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

#3590

View PostTrooper Dan, on 25 April 2013 - 09:04 AM, said:

That's a good question. And on a related note, I wonder if there is a simple way to disable the pistol's ability to hit any enemy under the crosshair regardless of range.

Perhaps not simple, but I have this:
/*
 * CON Mutator
 * Weapon range simulation
 * By Dr. Kylstein
 * 2013-01-27
 *
 * Makes accuracy decrease with range
 */

//generic variables
gamevar temp 0 0
gamevar temp2 0 0
gamevar xpos 0 0
gamevar ypos 0 0
gamevar zpos 0 0
gamevar xpos2 0 0
gamevar ypos2 0 0
gamevar zpos2 0 0
gamevar angle 0 0
gamevar angle2 0 0
gamevar sectorvar 0 0
gamevar sectorvar2 0 0
gamevar thatactor 0 0
gamevar wallvar 0 0

//distance to target
gamevar range_distance 0 1

//adjustment for scatter
gamevar range_pistol_divisor 12 0
gamevar range_shotgun_divisor 8 0
gamevar range_chaingun_divisor 12 0
gamevar range_railgun_divisor 128 0

//calculate distance between two points
state squarethreedistance // (xpos, ypos, zpos, xpos2, ypos2, zpos2) returns square of distance in temp
    subvarvar xpos xpos2
    subvarvar ypos ypos2
    subvarvar zpos zpos2
    divvar zpos 16 //16384z = 1024xy
    mulvarvar xpos xpos
    mulvarvar ypos ypos
    mulvarvar zpos zpos
    addvarvar xpos ypos
    addvarvar xpos zpos
    setvarvar temp xpos
ends

state threedistance
    state squarethreedistance
    sqrt temp temp
ends

//track distance to point aimed at
onevent EVENT_GAME
    ifactor APLAYER {
        getplayer[THISACTOR].posx xpos
        getplayer[THISACTOR].posy ypos
        getplayer[THISACTOR].posz zpos
        getplayer[THISACTOR].ang angle
        getplayer[THISACTOR].cursectnum sectorvar
        getplayer[THISACTOR].horiz angle2
        subvar angle2 100
        mulvar angle2 -2048
        cos temp angle
        sin temp2 angle
        hitscan xpos ypos zpos sectorvar temp temp2 angle2 sectorvar2 wallvar thatactor xpos2 ypos2 zpos2 0xFFFF0030
        state threedistance
        setvarvar range_distance temp
    }
endevent

//adjust scatter
onevent EVENT_GETSHOTRANGE
        setvarvar temp range_distance
    
        //different scaling factors for different guns
        getplayer[THISACTOR].curr_weapon temp2
        ifvare temp2 PISTOL_WEAPON {
            divvarvar temp range_pistol_divisor
        } else ifvare temp2 SHOTGUN_WEAPON {
            divvarvar temp range_shotgun_divisor
        } else ifvare temp2 CHAINGUN_WEAPON {
            divvarvar temp range_chaingun_divisor
        } else {
            divvarvar temp range_railgun_divisor
        }
        
        setvarvar ZRANGE temp
        divvar temp 8 // 128/16 the default ratio
        setvarvar ANGRANGE temp
endevent

0

User is offline   Mblackwell 

  • Evil Overlord

#3591

View PostDiaz, on 25 April 2013 - 09:15 AM, said:

Is there a problem with the ifp prunning and prunningback checks?

I swear I've run hundreds of times through my APLAYER code, comparing it with my old Fusion APLAYER code, and with the newer one, the running animations for the player don't work. They do on the older code, which is identical.

To debug, I've tried to print different quotes depending on whether the player is pwalking, pwalkingback, prunning and prunningback - only pwalking and prunning display the quote. Yet, "ifp prunning action PRUN" doesn't work - it doesn't switch to the PRUN action, but rather keeps the previous action. Weird.

This is driving me nuts... :)



Is another action overriding it later, perhaps? Usually it's a good idea to try isolating the call.
0

User is offline   Diaz 

#3592

I've actually replaced the whole APLAYER actor with the older one from Fusion Redux (which works correctly), yet actions do not change when prunning or prunningback...
0

User is offline   TerminX 

  • el fundador

  #3593

It sounds like you have other code somewhere that's manipulating the values that ifp checks.

Anyway, check out r3708 guys. I just committed the first version of the change that allows user-made GRP files to be displayed in the selection list in the startup window. The commit message contains information on what to do to use the feature. Thoughts?
4

User is offline   Diaz 

#3594

Sometimes, taking a break with coding helps.

I've just arrived home and soon found the cause for the strange behavior:

getinput[THISACTOR].bits PBITS
ifvarand PBITS 32 { ifvarg CANRUN 199 return } // Don't play step sounds when in sprint mode.

