydim setaspect 65536 78643 // Restore default 240:200 ratio endevent
This is how it looks in r2877. The 8-bit mode (top) shows both tiles as rotating squares next to each other, as they are programmed to look. Now if we switch to Polymost, they react to the presence of the setaspect command by simple scaling. Moreover, their size and vertical placement begin to differ what is apparently makes no sense (the first sprite to display has a different scale as compared with the rest).


The difference between this and newest EDuke32 builds is that the classic now behaves the same way as the Polymost. Actually this renders me unable to display on-screen graphics with arbitrary aspect ratio, so I suppose that it should be reworked in the fashion it was before for both modes.
#3257 Posted 09 December 2012 - 02:46 PM
Helixhorned, on 09 December 2012 - 08:23 AM, said:
Please banish pixel doubling to hell.

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