EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#3360 Posted 31 January 2013 - 06:28 AM
#3363 Posted 31 January 2013 - 09:49 AM
This post has been edited by Fox: 31 January 2013 - 09:50 AM
#3364 Posted 31 January 2013 - 11:38 AM
#3365 Posted 31 January 2013 - 12:22 PM
#3366 Posted 01 February 2013 - 06:11 AM
A really old video, I have no idea if these bugs even exist still.
#3368 Posted 01 February 2013 - 01:34 PM
How should I go around to pack voxels inside a grp file? I know they have to be defined in the def file. But never saw def files inside a grp. Is this possible? I´d like to avoid faggy things like zips and autoload folders. I want one manly, tough and straight grp.
edit: Maybe voxels inside the grp and the def file outside? Does that work?
This post has been edited by Gambini: 01 February 2013 - 01:36 PM
#3369 Posted 01 February 2013 - 08:02 PM
What you can do is put your definitions inside duke3d.def inside your GRP file. If there are no copies of duke3d.def elsewhere in the EDuke32 installation, with luck it should pick up and use the one inside the GRP file.
#3370 Posted 01 February 2013 - 08:45 PM
#3372 Posted 03 February 2013 - 09:43 AM
Gambini, on 01 February 2013 - 08:45 PM, said:
AFAYSK some people will always install mods to a duke folder that contain con files and other various files screwing up your intentions even if you warn them well before to install to a clean install.
#3374 Posted 03 February 2013 - 01:05 PM
Cody, on 03 February 2013 - 09:43 AM, said:
They are going to copy the content of the CON files and paste it at the end of already existing CONs.
This post has been edited by Fox: 03 February 2013 - 01:05 PM
#3375 Posted 05 February 2013 - 09:28 AM
I could swear my maps aren't looking as they did before. Most of my subtle ambient shading work is gone; some areas that should be in the dark are now quite visible. No matter what I set r_usenewshading to, it doesn't look as it did before.
I hope I'm not gonna have to re-do the shading in all the maps I had made so far because I'd rather trash them
This post has been edited by Diaz: 05 February 2013 - 09:48 AM
#3376 Posted 05 February 2013 - 11:44 AM
#3377 Posted 05 February 2013 - 12:37 PM
No matter if I set r_usenewshading to 1, 2, or 3, things apear lighter than they should, and it gets worse the darker the area is. I can't seem to get it to look 100% like before by tweaking the values in r_usenewshading, r_shadescale and r_ambientlight.
This post has been edited by Diaz: 05 February 2013 - 12:42 PM
#3378 Posted 05 February 2013 - 02:14 PM
Diaz, on 05 February 2013 - 09:28 AM, said:
Yes, it is "1". The cvar's behavior wasn't changed, but a new mode "2" was introduced and made the default. Later, the default for r_shadescale was changed from 1.3 to 1.0. So, setting r_shadescale to 1.3 and r_usenewshading to 1 should give the pre-classic-fog-for-OpenGL look.
Diaz, on 05 February 2013 - 12:37 PM, said:
No matter if I set r_usenewshading to 1, 2, or 3, things apear lighter than they should, and it gets worse the darker the area is. I can't seem to get it to look 100% like before by tweaking the values in r_usenewshading, r_shadescale and r_ambientlight.
I can't reproduce this under Mapster32: the "r_usenewshading.map" test map looks the same throughout r3300..r3303 and SVN HEAD. By the way, r_ambientlight is a game-side variable and affects the global visibility, like DEFAULTVISIBILITY from CON (only reciprocally instead of multiplicatively). Maybe you were running mode 0 before? C programmers tend to start counting at zero, so the modes are
0 - old Polymost GL_EXP2 fog,
1 - the GL_EXP2 mode with tweaked constants that I first thought was an improvement, but was later shown to be deficient too and
2 - the new GL_LINEAR mode emulating the classic look.

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