
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3511 Posted 15 March 2013 - 09:50 AM
#3512 Posted 15 March 2013 - 03:06 PM
Lunatic this Lunatic that... Lunatic Lunatic Lunatic Luntaic
It must be something related to the 2nd episode.

BTW I have a project coming next to the corner and some stuff that has been reported over the time hasnt ever got a fix. What happened with the flip offset bug in opengl? best example: see the turrets. And have anybody found anything related to the discrepancy of TROR Polymost between different computers?
#3513 Posted 15 March 2013 - 03:46 PM
#3514 Posted 16 March 2013 - 05:56 AM
#3515 Posted 16 March 2013 - 09:08 AM
TerminX, on 15 March 2013 - 03:46 PM, said:
How low-level will it be, just a translator to CON or something more spectacular?
#3516 Posted 16 March 2013 - 10:50 AM
#3517 Posted 16 March 2013 - 11:34 AM
This post has been edited by Mark.: 16 March 2013 - 11:35 AM
#3518 Posted 16 March 2013 - 11:59 AM
#3519 Posted 16 March 2013 - 12:14 PM
TerminX, on 16 March 2013 - 10:50 AM, said:
For those of us working with Eduke, should we take at look at learning Lua ourselves? Is there any benefit now or in the future that we may want to know about? It sounds here like it will be a better scripting language for mods.
#3520 Posted 16 March 2013 - 12:36 PM
My personal view of the transition equates it to when Microsoft deprecated Visual Basic in favor of C#. You can still write code in the old language, but it just gets translated to the newer, more powerful language internally so you might as well learn it. Additionally, a 1:1 translation of CON to the new Lua system will likely yield resulting code that is slower than it would have been if it was just written in Lua to begin with.
Since the translator isn't going to be able to make logical decisions based on what the code actually does, it isn't going to be able to recognize that something that may have required a block of 20 lines in CON can be achieved in just a couple in Lua, whereas someone doing it by hand probably would. There is, however, a way to dump the automatically generated Lua made from the translated CONs to files on disk which can then be used as the base for a Lua version of a mod previously written in CON.
Hope that clears things up! I'm surprised there hasn't been more discussion of Lunatic here given how many Lunatic-related changes are committed to SVN.
Oh, one more thing: if anyone wants to play with the work-in-progress version of Lunatic now, you need to compile your own builds. EDuke32 cannot be compiled with both our existing CON system and Lunatic enabled; it's one or the other (and Lunatic and its CON implementation are definitely incomplete).
#3521 Posted 16 March 2013 - 12:45 PM
This post has been edited by Drek: 16 March 2013 - 12:46 PM
#3522 Posted 16 March 2013 - 01:01 PM
#3523 Posted 16 March 2013 - 01:01 PM
James, on 15 March 2013 - 09:50 AM, said:
Congrats for being the first to ask about Lunatic after 1.5 years of development

TerminX has given a good basic overview of Lunatic, and I intend to formally introduce it when the time is ripe. Right now, just a couple of clarifications.
TerminX, on 16 March 2013 - 12:36 PM, said:
This should only be used for educational purposes. As TX mentioned, Lua code usually is much more terse that the corresponding CON code, but another reason is that the generated Lua code makes use of internal Lunatic interfaces which are off-limits to users. (The corresponding identifiers all start with an underscore.)
Quote
Also, for translating large CON mods like AMC TC, LuaJIT needs to be compiled with an increased C stack size, and LPeg needs to have one change done to prevent overflowing a 16-bit integer. Not that they would work as expected at this point, though.
#3524 Posted 16 March 2013 - 01:12 PM

The reason I asked about any performance hit is because the Darkus flashlight mod I'm using in my Graveyard mod already slows down FPS drastically. I don't think the map could afford another hit.
#3525 Posted 16 March 2013 - 02:00 PM
TerminX, on 16 March 2013 - 12:36 PM, said:
I've been trying to do this for an hour now. It's quite the puzzle

so far I've got luajit, I run make LUNATIC=1, where to put luajit so it's recognized for make: luajit: that gives me command not found. I've tried to put it in a few folders. Somewhere mentioned mod/lua-2.0/src, so I tried a few different directories with luajit in a mod subfolder. I'm stumped for now.
#3527 Posted 16 March 2013 - 02:20 PM
Fox, on 16 March 2013 - 02:09 PM, said:

No, they're saying that when it's done CON files will still be usable (there's no way they'd remove CON and make 99% of all past mods unusable) but they'll be translated to LUA on runtime. You'd still be able to code in CON, but for best performance and more control it would be best to use LUA.
It sounds pretty cool, although to be honest I don't really have the time to learn a new language (or rewrite the AMC con files to match it) but if I do ever try and learn it, having a platform I'm 100% comfortable with is a fantastic way to start

#3528 Posted 16 March 2013 - 02:24 PM
#3529 Posted 16 March 2013 - 04:46 PM
This post has been edited by Trooper Mick: 16 March 2013 - 04:48 PM
#3530 Posted 16 March 2013 - 07:10 PM
Trooper Mick, on 16 March 2013 - 04:46 PM, said:
You'll still need to know what the different structs do and how they interact/relate with each other. It will just be easier to manipulate and should be more flexible.
#3531 Posted 17 March 2013 - 12:39 AM
#3533 Posted 17 March 2013 - 05:31 AM
http://wiki.eduke32....ember_functions
The specific ways of accessing them might change, but you'll have to know what things are still. All of the things you do in CON for the most part have analogues in the actual game code/engine, there's just some really terrible and somewhat ASM type ways of manipulating them. A trig function which should be one line takes 10 in CON (for example).
#3534 Posted 17 March 2013 - 09:08 AM
Trooper Dan, on 16 March 2013 - 02:24 PM, said:
Yes, transition to Lua will proceed gradually. You'll be able to load one root CON + modules like now, but in addition to this, multiple root Lua files which in turn may "require" other Lua modules. CON will probably never be removed completely because of stuff like defining game resources or gamestartup, for which there would be no point in duplicating on the Lua side.
#3535 Posted 17 March 2013 - 11:32 AM
Trooper Mick, on 17 March 2013 - 12:39 AM, said:
Nah, it's easier to the second languange, then the next is even easier... Start with one but be flexible, Lua is as good any, CON if your strictly planning on only ever using Eduke. C or C++ some say but really it's all the same principals. Learn the principals, syntax is not the end of the world. Just start and learn some basics. I'd tell you to write hello world problems in ten different languages before you pick one.
#3536 Posted 17 March 2013 - 04:51 PM
#3537 Posted 19 March 2013 - 08:54 PM
#3538 Posted 20 March 2013 - 10:58 PM
http://wolf3dredux.sourceforge.net/
The Wolfenstein 3-D Redux can up-scale the data from Wolfenstein 3-D and thus it greatly improves the visual outcome. Can this be implemented in EDuke32 ?