Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 120
  • 121
  • 122
  • 123
  • 124
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Skulldog 

#3631

Yea, I tried a folder called addon. Still it just keeps getting better and better.
0

User is offline   Mateos 

#3632

Good evening,

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?
0

User is offline   NightFright 

  • The Truth is in here

#3633

Well, for now I can provide you with some kinda "starter bundle". It is a bunch of groupfiles I am using by myself right now. Many groupfiles have been edited to include external con files (or to group them together in general since they had been a bunch of lose files before, e.g. "The Final Confrontation" or the "Roch Series") so that your installation folder doesn't get too bloated.

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3634

Since now Eduke32 accept CON mutators, wouldn't it be better to remove all of the custom content from it (Polymer lights, alternate HUD, menu background, etc) and include them as default CON files? I don't know why is it necessary to have it hard-coded, as far my beliefs go hard-coding only makes it worse since it prevents modding.

This post has been edited by Fox: 03 May 2013 - 06:06 PM

1

User is offline   Helixhorned 

  • EDuke32 Developer

#3635

View PostNightFright, on 03 May 2013 - 12:59 PM, said:

For some reason, "The Final Confrontation" won't work right now. It spits out some con errors, even though I have included the Atomic con in the groupfile and renamed all files within properly before grouping them. (...)

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.)
0

User is offline   Radar 

  • King of SOVL

#3636

NightFright, could you by any chance reupload that zip file? I'm getting a bunch of corruption messages with WinRAR. You got some cool classic mods in a nice bundle that I've always wanted to play without the hassle of messing with 7+ year old installation files.
0

User is offline   NightFright 

  • The Truth is in here

#3637

View PostHelixhorned, on 04 May 2013 - 04:40 AM, said:

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.)

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3638

View PostFox, on 03 May 2013 - 01:33 PM, said:

Since now Eduke32 accept CON mutators, wouldn't it be better to remove all of the custom content from it (Polymer lights, alternate HUD, menu background, etc) and include them as default CON files? I don't know why is it necessary to have it hard-coded, as far my beliefs go hard-coding only makes it worse since it prevents modding.

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

This post has been edited by Fox: 05 May 2013 - 01:51 AM

3

User is offline   necroslut 

#3639

View PostFox, on 05 May 2013 - 01:35 AM, 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

They really do, there should be an option to disable them...
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3640

Smoothness:

Posted Image
0

User is offline   Micky C 

  • Honored Donor

#3641

It looks like the polymer light is spawned on the floor. It would look better and more realistic if you shifted it up so it was more in the centre of the explosion.

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

0

User is offline   Mark 

#3642

The glow would probably look the same except he is firing in the center of the screen in the first shot and at the floor in the second.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3643

Here is my WIP for the CON based Polymer lights.

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)



This post has been edited by Fox: 05 May 2013 - 11:08 PM

0

User is offline   NNC 

#3644

View PostNightFright, on 03 May 2013 - 12:59 PM, said:

Well, for now I can provide you with some kinda "starter bundle". It is a bunch of groupfiles I am using by myself right now. Many groupfiles have been edited to include external con files (or to group them together in general since they had been a bunch of lose files before, e.g. "The Final Confrontation" or the "Roch Series") so that your installation folder doesn't get too bloated.

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)
0

User is offline   Radar 

  • King of SOVL

#3645

Another Duker I know is having an issue with EDuke32 finding and selecting his installed megaton grp regardless of the grp file he puts in his EDuke32 folder. Guys know anything about this?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3646

View PostMicky C, on 05 May 2013 - 04:14 AM, said:

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 has to be reverted indeed. Fighting those pig cops at the beginning with only a pistol is hard to survive in certain maps.

View PostRadar, on 06 May 2013 - 07:22 AM, said:

Another Duker I know is having an issue with EDuke32 finding and selecting his installed megaton grp regardless of the grp file he puts in his EDuke32 folder. Guys know anything about this?
The usual answer includes updating EDuke32 and posting the log.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3647

View PostTrooper Dan, on 01 May 2013 - 10:54 AM, said:

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

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().
0

User is offline   Radar 

  • King of SOVL

#3648

View PostLeoD, on 06 May 2013 - 11:04 AM, said:

The usual answer includes updating EDuke32 and posting the log.


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.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3649

The usual answer involves posting the log because that allows us to see what common problems the user is overlooking without us wasting time taking shots in the dark.
0

User is offline   Lunick 

#3650

Now that eduke32 has support for the addons appearing in the menu with the grpinfo thing, would it hurt to accept Duke!ZONE 2 as a default in it too? Saves time instead of going through all of the Addon installation guide. :)

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

0

User is offline   NightFright 

  • The Truth is in here

#3651

Quote

[...] Is it possible to add a command for the grpinfo file that lets you set group folders? E.g. I'd like to store all my non-official addons in a separate subdir, e.g. "addons". Maybe some parameter like "grpdir" could be added which would then automatically use the specified subdir within the EDuke32 folder (per grp file). [...]

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

1

User is offline   TerminX 

  • el fundador

  #3652

Anyone check out r3737 yet?
1

User is offline   Diaz 

#3653

I am running it, but what is that "cancer mode" suppossed to be?
0

User is offline   TerminX 

  • el fundador

  #3654

Software mode shade table support for 8-bit art in Polymer!
3

User is offline   Plagman 

  • Former VP of Media Operations

#3655

I uploaded a few development and comparison shots there for people that can't try it out right now:

https://plus.google....0418?banner=pwa

Here's a comparison between before:
Posted Image
Classic:
Posted Image
After:
Posted Image
10

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3656

I think you mixed the after and classic. It seems it has not been implemented to the HUD weapon yet.

This post has been edited by Fox: 07 May 2013 - 11:00 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#3657

Huh, good eye. I indeed mixed them up, and not because I was trying to show off either; I actually couldn't tell them apart at first glance. The shadowing in the HUD gave it away for sure.

You're right that it isn't hooked up to stuff drawn through rotatesprite yet.
1

User is offline   Diaz 

#3658

Oh yeah. I didn't notice anything because I don't use 8-bit art these days, but the first 3 Fusion episodes (which I'm still working on adding Polymer lights to, but still use the old .arts) do look better now. As mentioned in the changelog, sprites are shown with linear filter...

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

0

User is offline   Radar 

  • King of SOVL

#3659

Oh my. I've wanted that in the OpenGL renderers for so long. Now I really have no reason to use the classic renderer anymore.
1

User is offline   Gambini 

#3660

Posted Image
0

Share this topic:


  • 213 Pages +
  • « First
  • 120
  • 121
  • 122
  • 123
  • 124
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options