That return was f*cking everything up. It was in a completely different .CON, that's why I couldn't figure it out :)

This post has been edited by Diaz: 25 April 2013 - 11:17 AM

0

User is online   NightFright 

  • The Truth is in here

#3595

View PostTerminX, on 25 April 2013 - 09:56 AM, said:

It sounds like you have other code somewhere that's manipulating the values that ifp checks.

Anyway, check out r3708 guys. I just committed the first version of the change that allows user-made GRP files to be displayed in the selection list in the startup window. The commit message contains information on what to do to use the feature. Thoughts?

Ingenious, TX! Even *I* got it working (with Last Reaction groupfile), and since I am a technical n00b, your change has earned the stamp "fool proof"! ^^ Excellent new feature!

I wonder if this already allowed me e.g. to play DukeDC with the HRP, either in a separate (sub)directory or in the EDuke32 root dir.

This post has been edited by NightFright: 25 April 2013 - 12:15 PM

0

User is offline   Skulldog 

#3596

View PostNightFright, on 25 April 2013 - 11:52 AM, said:

Ingenious, TX! Even *I* got it working (with Last Reaction groupfile), and since I am a technical n00b, your change has earned the stamp "fool proof"! ^^ Excellent new feature!

I wonder if this already allowed me e.g. to play DukeDC with the HRP, either in a separate (sub)directory or in the EDuke32 root dir.



What would it be for Duke Zone 2?

grpinfo
{
name "Duke Zone 2"
scriptname "DZ-GAME.CON"
defname "DZ-DEFS.CON"
size 42
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc 44100411 854653276 2142638460
}
0

User is online   NightFright 

  • The Truth is in here

#3597

View PostSkulldog, on 25 April 2013 - 06:16 PM, said:

What would it be for Duke Zone 2?

grpinfo
{
name "Duke Zone 2"
scriptname "DZ-GAME.CON"
defname "DZ-DEFS.CON"
size 42
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc 44100411 854653276 2142638460
}


Actually, I think in "crc", it's enough to use the last number from grpfiles.cache, you don't need all three. And the first one should be what you need as "size". It might still work like that, anyway, guess you just have to try.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3598

I am not sure if I am happy with the grpinfo stuff. From the looks of it I can't define a "Game" based on a zip file or directory, it's all about grp files. :)
0

User is offline   Skulldog 

#3599

What would it be for Duke Zone 2?

grpinfo
{
name "Duke Zone 2"
scriptname "DZ-GAME.CON"
defname "DZ-DEFS.CON"
size 36 24 36
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc 2142638460
}

This post has been edited by Skulldog: 26 April 2013 - 06:50 AM

0

User is offline   TerminX 

  • el fundador

  #3600

View PostFox, on 26 April 2013 - 12:06 AM, said:

I am not sure if I am happy with the grpinfo stuff. From the looks of it I can't define a "Game" based on a zip file or directory, it's all about grp files. :)

You could probably use a zip in place of a grp. I don't see any reason why it wouldn't work, though you would need to rename it to .grp since we obviously can't have EDuke32 running checksums on every random zip file that it might be able to find at startup. :)
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3601

 TerminX, on 26 April 2013 - 08:03 AM, said:

though you would need to rename it to .grp since we obviously can't have EDuke32 running checksums on every random zip file that it might be able to find at startup. :)

Would you want to run checksums on pk3/pk4 files for shits?
0

User is offline   Rellik 

#3602

How about creating a new extension for packaged zipped mods? .grpz? .zgrp? ideas?
1

User is online   NightFright 

  • The Truth is in here

#3603

Another thing I was wondering about: If you are running a custom addon (e.g. Last Reaction), is it normal that the autoload folder is ignored? I was trying to run Last Reaction with HRP (I know it doesn't make much sense since it uses custom art files, but anyway), and it seems it wouldn't use it.

In the grpinfo file, it's like this:

grpinfo
{
    name "Last Reaction & Water Bases"
    scriptname "lr&wb.con"
    defname ""
    size 21934989
    dependency DUKE15_CRC
    flags GAMEFLAG_ADDON
    crc 2034862439
}


*EDIT*
Got it working. :) You must put
defname "duke3d.def"


This post has been edited by NightFright: 26 April 2013 - 01:10 PM

0

User is offline   Skulldog 

#3604

Duke Zone 2 not working!

grpinfo
{
name "Duke Zone 2"
scriptname "DUKE!ZON.CON"
defname "duke3d.def"
size 44100411
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc 2142638460
}

Eduke32 just hangs at:Searching for game data...


Got it to work by renaming DUKE!ZON.GRP to DUKEZON.GRP. Does not like the !.

Game: Only list 5 group titles.

