EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3680 Posted 08 May 2013 - 02:11 AM
#3681 Posted 08 May 2013 - 03:33 AM
#3682 Posted 08 May 2013 - 03:42 AM
http://www.moddb.com...able-comparison
I think made this way it is easier to compare, as you can have all the 3 at once on screen
#3683 Posted 08 May 2013 - 04:16 AM
#3684 Posted 08 May 2013 - 04:33 AM
Micky C, on 08 May 2013 - 02:11 AM, said:
Sure, reprogram the weapons and don't call "flash".
#3685 Posted 08 May 2013 - 04:43 AM
Micky C, on 08 May 2013 - 04:16 AM, said:
Probably, some blood engine feature. This is how the same texture with shade 0 and 33 looks in eduke and blood. In eduke, it's still yellow when in blood all the yellow is gone.
#3686 Posted 08 May 2013 - 06:03 AM
Micky C, on 08 May 2013 - 02:11 AM, said:
Even when not firing a weapon in Polymer, the textures further away look like they're being lit by a candle until you get close. The closer you get the darker the textures become. I'd say the lighting aspect still needs some work when using the Polymer renderer.
Well I tried classic mode on my laptop and the shading looks good. However in Classic mode I noticed that Duke doesn't see his reflection in the mirror. He is a ghost.
This post has been edited by Paul B: 08 May 2013 - 08:41 AM
#3687 Posted 08 May 2013 - 07:05 AM
#3688 Posted 08 May 2013 - 10:40 AM
This post has been edited by NightFright: 08 May 2013 - 11:23 AM
#3689 Posted 08 May 2013 - 11:49 AM
fgsfds: the issue you're talking about is the "doesn't save known good geometry" in the Polymer bugs wiki page. I'll get to it eventually, but it's definitely not first on my list.
#3690 Posted 08 May 2013 - 04:14 PM
Quote
What was the problem with the first implemented vis method? I thought it worked great. You can look up in software and even if you dont do so, tall buildings being seen from certain distance are going to look different. I´m gonna do some visual tests but so far I don´t understand why changing it if it was working great.
#3691 Posted 08 May 2013 - 04:34 PM
#3692 Posted 08 May 2013 - 07:05 PM
Is there a way to convert a wall into a "window" to another *.map file? for example in map1.map you tag a wall with 201 so you can see map2.map from it through a wall with the same tag, or something like that. This could be for "looking into" another map but I think it could also be to travel from one map to another seamlessly. Is it possible?
#3693 Posted 08 May 2013 - 07:19 PM
Fox, on 05 May 2013 - 08:53 PM, said:
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.
How would you implement this into a map, TC, or the entire Eduke32 build? As the effect looks amazing!
#3694 Posted 08 May 2013 - 08:20 PM
DavoX, on 08 May 2013 - 07:05 PM, said:
Is there a way to convert a wall into a "window" to another *.map file? for example in map1.map you tag a wall with 201 so you can see map2.map from it through a wall with the same tag, or something like that. This could be for "looking into" another map but I think it could also be to travel from one map to another seamlessly. Is it possible?
You wouldn't be able to look into another map, so you'd have to duplicate the passage between maps, but then you can just make it a transition using hub maps, yes. It works pretty much exactly like you would do it in Half-Life / Source if you're familiar with that.
#3695 Posted 08 May 2013 - 09:50 PM
DavoX, on 08 May 2013 - 07:05 PM, said:
Is there a way to convert a wall into a "window" to another *.map file? for example in map1.map you tag a wall with 201 so you can see map2.map from it through a wall with the same tag, or something like that. This could be for "looking into" another map but I think it could also be to travel from one map to another seamlessly. Is it possible?
That's not possible at all, because a map goes through many changes when it is loaded. For example, the SE sprites are given a cstat of -32768 which makes them invisible, so you would end up seeing them (as you do in Build) through the "window".
#3696 Posted 08 May 2013 - 11:33 PM
#3697 Posted 09 May 2013 - 01:01 AM
DavoX, on 08 May 2013 - 07:05 PM, said:
Is there a way to convert a wall into a "window" to another *.map file? for example in map1.map you tag a wall with 201 so you can see map2.map from it through a wall with the same tag, or something like that. This could be for "looking into" another map but I think it could also be to travel from one map to another seamlessly. Is it possible?
Why don't you just copy the visible architecture from the second map to the first? That's how it's done in every game...
