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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   LeoD 

  • Duke4.net topic/3513

#3320

View Postblizzart, on 29 December 2012 - 03:50 PM, said:

Is there a reason why ifvrate.exe is removed from the samples directory in the newer builds (rev. 3245 and newer)?
Its handling has been adapted to the other Build utilities:
-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.
0

User is offline   supergoofy 

#3321

http://hendricks266....dtools_r3164.7z
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3322

I build new set of the tools every time there is a change to the tools themselves. Which reminds me, I am overdue with building a new kextract. (I added functionality so that the modification time of the GRP is propagated to all extracted files. It's handy if you keep your collection of all the GRPs with the original file modification dates intact.)

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.
0

User is offline   Mark 

#3323

I forgot how to turn off shadow casting from the SE50 spotlight. Can someone refresh my memory. I couldn't find the info after searching around.
0

User is offline   Micky C 

  • Honored Donor

#3324

You press 1 on the SE to make it one sided. It's just a few pages back in this thread.
0

User is offline   Mark 

#3325

Thanks. Sometimes I guess I don't punch in the proper search words.
0

User is offline   Kyanos 

#3326

The latest build isn't starting under windows 7 again. Debug builds seem to work.

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.

Attached Image: duke0000.png

This post has been edited by Drek: 31 December 2012 - 03:28 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3327

God damnit; sorry about that, we were hoping that this toolchain would be good. Testing from TX and H266 on Win7 and 8 seemed to be conclusive, but I guess not. Reverted, so the new build should be good again.
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User is offline   TerminX 

  • el fundador

  #3328

Does 3350 work if you delete nedmalloc.dll?
0

User is offline   Hank 

#3329

View PostTerminX, on 31 December 2012 - 04:12 PM, said:

Does 3350 work if you delete nedmalloc.dll?

Yes! Posted Image
but now I've got to go, all the best to the duke fam ........................................... Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image
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User is offline   Kyanos 

#3330

View PostPlagman, on 31 December 2012 - 03:40 PM, said:

God damnit; sorry about that, we were hoping that this toolchain would be good. Testing from TX and H266 on Win7 and 8 seemed to be conclusive, but I guess not. Reverted, so the new build should be good again.


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.

View PostTerminX, on 31 December 2012 - 04:12 PM, said:

Does 3350 work if you delete nedmalloc.dll?


Confirmed.
0

#3331

So I can't Google, search in here or see anything new on the EDuke32 Wiki.

Any progress on Multiplayer? Still waiting for at least playable status.
0

User is offline   TerminX 

  • el fundador

  #3332

It's progressing, yeah.
0

#3333

Oh cool, thought you guys gave up or something.
0

User is offline   Kyanos 

#3334

Can skyboxes be changed by gamepal, aka nightvision or WGR Quaddamage? If not, can I access a skyboxes pal in con and change it manually?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3335

A skybox's palette is just ceilingpal/floorpal.

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;
        }

0

User is offline   Kyanos 

#3336

Sorry, I should of expressed myself better. In wgr2 when quad damage kicks in and the screen turns all black and white and red the skybox doesn't change. It uses gamepal 4 the title screen palette.

This post has been edited by Drek: 21 January 2013 - 10:09 AM

0

User is offline   Mike Norvak 

  • Music Producer

#3337

View PostDrek, on 21 January 2013 - 02:15 AM, said:

Sorry, I should of expressed myself better. In wgr2 when quad damage kicks in and the screen turns all black and white and red the skybox doesn't change. It uses gamepal 4 the title screen palette.


This only happens under polymer? Because you can't change the pal of the skybox nor the skybox itself on polymer.
0

User is offline   Kyanos 

#3338

The pal is changeable in polymer. Mind you need to set it the same for all paralaxed skys. It's the game palette switch between normal and quad damage that leaves a coloured sky on a black and white screen. F'ugly!
0

User is offline   Plagman 

  • Former VP of Media Operations

#3339

The sky stuff might not be hooked up to highpal yet; you're using highpal, right?
0

User is offline   Kyanos 

#3340

Yes sir.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3341

Is it possible to change the filename of the screenshots to the date and hour it was taken?

This post has been edited by Fox: 21 January 2013 - 05:33 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#3342

View PostDrek, on 21 January 2013 - 05:05 PM, said:

Yes sir.


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.
0

User is offline   Micky C 

  • Honored Donor

#3343

Heh, despite all the progress we're making with the TC I'm pretty sure it's not going to come out before you can hook up the skies :P
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3344

View PostFox, on 21 January 2013 - 05:33 PM, said:

Is it possible to change the filename of the screenshots to the date and hour it was taken?

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3345

I meant as they are created by Eduke32.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3346

I know. :P

strftime could be a convenient method.

  time_t rawtime;
  struct tm * timeinfo;
  char buffer [80];

  time ( &rawtime );
  timeinfo = localtime ( &rawtime );

  strftime (buffer, sizeof(buffer), "%Y%m%d%H%M%S", timeinfo);

Thoughts from others?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3347

May I ask, is there any problem in opening an event multiple times, or it would be better to use a single time?

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

0

User is offline   Danukem 

  • Duke Plus Developer

#3348

I've always done it the second way (mainly because opening an event multiple times wasn't an option when I started coding). I don't know about how the compiler works, but from an organizational standpoint it might be better to do it the first way, because then all the code pertaining to the actor can be in one place. If you come back to a project that you haven't look at in a long time, it can be confusing when the code for an actor is scattered around.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3349

View PostFox, on 22 January 2013 - 04:31 AM, said:

May I ask, is there any problem in opening an event multiple times, or it would be better to use a single time?

There's a note on that here: http://wiki.eduke32....ting_Guidelines
1

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