EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#3348 Posted 22 January 2013 - 08:41 AM
#3349 Posted 22 January 2013 - 11:21 AM
Fox, on 22 January 2013 - 04:31 AM, said:
There's a note on that here: http://wiki.eduke32....ting_Guidelines
#3350 Posted 22 January 2013 - 04:19 PM
#3351 Posted 23 January 2013 - 01:15 PM
Helixhorned, on 26 June 2012 - 09:40 AM, said:
Mblackwell, on 26 June 2012 - 08:13 AM, said:
This is true, but let's split the range into reserved and user, because we might add some new ones too, like the recent STAT_LIGHT. How about giving you statnums starting from the end of the range, say 1000-1023 for a start?
edit: well how many is rather irrelevant practically speaking, my point is that CON statnums should be used up from the end.
(*) It's not like all sprites are in all status lists though. The "head" link of every sprite is set to "empty", so that pattern is only an implementation detail.
EDIT2: Umm, forget it, I read that code too fast. Findnearsprite* simply scans through all statnums...
#3352 Posted 29 January 2013 - 11:42 AM
TerminX, on 16 January 2013 - 07:22 PM, said:
I just tested the latest r3443 online (server to client from NZ to UK) after not much playing of Duke in months and I am pretty happy to see that it is much more stable than it was, was able to play some MP in E1L1, coop in E1L1 and Stadium.
Of course it had it's bugs, but I like how it has progressed.
This post has been edited by Cody: 29 January 2013 - 11:43 AM
#3353 Posted 29 January 2013 - 12:05 PM
Quote
Goodness gracious, if testing is the problem, I could find players to test this with or even test it on on my own LAN. Heck, I think I'm going to do that right now.
#3354 Posted 29 January 2013 - 03:31 PM
#3356 Posted 30 January 2013 - 01:19 PM
Very interesting system. Some of the bugs still in it really represented what this sync-independent system is capable of. I would blow up a wall that for some reason wouldn't register for the other player, and I would continue walking back and forth through the open wall that would just look like suicides for the other player, but instead of dying and making the game go out of sync, I would just keep popping in and out of the wall. This system should get rid of those all-too-common out-of-sync messages that occur whenever we get lag spikes with xduke.
Won't this system make it a lot easier for cheaters though? Especially if EDuke32 remains open source (which is obviously a given)? Will there be anything implemented to somehow combat that, or will we have to do it like the old days and simply kick 'em out of the room?
I noticed some other interesting too, like HAM effects, fall damage not being registered, sound playback errors, etc. Don't get me wrong, I don't mean to nitpick. I am flabbergasted to realize that this new netcode is practically 90% finished. Hopefully without too much more effort on the developer's end, this could be a reality.
A few things I was thinking. It would be nice to have a score counter at the top that shows all the players, similar to xduke. Frag limits and a fixed team-mode like in hduke would be nice too. Obviously, those can come later.
Beyond in-game joining and an in-game online menu that I hear about from various places, word's been going around that dedicated servers are in the works too. If true, how is that going to be executed?
#3357 Posted 30 January 2013 - 03:06 PM
Radar, on 30 January 2013 - 01:19 PM, said:
I am not sure what you mean by this?
I tested it by me using the "-server" added to the shortcut of eduke32.exe
And the player who I was testing it with typed in the console "connect MYIPADDRESS"
To test it on your own run a -server, then open up another copy of eduke32 and type in "connect localhost"
#3358 Posted 30 January 2013 - 04:07 PM
Cody, on 30 January 2013 - 03:06 PM, said:
I tested it by me using the "-server" added to the shortcut of eduke32.exe
And the player who I was testing it with typed in the console "connect MYIPADDRESS"
To test it on your own run a -server, then open up another copy of eduke32 and type in "connect localhost"
Obviously, since I claimed I tested it out, I knew about that last part. Thanks.
So you're saying the guy you played with from outside your LAN typed in your external IP address and was able to launch the game with you?
#3359 Posted 31 January 2013 - 05:23 AM
Radar, on 30 January 2013 - 04:07 PM, said:
Yes, I started the game and he joined about 15 seconds later. He had an issue of being squashed when he first joined but a relaunch of the map fixed that.