This post has been edited by Skulldog: 27 April 2013 - 09:37 AM

0

User is online   NightFright 

  • The Truth is in here

#3605

DaikariN also hangs during startup (r3712/3713):

grpinfo
{
    name "DaikariN"
    scriptname "dargame.con"
    defname "duke3d.def"
    size 6580609
    dependency DUKE15_CRC
    flags GAMEFLAG_ADDON
    crc 368173115
}


Same with "lostduke.grp" (The Lost Duke Episodes 2.0).

*EDIT April 29*
"Lost Duke Episodes" work if you change included map file "C&C.map" to "CC.map". Strangely enough, CON file names seem to be unaffected since "lr&wb.con" works for "Last Reaction". I couldn't figure out yet what's wrong with DaikariN, there are no special chars in the included maps.

This post has been edited by NightFright: 29 April 2013 - 12:51 PM

0

User is offline   Jblade 

#3606

Any possibility of a 'stopmusic' command, that fades the music out? Or access to the music volume directly?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3607

 NightFright, on 28 April 2013 - 06:22 AM, said:

"Lost Duke Episodes" work if you change included map file "C&C.map" to "CC.map". Strangely enough, CON file names seem to be unaffected since "lr&wb.con" works for "Last Reaction".

That's because lr&wb is loaded by the executable, while a map is called from the CON.

This post has been edited by Fox: 30 April 2013 - 06:56 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #3608

 James, on 30 April 2013 - 01:30 PM, said:

Any possibility of a 'stopmusic' command, that fades the music out? Or access to the music volume directly?

I'd like to add better music control at some point. For now, either use a blank ogg or try funky stuff like setting ud.volume_number to -1 and starttrack 4.
0

User is offline   Jblade 

#3609

 Hendricks266, on 30 April 2013 - 08:58 PM, said:

I'd like to add better music control at some point. For now, either use a blank ogg or try funky stuff like setting ud.volume_number to -1 and starttrack 4.

Well I was more thinking of a way to fade the music out, I already do use a blank ogg to stop the music :) Even just control over the player's music volume setting would be a way around this.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3610

 Hendricks266, on 30 April 2013 - 08:58 PM, said:

I'd like to add better music control at some point. For now, either use a blank ogg or try funky stuff like setting ud.volume_number to -1 and starttrack 4.

By the way, is it possible to add SoundToggle, FXVolume, MusicToggle and MusicVolume to the avaiable userdef structures?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3611

I don't see why not.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3612

 Fox, on 01 May 2013 - 07:40 AM, said:

By the way, is it possible to add SoundToggle, FXVolume, MusicToggle and MusicVolume to the avaiable userdef structures?

Well.. these are more user preferences than game state IMO, so I tend to be more conservative as far as exposing them is concerned. Preferably, we'd have "functions"/"commands"/whatever that wrap these so that they're (at least) restored after a certain point, maybe at game end? Or we should have another set of volume/toggle variables specifically meaning "free for the user".
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3613

I only want to read these values.

 Hendricks266, on 30 April 2013 - 08:58 PM, said:

I'd like to add better music control at some point. For now, either use a blank ogg or try funky stuff like setting ud.volume_number to -1 and starttrack 4.

That doesn't work, it simply returns an invalid level error, so you are forced to define a blank file for an unusued episode...

We do need a new command that can stop a track, or play the title/briefing/loading music.

This post has been edited by Fox: 01 May 2013 - 08:29 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #3614

More music customization will come at the same time I add the currently playing music to savegames, which will come eventually! I promise.
2

User is offline   TerminX 

  • el fundador

  #3615

Will someone upload a grp and corresponding grpinfo file somewhere that I can use to debug the problems that have been reported with the grp list extension feature? I know a couple of them have been posted in this thread but I'm a bit strapped for time right now and am more interested in just fixing the problem than I am in wasting time trying to reproduce it. Thanks!
0

User is online   NightFright 

  • The Truth is in here

#3616

Here's a test pack for DaikariN (1.7 MB). EDuke32 hangs already before the groupfile selection menu.

As mentioned before, lostduke.grp seems to have a problem with c&c.map for some reason, but I can't find what's wrong here.

This post has been edited by NightFright: 01 May 2013 - 09:27 AM

0

User is offline   Jblade 

#3617

BTW just saw helix that you changed ANGRANGE and ZRANGE to accept any value, much appreciated :)
1

User is online   Danukem 

  • Duke Plus Developer

#3618

 James, on 01 May 2013 - 10:37 AM, said:

BTW just saw helix that you changed ANGRANGE and ZRANGE to accept any value, much appreciated :)


Oh wow, that's a big deal. Now we can have +X% accuracy bonuses on hitscan weapons :)

Thanks, Helix!

EDIT: Is there now a way to prevent the pistol from auto-hitting any enemy under the crosshair?

This post has been edited by Trooper Dan: 01 May 2013 - 11:32 AM

0

User is offline   TerminX 

  • el fundador

  #3619

I fixed the grpinfo problem I think. Sorry about that, guys!
4

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