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

User is offline   Mblackwell 

  • Evil Overlord

#3530

View PostTrooper Mick, on 16 March 2013 - 04:46 PM, said:

If someone wanted to learn scripting for eduke32, would it be best to wait for the lua implementation and learn lua directly instead of con? There's certainly a lot of lua documentation and guides out there.


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.
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User is offline   Micky C 

  • Honored Donor

#3531

I don't even know what structs are, that can't be a good sign. But either way it seems easier to learn the syntax of 1 language than 2.
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User is offline   Mateos 

#3532

Structs perhaps means structures, so more or less the syntax?
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User is offline   Mblackwell 

  • Evil Overlord

#3533

No, it means this:

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).
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User is offline   Helixhorned 

  • EDuke32 Developer

#3534

View PostTrooper Dan, on 16 March 2013 - 02:24 PM, said:

I have only one question about this for now. Will it be possible to make projects that use both CON and lua? For example, suppose I have some CON files that are too much trouble to rewrite, and I want to include some CON files in the project and some LUN files.

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.
1

User is offline   Kyanos 

#3535

View PostTrooper Mick, on 17 March 2013 - 12:39 AM, said:

I don't even know what structs are, that can't be a good sign. But either way it seems easier to learn the syntax of 1 language than 2.

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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3536

Anybody interested in learning programming, look here: http://forums.duke4....ramming-thread/
1

User is offline   Jimmy 

  • Outta jail, back in rehab

#3537

This is really cool, but I totally know I'm too stupid to learn Lua.
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User is offline   supergoofy 

#3538

Wolfenstein 3-D Redux
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 ?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3539

Upscaling algorithms tend to be sensitive to the type of pixel art to which you are applying them. For example, I read an academic paper where a group implemented a nice algorithm tested on Super Mario World but when they tested it on the Doomguy's HUD face it looked like shit. I think Duke 3D's style is a bit more detailed than Wolf's. If there were some way to preview Duke's art through Wolfenstein 3-D Redux, that would be helpful.
1

User is offline   Skulldog 

#3540

Adding the gog and steam paths should be removed and just copy the grp files over to eduke32 directory.
-1

User is offline   Hendricks266 

  • Weaponized Autism

  #3541

Got a good reason for that?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3542

I guess it's for mods that don't use duke3d.grp.

This post has been edited by Fox: 24 March 2013 - 01:23 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3543

Also, mapster32 will save maps directly into the GRP, so you might end up altering your pristine copies. It would probably better to do an import, like the old installer that came with JfDuke3d used to do, when you run it for the first time?
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User is offline   Skulldog 

#3544

When I run Eduke32 without Polymer and enable autoload folder. It used hires from Duke Nukem 3D Megaton Edition. GOG no problems.

This post has been edited by Skulldog: 24 March 2013 - 01:34 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3545

OK, I'll remove it in my next push. More discussion is pending among the devs.

JonoF uploaded the source to his data installer to his forums but they are closed, so I made a mirror: http://hendricks266....datainst-r8.zip

A completely separate Mac data installer is on GitHub: https://github.com/jonof/datainst-osx
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User is offline   Jblade 

#3546

Will there be a way in the future to load more palettes? I mean completely new ones like the NVG palette and such.
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User is offline   Diaz 

#3547

I don't know if this is a bug or a limitation, but it looks like spotlights and point lights are not being occluded properly.

I have a map where there is a huge spotlight for a water caustics effect on a big area. If the light radius encompasses other areas from the map that are completely isolated from the area the light is on (separated by a closed door), it won't get 100% occluded inside the isolated areas. Sprites inside those areas will be affected by the light, but sectors will not.

This post has been edited by Diaz: 28 March 2013 - 11:02 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#3548

View PostJames, on 27 March 2013 - 10:43 AM, said:

Will there be a way in the future to load more palettes? I mean completely new ones like the NVG palette and such.

Yes, this is a thing for the future.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3549

I felt like building a new 64-bit build so I did. Helix fixed the bugs with CON gamearrays about a month ago.

http://hendricks266....est_20130329.7z
3

User is offline   Plagman 

  • Former VP of Media Operations

#3550

View PostDiaz, on 28 March 2013 - 10:57 AM, said:

I don't know if this is a bug or a limitation, but it looks like spotlights and point lights are not being occluded properly.

I have a map where there is a huge spotlight for a water caustics effect on a big area. If the light radius encompasses other areas from the map that are completely isolated from the area the light is on (separated by a closed door), it won't get 100% occluded inside the isolated areas. Sprites inside those areas will be affected by the light, but sectors will not.


Hi Diaz,

You're right, sprites get affected regardless of which sector they're in. When we keep better track of which sector(s) sprites are into, this will be solved. I added it to this:

http://wiki.eduke32....er_Deficiencies
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User is offline   Diaz 

#3551

Thank you :)
0

User is offline   supergoofy 

#3552

@Hendricks266, I have tested the new eduke64 binary. I'm playing Attrition v1.50 beta with Polymer renderer enabled. The speed increase is significant (I would say about 50% increase in speed). I haven't found any issues with eduke64, it works like eduke32 only it is a lot faster when using Polymer renderer.

Do you have any suggestions that I should check ?


By the way, many thanks for this.
1

User is offline   Diaz 

#3553

I didn't notice such a performance increase with Polymer, in fact there's no difference at all :)
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3554

View Postsupergoofy, on 29 March 2013 - 10:10 PM, said:

Do you have any suggestions that I should check ?

Nothing big comes to mind. Could you check if 32-bit and 64-bit savegames are labeled as such correctly in both builds? Also, one remaining item on the to-do list is to make readarrayfromfile/writearraytofile consistent between architectures (i.e. save in one; load in the other); at present I don't think it works correctly. Networking compatibility between architectures is something we'll also have to look out for.

View Postsupergoofy, on 29 March 2013 - 10:10 PM, said:

By the way, many thanks for this.

No problem. We've tried a couple times to move synthesis to a different toolchain that could build 64-bit binaries but each time it ends up making the 32-bit builds crash. It might be because of nedmalloc.

One way to help would be to help diagnose these crashes. This is the most recent build with "i686-w64-mingw32-gcc-4.7.2-release-linux64 + native NASM". Try it with and without nedmalloc in all three renderers.
0

User is offline   supergoofy 

#3555

I can confirm that the saves are shown correctly, but I cannot use the save from eduke32 with eduke64, thus I started a new game.

I will check later with the build you told me (http://dukeworld.duk.../20121230-3350/)

[edit]

I have tested eduke32_win32_20121230-3350.zip

When nedmalloc.dll is present, then eduke32.exe doesn't even start (no crash message of eduke32.log)

When I deleted nedmalloc.dll, then eduke32 started ok.

This post has been edited by supergoofy: 30 March 2013 - 05:15 AM

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User is offline   m210® 

#3556

I have one question: How can I disable using steam version of duke3d at launch? This setting is disrupting work of my BloodTC

This post has been edited by M210: 03 April 2013 - 09:33 AM

0

User is offline   TerminX 

  • el fundador

  #3557

Use an older version for now, I'll try to address this problem today.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3558

Is it possible to increase the values for sprite such as x-yrepeat or clipdist, even if not avaiable in the editor? For example, a while ago I noticed while trying to recreate the Doom monsters that the Spider Mastermind would require a clipdist of 512 while the current limit is of 255.
0

User is offline   Mblackwell 

  • Evil Overlord

#3559

You could always make a clipshape box.
1

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