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EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3631 Posted 02 May 2013 - 06:16 AM
#3632 Posted 03 May 2013 - 10:44 AM
Could there be a button/menu to create automatically the script lines, like you browse/drag'n'drop files on it and it auto-generate code, and save them?
Or will the TCs/Mods be bundled with these codes through the repositories from now on?
#3633 Posted 03 May 2013 - 12:59 PM
EDuke32 Grpinfo Addon Pack (58 MB)
MD5: D7FACE95D975D523DF08AFC72E3026C5
Included are the following addons:
- DaikariN
- Infinity: Secrets of the Acropolis
- Last Reaction & Water Bases
- Metropolitan Mayhem
- MSSP3 Episode
- New York Rebellion & Orbital Oblivion (FM2X)
- Pray Your Prayers
- Roch Series
- Starship Troopers TC (EDuke32 release)
- The Final Confrontation
- The Gate
- The Lost Duke Episodes
- Vermin Clearance (2010 re-release)
- WGSpace Episode
Just unzip this into your EDuke32 dir, that's already it. Should keep you busy for a while, btw.
[Credit goes to the creators of these awesome addons/TCs, of course. Right now there is no readme included, it's rather meant for testing purposes, to get started with building up your own collection - and to see how the grpinfo thing works maybe.]
This post has been edited by NightFright: 04 May 2013 - 05:56 AM
#3634 Posted 03 May 2013 - 01:33 PM
This post has been edited by Fox: 03 May 2013 - 06:06 PM
#3635 Posted 04 May 2013 - 04:40 AM
NightFright, on 03 May 2013 - 12:59 PM, said:
Errors from eduke32.log:
Compiling: user.con (45509 bytes) (...)
Well, of course including USER.CON as root CON file won't work -- TFC's one is only slightly tweaked, it doesn't include the others. Use GAME.CON instead. When looking up USER.CON, EDuke32 should hopefully use the overridden one. (I haven't tested TX's grpfile info system though since I usually compile my EDuke32 bare, i.e. without any startup window.)
#3636 Posted 04 May 2013 - 05:05 AM
#3637 Posted 04 May 2013 - 05:10 AM
Helixhorned, on 04 May 2013 - 04:40 AM, said:
Ah, crap. Then I did this wrong for more addons than just this one. I have reuploaded the pack above, also fixed "New York Rebellion", "Roch" and "WGSpace". Now everything should work as intended. Thanks for the hint!
If you have tried to download just recently, you might end up with a corrupt file since I have reuploaded it several times. Not everything would have loaded properly until now, anyway, so you haven't missed anything. I have now updated the pack one last time with fully working grpinfo file, it should be save to get it now without any issues. To be on the safe side, I have added the MD5 checksum so you can see if you have the right file.
For me, this is one of the best EDuke32 features which have been added recently. Finally, I can get rid of the PlayDuke launcher (even though it's still a good tool), and with very little effort, you can turn EDuke32 into a launching platform for all your favorite Duke3D mods by simply selecting them from the startup screen. I'm totally diggin' it.
This post has been edited by NightFright: 07 May 2013 - 01:56 AM
#3638 Posted 05 May 2013 - 01:35 AM
Fox, on 03 May 2013 - 01:33 PM, said:
So I am already working in CON-based Polymer lights. First I load a CON that erase the default lights, and secondly a custom one with my custom lights.
No offense, but the hard-coded lights sucks, I can do much better with CON.
![Posted Image](http://i1110.photobucket.com/albums/h441/Fox_969/polymernew.gif)
This post has been edited by Fox: 05 May 2013 - 01:51 AM
#3639 Posted 05 May 2013 - 02:28 AM
Fox, on 05 May 2013 - 01:35 AM, said:
No offense, but the hard-coded lights sucks, I can do much better with CON.
![Posted Image](http://i1110.photobucket.com/albums/h441/Fox_969/polymernew.gif)
They really do, there should be an option to disable them...
#3641 Posted 05 May 2013 - 04:14 AM
Edit: When's that hardcoded thing where enemies with pals have double health going to be fixed? It's making usermaps a lot more challenging and I don't think most of the authors had this feature in mind. Just the other day it took me 4 shotgun shots to kill a pigcop at relatively close range...
This post has been edited by Micky C: 05 May 2013 - 05:22 AM
#3642 Posted 05 May 2013 - 06:50 AM
#3643 Posted 05 May 2013 - 08:53 PM
There are some limitations in CON, i.e. tspr is unavaiable for an SE sprite, so I could't include a light for the Shrinker crystal ammo. Also the Expander projectile doesn't work like others, so I could't code it properly.