#3698 Posted 09 May 2013 - 03:41 AM
Plagman, on 08 May 2013 - 11:33 PM, said:
For reference, here's the classic visibility formula solved for the start and ending distances. It's implemented in the r_usenewshading=2 branch of fogcalc().
#3699 Posted 09 May 2013 - 07:59 AM
#3700 Posted 09 May 2013 - 09:27 AM
#3701 Posted 09 May 2013 - 09:28 AM
#3702 Posted 09 May 2013 - 10:01 AM
Drek, on 09 May 2013 - 09:27 AM, said:
What he's asking for is to project an image from another map, which isn't possible.
#3703 Posted 09 May 2013 - 10:09 AM
Helixhorned, on 09 May 2013 - 03:41 AM, said:
Ah, yes. That's exactly what I was looking for, thanks. I'll try applying it whenever I get a chance to see how that goes. Is rotatesprite always considered at mindist, or does Z affect the "distance"?
#3704 Posted 09 May 2013 - 10:56 AM
Plagman, on 09 May 2013 - 10:09 AM, said:
It's always the minimum distance. From dorotatesprite():
palookupoffs = FP_OFF(palookup[dapalnum]) + (getpalookup(0, dashade)<<8);
#3705 Posted 09 May 2013 - 01:18 PM
James, on 09 May 2013 - 10:01 AM, said:
At first, then I asked if it could be done within the same map.
#3706 Posted 09 May 2013 - 08:29 PM
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.]
I guess since it's posted here I'll detail my problems here. I can't get this package to work at all for some reason. I did exactly as instructed and extracted it inside of my Eduke32 folder but the mods/TC's won't show up in the games list. Do I extract the package directly into the root folder or do I have to extract them into a separate folder? As they will not show up in the "games list." Below is the message log from Eduke32. The only game that shows up in the games list is Duke3D of course. I didn't even bother to put in the Atomic edition as I wanted to test from a fresh copy of Eduke32+HRP. I would greatly appreciate some help. Thanks!'
EDIT: Also I did extract the files into the root directory. Plus I tried in a separate directory. I didn't alter the addons.grpinfo either. So I have no idea why it's not working.
EDIT2: Also when starting Eduke32 again it doesn't even search for the game data like it did on the first run. I'll put that log below as well. Also I did verify the hash. It matches. So I'm stumped lol.
This is what I get in the message log of Eduke32.
EDuke32 2.0.0devel r3308 Compiled Dec 20 2012 04:21:13 Using G:/Downloads/Games/PC Games/Duke3D Games/Duke3D HRP collection Test/ for game data Checking for updates... Connecting to http://eduke32.sourceforge.net Current version is 0... no updates available Windows 7 Service Pack 1 (build 6.1.7601) Initializing DirectDraw... Searching for game data... Checksumming daikarin.grp... Done Checksumming fm2x.grp... Done Checksumming lostduke.grp... Done Checksumming lrwb.grp... Done Checksumming metromay.grp... Done Checksumming mssp3.grp... Done Checksumming prayers.grp... Done Checksumming roch.grp... Done Checksumming sota.grp... Done Checksumming ssttc.grp... Done Checksumming tfc.grp... Done Checksumming thegate.grp... Done Checksumming vermin.grp... Done Checksumming wgs.grp... Done
Second message log when I ran it the second time.
EDuke32 2.0.0devel r3308 Compiled Dec 20 2012 04:21:13 Using G:/Downloads/Games/PC Games/Duke3D Games/Duke3D HRP collection Test/ for game data Checking for updates... Connecting to http://eduke32.sourceforge.net Current version is 0... no updates available Windows 7 Service Pack 1 (build 6.1.7601) Initializing DirectDraw... Searching for game data...
This post has been edited by xPreatorianx: 09 May 2013 - 09:18 PM
#3707 Posted 09 May 2013 - 11:51 PM
#3708 Posted 10 May 2013 - 02:01 PM
Besides the other idea to add a "grpdir" parameter to launch groupfiles from specific dirs, it would be great if EDuke32 could parse more than just one grpinfo file. Currently, it seems that more than just one is ignored, it's just loading the first one.
If that was implemented, you could add more groupfiles by just copying them with any custom grpinfo (which could ideally be provided directly with the download), not having to add the new data to your main file all the time.
I am currently compiling a huge ~28 addon pack, and those two features would make things a lot easier (basically, I am only waiting for this xD).
This post has been edited by NightFright: 10 May 2013 - 03:09 PM

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