EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3318 Posted 23 December 2012 - 06:08 PM
Unless you can post a good use-case/example I don't think the request is going to get much attention, since there are quite a few ways of doing what it sounds like you'd like to do already.
#3319 Posted 29 December 2012 - 03:50 PM
#3320 Posted 29 December 2012 - 04:05 PM
blizzart, on 29 December 2012 - 03:50 PM, said:
-No distribution of binaries within the EDuke32 synthesis builds.
-No automatic build with make unless you use a certain command, I think make utils.
IIRC Hendricks266 distributes Windows binaries of the utilities every now and then, but I can't find them right now.
#3322 Posted 30 December 2012 - 02:19 PM
I keep the Win32 binary link updated here: http://wiki.eduke32....iki/Build_tools
There should be some way for Helix, rhoenie, and I to access Dukeworld so we could store important stuff there, like Helix and rhoenie's OS X builds, and my builds of the Build tools and EDuke32 Wii.
#3323 Posted 30 December 2012 - 03:22 PM
#3324 Posted 30 December 2012 - 03:50 PM
#3325 Posted 30 December 2012 - 03:51 PM
#3326 Posted 31 December 2012 - 03:09 PM
Added: Using latest build (3350) Eduke32.debug.exe to play todays new release.
Mirrors turned black when not aiming at them and close to them.
This post has been edited by Drek: 31 December 2012 - 03:28 PM
#3327 Posted 31 December 2012 - 03:40 PM
#3329 Posted 31 December 2012 - 04:16 PM
TerminX, on 31 December 2012 - 04:12 PM, said:
Yes!
but now I've got to go, all the best to the duke fam ...........................................
#3330 Posted 31 December 2012 - 06:28 PM
Plagman, on 31 December 2012 - 03:40 PM, said:
I'll link tortoise svn up to the eduke repository and try to test things every so often on 64bit win 7. Feel free to ask me to test specific builds.
TerminX, on 31 December 2012 - 04:12 PM, said:
Confirmed.
#3331 Posted 16 January 2013 - 07:14 PM
Any progress on Multiplayer? Still waiting for at least playable status.
#3334 Posted 20 January 2013 - 05:51 PM
#3335 Posted 20 January 2013 - 06:48 PM
The source code changes the tsprpal of all sprites that get the nightvision pal 6 effect during screen drawing events if heat_on, so you could do something similar in EVENT_DISPLAYROOMS (or another screen event) as long as you save the previous palette value somewhere.
if (g_player[screenpeek].ps->inv_amount[GET_HEATS] > 0 && g_player[screenpeek].ps->heat_on &&
(A_CheckEnemySprite(s) || A_CheckSpriteFlags(t->owner,SPRITE_NVG) || s->picnum == APLAYER || s->statnum == STAT_DUMMYPLAYER))
{
t->pal = 6;
t->shade = 0;
}
#3336 Posted 21 January 2013 - 02:15 AM
This post has been edited by Drek: 21 January 2013 - 10:09 AM
#3337 Posted 21 January 2013 - 10:59 AM
Drek, on 21 January 2013 - 02:15 AM, said:
This only happens under polymer? Because you can't change the pal of the skybox nor the skybox itself on polymer.
#3338 Posted 21 January 2013 - 11:26 AM
#3339 Posted 21 January 2013 - 12:53 PM
#3341 Posted 21 January 2013 - 05:33 PM
This post has been edited by Fox: 21 January 2013 - 05:33 PM
#3342 Posted 21 January 2013 - 07:11 PM
Drek, on 21 January 2013 - 05:05 PM, said:
It should be pretty straightforward to hook up, but in the meantime if you apply the highpal manually to another copy of the sky texture on-disk and define it as the right palette it should work. It's a little hackish but at least it'll work without having to wait for me to fix things, which is an unknown quantity. Eg you'd have two copies of the sky texture, sky.png and sky_quaddamage.png, define the latter to a reserved pal you never use for skies and use CON code to switch the parallaxed sky to that palette when quad damage is activated.
#3343 Posted 21 January 2013 - 11:12 PM
#3344 Posted 22 January 2013 - 12:07 AM
Fox, on 21 January 2013 - 05:33 PM, said:
Yes. A batch file:
@echo off for %%G in (*.pcx *.tga *.png) do call :timedateren "%%~G" "%%~tG" goto :eof :timedateren set s=%~2 set s=%s:/=-% set s=%s::=-% ren "%~1" "%~n1 %s%%~x1" goto :eof
#3347 Posted 22 January 2013 - 04:31 AM
For example...
useractor notenemy MYACTOR1
<code>
enda
onevent EVENT_SPAWN
ifactor MYACTOR1
sizeat 64 64
endevent
useractor notenemy MYACTOR2
<code>
enda
onevent EVENT_SPAWN
ifactor MYACTOR2
sizeat 64 64
endevent
useractor notenemy MYACTOR3
<code>
enda
onevent EVENT_SPAWN
ifactor MYACTOR3
sizeat 64 64
endevent
useractor notenemy MYACTOR4
<code>
enda
onevent EVENT_SPAWN
ifactor MYACTOR4
sizeat 64 64
endevent
useractor notenemy MYACTOR5
<code>
enda
onevent EVENT_SPAWN
ifactor MYACTOR5
sizeat 64 64
endevent
Or it should be better if I just used this.
useractor notenemy MYACTOR1
<code>
enda
useractor notenemy MYACTOR2
<code>
enda
useractor notenemy MYACTOR3
<code>
enda
useractor notenemy MYACTOR4
<code>
enda
useractor notenemy MYACTOR5
<code>
enda
onevent EVENT_SPAWN
switch sprite[THISACTOR].picnum
case MYACTOR1
case MYACTOR2
case MYACTOR3
case MYACTOR4
case MYACTOR5
sizeat 64 64
break
endswitch
endevent
This post has been edited by Fox: 22 January 2013 - 04:32 AM

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