Attached File(s)
-
polymerconlights1.zip (2.54K)
Number of downloads: 636
This post has been edited by Fox: 05 May 2013 - 11:08 PM
#3644 Posted 06 May 2013 - 01:57 AM
NightFright, on 03 May 2013 - 12:59 PM, said:
EDuke32 Grpinfo Addon Pack (58 MB)
MD5: D7FACE95D975D523DF08AFC72E3026C5
Included are the following addons:
- DaikariN
- Infinity: Secrets of the Acropolis
- Last Reaction & Water Bases
- Metropolitan Mayhem
- MSSP3 Episode
- New York Rebellion & Orbital Oblivion (FM2X)
- Pray Your Prayers
- Roch Series
- Starship Troopers TC (EDuke32 release)
- The Final Confrontation
- The Gate
- The Lost Duke Episodes
- Vermin Clearance (2010 re-release)
- WGSpace Episode
Just unzip this into your EDuke32 dir, that's already it. Should keep you busy for a while, btw.
[Credit goes to the creators of these awesome addons/TCs, of course. Right now there is no readme included, it's rather meant for testing purposes, to get started with building up your own collection - and to see how the grpinfo thing works maybe.]
Recommended additions:
The Lost Highway
ADG Episode
Duke Tournament (Mikko's old map pack, I actually prefer it to his MSSP episode)
Brave New World (Mikko's new map pack)
JJ Duke Nukem 3D (the 1st episode is garbage, but the 3rd is awesome)
#3645 Posted 06 May 2013 - 07:22 AM
#3646 Posted 06 May 2013 - 11:04 AM
Micky C, on 05 May 2013 - 04:14 AM, said:
Radar, on 06 May 2013 - 07:22 AM, said:
#3647 Posted 06 May 2013 - 12:46 PM
Trooper Dan, on 01 May 2013 - 10:54 AM, said:
I think it should be possible by defining SHOTSPARK1 as an appropriate projectile. That tile leads a double life -- it is used as the 'shoots' member for a pistol, but also as general hitscan damage actor. Which settings to use could probably be figured out by comparing the hard-coded and custom projectile code in player.c:A_ShootWithZvel().
#3648 Posted 06 May 2013 - 04:20 PM
LeoD, on 06 May 2013 - 11:04 AM, said:
The usual answer involves not trying to be a smart-a and realizing that I've been in the Duke community long enough to know standard procedure to posting about EDuke32 errors, and simply not answering if you aren't going to help. I don't have the guy's log and I told him to try updating. I'm sure the problem is something he just overlooked, which is why I through it out as a general question rather than an all-out bug analysis/report.
#3649 Posted 06 May 2013 - 07:15 PM
#3650 Posted 06 May 2013 - 07:47 PM
![:)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
Edit: It seems the grp file itself doesn't have the con files included with it but are actually outside it so it probably isn't possible?
This post has been edited by Lunick: 06 May 2013 - 08:13 PM
#3651 Posted 07 May 2013 - 01:58 AM
Quote
grpinfo
{
name "Awesome Mod"
grpdir "addons"
[...]
}
Any chance to get this implemented (from one of my previous posts)?
This post has been edited by NightFright: 07 May 2013 - 01:59 AM
#3653 Posted 07 May 2013 - 09:35 AM
#3655 Posted 07 May 2013 - 10:45 AM
https://plus.google....0418?banner=pwa
Here's a comparison between before:
![Posted Image](https://lh3.googleusercontent.com/-CbRvistokDI/UYlDf4WTtzI/AAAAAAAACzc/mKLcC0Xt9KE/w896-h717-no/duke0013.png)
Classic:
![Posted Image](https://lh6.googleusercontent.com/-tx6k7gSosh8/UYlDg6fCUDI/AAAAAAAACzc/9JA-0grMNxM/w896-h717-no/duke0014.png)
After:
![Posted Image](https://lh4.googleusercontent.com/-YKzuvqzguZ4/UYlDfKaLgyI/AAAAAAAACzc/gDPQUv8_rZ8/w896-h717-no/duke0012.png)
#3656 Posted 07 May 2013 - 10:58 AM
This post has been edited by Fox: 07 May 2013 - 11:00 AM
#3657 Posted 07 May 2013 - 11:06 AM
You're right that it isn't hooked up to stuff drawn through rotatesprite yet.
#3658 Posted 07 May 2013 - 11:38 AM
By the way, I've been looking through the Polymer history pictures... are those reflective (mirror) surfaces with per-pixel opacity still possible, or have they ever been?
This post has been edited by Diaz: 07 May 2013 - 11:50 AM