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

User is offline   Kyanos 

#3481

View PostMblackwell, on 02 March 2013 - 05:14 PM, said:

That part. I'm saying skip proper sorting and blend them if a flag is set by the modder. This would look terrible if any part wasn't alpha, and could produce visual artifacts, but for many instances it would be as good as anything.

This conversation was going down a road I think should be addressed sooner rather than later. I hope it hasn't been forgotten. The issues discussed above apply to more than just model skins. Translucent windows, TROR water, and sometimes just normal transparent sprites near multiply lights are more examples of what I believe to be a relative issue, drawing orders.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3482

View PostGambini, on 16 February 2013 - 05:26 PM, said:

Yes sir! I Here is the attached map.

I can confirm wild flickering on a system with an AMD CPU and GPU. Just a thought, could it be that it's specific to AMD CPUs, maybe because of a difference in floating point implementation? Can the testers confirm or refute this?
2

User is offline   Gambini 

#3483

Yes the first person having that problem has both AMD CPU and GPU. The key here would be knowing if The Big Cheese has an AMD cpu since he´s the only one reporting it with a Nvidia.

So glad to know you´re working on it!

This post has been edited by Gambini: 03 March 2013 - 05:25 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3484

We're not using fast-math, so you'd expect anything we do to be 754-compliant no matter what the machine is. Maybe we should do a test build with "-frounding-math -fsignaling-nans" to ensure complete compliance in the cornerest of cases, and see whether that normalizes behavior for everyone? Be it glitchy everywhere or fixed everywhere..
2

User is offline   Gambini 

#3485

I was about to say that!

This post has been edited by Gambini: 03 March 2013 - 06:07 PM

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User is offline   Micky C 

  • Honored Donor

#3486

I have intel.
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User is offline   Plagman 

  • Former VP of Media Operations

#3487

Well, there you go; next theory, people. Get the whiteboard.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3488

Spoiler

1

User is offline   Player Lin 

#3489

Is that flickering problem related the automap one in polymost renderer? :angry:

(I still get random textures/edge of sectors' boundary messed up when rotating the automap at some specific angles in recently eduke32 versions, as always.)

This post has been edited by Player Lin: 04 March 2013 - 03:37 AM

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User is offline   Jblade 

#3490

So when I zoom into a certain level in Mapster's 2D mode, it all slows down dramatically and my console is spammed by this:
L50: RETURN=0
L50: RETURN=0

hundreds and hundreds of times. How do I stop/disable this, since it renders 2D mode unusable for me.
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#3491

Is it just my pc, or arrow keys no longer work in Mapster ?
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User is offline   Mike Norvak 

  • Music Producer

#3492

View PostRichardStorm, on 06 March 2013 - 06:08 AM, said:

Is it just my pc, or arrow keys no longer work in Mapster ?


Always remember: use the latest eduke32 :angry: Some synthesis comes with errors from time to time.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#3493

View PostRichardStorm, on 06 March 2013 - 06:08 AM, said:

Is it just my pc, or arrow keys no longer work in Mapster ?

This was fixed 7 days ago.
http://forums.duke4....post__p__149997

Use the latest revision.
http://dukeworld.duk...ke32_latest.zip

EDIT: @Norvak, My link I posted will always download the latest version.
Your link is probably more for the people that actually want to read the log and get the source.

This post has been edited by Cody: 06 March 2013 - 07:25 AM

1

User is offline   Jblade 

#3494

View PostJames, on 06 March 2013 - 02:07 AM, said:

So when I zoom into a certain level in Mapster's 2D mode, it all slows down dramatically and my console is spammed by this:
L50: RETURN=0
L50: RETURN=0

hundreds and hundreds of times. How do I stop/disable this, since it renders 2D mode unusable for me.

Anybody? I don't want to seem impatient but I was looking to do some work but I can't locate a version old enough that still supports TROR and doesn't have this.
0

User is offline   TerminX 

  • el fundador

  #3495

The "L50" might signify line 50 of one of the Mapster32 scripts you have loaded.
1

User is offline   Jblade 

#3496

View PostTerminX, on 06 March 2013 - 12:56 PM, said:

The "L50" might signify line 50 of one of the Mapster32 scripts you have loaded.

And you're correct, haha! For some reason I had set EVENT_LINKTAGS to addlog RETURN. I can't remember why now, but it's fixed the problem so thanks :angry:
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User is offline   TerminX 

  • el fundador

  #3497

View PostJames, on 06 March 2013 - 01:19 PM, said:

And you're correct, haha! For some reason I had set EVENT_LINKTAGS to addlog RETURN. I can't remember why now, but it's fixed the problem so thanks :angry:

No problem, glad I could help!
0

#3498

Quote

Always remember: use the latest eduke32 Some synthesis comes with errors from time to time.


In fact now it has been fixed :angry:
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User is offline   Mateos 

#3499

Good evening,

In the latest build (eduke32_win32_20130304-3555), the music volume is modified by both Sound and Music sliders, tested here on Windows 7, and asked a friend to test it, same issue.

Also, during loading, my screen tilt quite a lot; I suspect F.lux, a software which modifies the luminosity depending on the time of the day, to enter in conflict with EDuke32... EDuke32 tries to reset the luminosity to its default, while F.lux re-move it.

Hope I'm in the right thread to report ^^' If not, sorry, and please move this where it should be :/
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3500

I've had the same issue with F.lux as long as I have used it. The problem is on F.lux's end: somewhere in their documentation it's stated that better cooperation with other apps is forthcoming. I've run a batch file to terminate flux.exe whenever I need to play.
0

User is offline   Jblade 

#3501

I know I'm a little late to the party, but I've just used that text tool you guys added to Mapster32 and that shit is off the hook. I don't know who or when it was added in but thank you!
1

User is offline   Gambini 

#3502

lol that´s at least 5 years old!
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3503

How can I define a custom music for E1L8 without the need of a file named after the map file?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3504

View PostFox, on 11 March 2013 - 06:53 AM, said:

How can I define a custom music for E1L8 without the need of a file named after the map file?
There are four possibilities for adding custom music I know of:
-have a custom dethtoll.mid [wav, ogg, flac]
-have a sound file named after the map
-edit USER.CON
// Music for the individual levels
music 1 stalker.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
        thecall.mid ahgeez.mid MyMusic.mid streets.mid watrwld1.mid snake1.mid

-redefine it in a DEF file like:
music { id "E1L8" file "highres/music/MyMusic.ogg" }


This post has been edited by LeoD: 11 March 2013 - 07:54 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3505

The user.con definition is overwritten by dethtoll.
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User is offline   NY00123 

#3506

View PostFox, on 11 March 2013 - 07:56 AM, said:

The user.con definition is overwritten by dethtoll.


I think this is a known current limitation, introduced with the OGG support back then.
For some more details you can see this, along with a couple of relevant following posts by Hendricks: http://forums.duke4....post__p__120437

This post has been edited by NY00123: 11 March 2013 - 08:26 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#3507

Is the maximum number of levels defined per episode still 32?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3508

I remember hearing somewhere it was increased to 128, but I may be wrong.

This post has been edited by Fox: 13 March 2013 - 11:14 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#3509

View PostTrooper Dan, on 13 March 2013 - 10:49 AM, said:

Is the maximum number of levels defined per episode still 32?

No, it's 64.
0

User is offline   Danukem 

  • Duke Plus Developer

#3510

View PostHelixhorned, on 13 March 2013 - 12:01 PM, said:

No, it's 64.


Excellent, thanks.
0

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