EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#3258 Posted 09 December 2012 - 02:53 PM
#3259 Posted 09 December 2012 - 03:49 PM
#3260 Posted 09 December 2012 - 05:07 PM
#3261 Posted 09 December 2012 - 10:09 PM
TerminX, on 09 December 2012 - 03:49 PM, said:
This sounds good.
#3262 Posted 11 December 2012 - 01:33 PM
Quote
I really tweaked the fog factor to look closer to classic (a permanent goal, if you ask me) for a simple test scene, but overshot it for large distances. So if your open maps became darker in a way that looks wrong, the solution is to use the old GL fog factor calculation method by setting r_usenewshading to 0. With usenewshade on, I'll probably have to throw in another round of tweaking (or better, finding out the actual equation used by classic and rewriting to fit the GL fog), but hopefully the change won't be that drastic.
edit: oops, it's r_usenewshading.
#3263 Posted 11 December 2012 - 02:10 PM
CraigFatman, on 09 December 2012 - 01:51 PM, said:
That the behavior was adapted to the GL renderers was deliberate. The past history to this was r1658, in which TerminX added widescreen support to rotatesprite in OpenGL modes. Old behavior could then be specified by setting bit 1024. On one hand, this was a non-backwards-compatible change, but on the other hand you really want the engine to correct the aspect -- in your case, the rotated FEMPICs would appear as lozenges/rhombi in widescreen resolutions. In r2911 and following, I took that code and made it also affect classic for consistency across all renderers.
Quote
Yeah, this is a real bug, fixed in r3265.
Quote
(...)
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.
I see that this is a limitiation, but I'll have to think about how to best combine the different aspect state dependent behaviors in a way that doesn't introduce a host of new problems. Ideally, you'd pass the aspect to rotatesprite itself instead of having "hidden" state...
Quote
// (...) onevent EVENT_DISPLAYREST setaspect 65536 65536 // Setup 1:1 ratio // (...) setaspect 65536 78643 // Restore default 240:200 ratio endevent
This is a little troublesome. As I noted on a different occasion, user code should be resolution- and aspect-agnostic. With r3265, the last setaspect will have no effect, as it's backed up and restored across the event.
#3264 Posted 11 December 2012 - 04:21 PM
This code works just fine:
getsector[MYSECTOR].floorpal TEMP
ifvare TEMP 1
<do something>
However, this doesn't:
ifvare sector[MYSECTOR].floorpal 1
<do something>
In fact, even something like this may fuck things up:
setsector[MYSECTOR].floorpal sector[MYSECTOR].floorpal
Which is ridiculous, considering this is essentially redundant and should do absolutely nothing.
I have figured out that the problem occur when you check the ID of an sector or wall that is the same as the current actor.
For example, if my APLAYER actor has an ID of 43, and I use APLAYER to check the floorpal of all sectors in the map, it will fails to return the value of sector 43.
This post has been edited by Fox: 11 December 2012 - 09:04 PM

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