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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!

#3230

It won't be a problem for me, I am going to calculate the area of something as simply as this:

Posted Image

This post has been edited by Fox: 01 December 2012 - 11:36 PM

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User is offline   Kyanos 

#3231

What's going on here with the dlls? I planned on releasing an add on for Wgr2 soon with instructions to get the latest version of Eduke32 for better performance. Now it won't run without deleting preexisting dlls in the released version of wgr2.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3232

The DLLs in question are nedmalloc.dll and ebacktrace1.dll, right? ebacktrace only runs for the debug exe, and nedmalloc should work. At some point the DLL was updated so maybe that's the cause.

The latest synthesis (r3250) has both DLLs properly packaged.
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User is offline   Kyanos 

#3233

When I use it ( I only copy over exuke32.exe and nedmalloc.dll ) it won't run. I'll do some more investigating when I get back to my PC. Rev. 3219? Is the last one I was working with and it was fine.
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

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User is offline   Helixhorned 

  • EDuke32 Developer

#3234

Does it run without nedmalloc.dll? In any case, it's safe to remove and I recall TX saying that it doesn't matter much on newer Windowses.
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User is offline   Kyanos 

#3235

It just doesn't run. Unzipped by itself, run eduke32.exe or mapster32.exe nothing. the debug.exe files run.
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

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User is offline   Plagman 

  • Former VP of Media Operations

#3236

Is 3233 the first one that breaks for you?
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User is offline   Kyanos 

#3237

View PostPlagman, on 02 December 2012 - 01:12 PM, said:

Is 3233 the first one that breaks for you?

Confirmed.
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User is offline   Plagman 

  • Former VP of Media Operations

#3238

OK, it's reverted until we figure out what's wrong with the native cross-compiler we switched to. Can you confirm 3251 works again?
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User is offline   Micky C 

  • Honored Donor

#3239

Is there any progress on finding that bug that causes sprite shadows to be incorrect at some angles? The project it will be useful for will probably be out in a week if that's any motivation. It's not a game breaking bug but if it's going to be looked at in the near future at all it would be nice if the fix was squeezed in before the deadline.
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User is offline   Kyanos 

#3240

View PostPlagman, on 02 December 2012 - 03:26 PM, said:

OK, it's reverted until we figure out what's wrong with the native cross-compiler we switched to. Can you confirm 3251 works again?

All better. Thanks guys.
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User is offline   Daedolon 

  • Ancient Blood God

#3241

View PostFox, on 01 December 2012 - 11:36 PM, said:

Posted Image


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.
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#3242

Can't get more classic :P literaly.
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User is offline   TerminX 

  • el fundador

  #3243

Sure you can... Catabomb 3-D map remakes, anyone?! :P
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3244

View PostTerminX, on 07 December 2012 - 08:48 AM, said:

Catabomb 3-D map remakes, anyone?! :P


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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3245

Paperthin walls

Posted Image

This post has been edited by Fox: 07 December 2012 - 10:36 AM

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#3246

Damn, that map is 1st level of Wolfenstein3d ! (I think...)
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#3247

I dunno, but it's also map 31 in doom 2. In doom, the secret just before the exit of this level leads to the next secret map in doom 2, grosse. What does it lead to in the real wolfenstein game?

This post has been edited by rasmus thorup: 07 December 2012 - 11:02 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3248

It just leads to a secret level. The "grosse" level was the boss level from the first episode.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3249

View PostFox, on 07 December 2012 - 09:14 AM, said:

Paperthin walls



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

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#3250

Can somebody tell what happened to the setaspect command? Apparently it doesn't correct for the ratio distortion of onscreen rotatesprite routines with no regard to current render settings, just scaling them down instead. In classic renderer this began to occur since r2915...
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User is offline   Helixhorned 

  • EDuke32 Developer

#3251

View PostCraigFatman, on 09 December 2012 - 04:02 AM, said:

Can somebody tell what happened to the setaspect command? Apparently it doesn't correct for the ratio distortion of onscreen rotatesprite routines with no regard to current render settings, just scaling them down instead. In classic renderer this began to occur since r2915...

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.
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#3252

View PostAchenar, on 08 December 2012 - 09:09 PM, 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...


All hail futuristic maps :)
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User is offline   Hank 

#3253

View Postrasmus thorup, on 09 December 2012 - 05:44 AM, said:

All hail futuristic maps :)

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. Posted Image
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User is offline   Helixhorned 

  • EDuke32 Developer

#3254

View PostHelixhorned, on 09 December 2012 - 04:47 AM, said:

Unfortunately, setaspect() is called internally from various places and it's hard to predict the effect of those code changes to CON.

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.
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User is offline   TerminX 

  • el fundador

  #3255

View PostAchenar, on 08 December 2012 - 09:09 PM, 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...

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. :)
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#3256

View PostHelixhorned, on 09 December 2012 - 04:47 AM, said:

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.


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).

Posted Image
Posted Image

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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3257

View PostHelixhorned, on 09 December 2012 - 08:23 AM, said:

Somewhat related, would anyone object to removing the "pixel doubling" option for classic?

Please banish pixel doubling to hell.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3258

I like pixel doubling when playing in 8-bit mode and I want the original experience, because my monitors just aren't capable of 320x200/240 . Playing at 640x480 and enabling pixel doubling fixes this. Of course, I DO have an old 486 for the classic experience.
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User is offline   TerminX 

  • el fundador

  #3259

It's not really "doubling" though (kind of a misnomer as far as the menu is concerned, which is my fault). It just makes it look like shit. I would be in favor of turning it into actual pixel doubling on the rendering side...
1

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