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

User is offline   Plagman 

  • Former VP of Media Operations

#3691

If you read my post about it earlier, I did explain that it costs more performance to compute it cylindrically. If you have a certain scene in mind that you think especially suffers from it you can maybe convince me to add a toggle..
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User is offline   DavoX 

  • Honored Donor

#3692

This is a weird question so please bear with me:

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?
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#3693

View PostFox, on 05 May 2013 - 08:53 PM, said:

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.


How would you implement this into a map, TC, or the entire Eduke32 build? As the effect looks amazing!
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User is offline   Plagman 

  • Former VP of Media Operations

#3694

View PostDavoX, on 08 May 2013 - 07:05 PM, said:

This is a weird question so please bear with me:

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3695

View PostDavoX, on 08 May 2013 - 07:05 PM, said:

This is a weird question so please bear with me:

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".
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User is offline   Plagman 

  • Former VP of Media Operations

#3696

I fixed the problem with ANMs, like the intro logo, but the visibility thing when you shoot is still off. It's not an obvious problem on my part, my formula is just wrong; I think I got the per-sector visibility right, but not how the global visibility affects it. I need to run more experiments later, but maybe Helix can help with that as he's dealt with that code a lot in the past.
1

User is offline   Diaz 

#3697

View PostDavoX, on 08 May 2013 - 07:05 PM, said:

This is a weird question so please bear with me:

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...
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User is offline   Helixhorned 

  • EDuke32 Developer

#3698

Crazy shit Plagman, I like the looks of your "cancer" mode!

View PostPlagman, on 08 May 2013 - 11:33 PM, said:

I fixed the problem with ANMs, like the intro logo, but the visibility thing when you shoot is still off. It's not an obvious problem on my part, my formula is just wrong; I think I got the per-sector visibility right, but not how the global visibility affects it. I need to run more experiments later, but maybe Helix can help with that as he's dealt with that code a lot in the past.

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().
1

User is offline   DavoX 

  • Honored Donor

#3699

I wasnt reslly thinking about level transitions but mostly for visual purposes. Like viewing a scene that yove already been at without adding it to the wall count etc. I am familiar with the hub system but as i said thst isnt what im seeking. Imagine you cant do it with another map... but can it be done with another section in the same map? Imagine two windows in different buildings that look into the same room.
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User is offline   Kyanos 

#3700

That could be done using con. In knee deep I used the effect, dt coded it. I'll look into it when I get a chance and show you. It involves a "broadcast" se and a "camera like" se that are tagged to connect. The broadcaster will put the cams image up on any blank walls in its sector.
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User is offline   Kyanos 

#3701

That could be done using con. In knee deep I used the effect, dt coded it. I'll look into it when I get a chance and show you. It involves a "broadcast" se and a "camera like" se that are tagged to connect. The broadcaster will put the cams image up on any blank walls in its sector.
1

User is offline   Jblade 

#3702

View PostDrek, on 09 May 2013 - 09:27 AM, said:

That could be done using con. In knee deep I used the effect, dt coded it. I'll look into it when I get a chance and show you. It involves a "broadcast" se and a "camera like" se that are tagged to connect. The broadcaster will put the cams image up on any blank walls in its sector.

What he's asking for is to project an image from another map, which isn't possible.
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User is offline   Plagman 

  • Former VP of Media Operations

#3703

View PostHelixhorned, on 09 May 2013 - 03:41 AM, 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().


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"?
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User is offline   Helixhorned 

  • EDuke32 Developer

#3704

View PostPlagman, on 09 May 2013 - 10:09 AM, said:

Is rotatesprite always considered at mindist, or does Z affect the "distance"?

It's always the minimum distance. From dorotatesprite():
    palookupoffs = FP_OFF(palookup[dapalnum]) + (getpalookup(0, dashade)<<8);

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User is offline   DavoX 

  • Honored Donor

#3705

View PostJames, on 09 May 2013 - 10:01 AM, said:

What he's asking for is to project an image from another map, which isn't possible.



At first, then I asked if it could be done within the same map. ;)
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#3706

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.]


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

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User is offline   Mateos 

#3707

You may update it, the hang was fixed some versions ago:
http://dukeworld.duk.../20130509-3742/
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User is offline   NightFright 

  • The Truth is in here

#3708

While we are at the grpinfo topic again:

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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User is offline   Diaz 

#3709

Problem with art mapping and Polymer lights: when a light affects a texture with the transparent pink, it blends as pink instead of transparent.

Attached thumbnail(s)

  • Attached Image: capt0000.jpg

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3710

That's evil.
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User is offline   Diaz 

#3711

Only happens in Mapster32, btw. Not in the actual game.
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User is offline   Gambini 

#3712

Changelog reads:

Quote

Classic rotatesprite: add assertion failing with DNF mod, comment another.


I wonder what that is. Can someone explain me in neanderthal words what that does?
1

User is offline   DavoX 

  • Honored Donor

#3713

I don't know if this is the right place for requests but here it goes anyway:

Imagine you're doing some complicated spritework and you never seem to find the tile you need, but there's always that tile that looks so perfect but it has another object in it making it impossible to use, like this one:

Posted Image

The top looks so good to use on corners and such, but the column under it just ruins things. Which brings me to my request...

Could be it possible to add a small editor inside of mapster to add transparency to a tile temporarily? and only for one given map. For example by editing pixel by pixel filling the unneeded parts with that pink color.

Posted Image

Now, I know what everyone's thinking "use bastart, editart" and such... but my point is to make a simple quick tool that let's you make a new tile right out of the bat when you need it, only for transparency, not to make new textures. The special modified tile would be stored inside the map itself without adding new *.art files. I know this would make levels unplayable on previous versions of eduke32 but with TROR the same thing happens....

The uses that you could give to this of course are many like:

1) complicated spritework, sometimes you need a tile to fit exactly on a structure.
2) shading with transparent tiles that have pallette 4. This way you can place the shading tile on the wall and it will cast the shadow you want.
3) Making new types of masked walls, fences and such.
4) The possibity of making structures with sprites instead of walls, saving them for later use. It's really easy to reach the wall limit, the sprite limit not so much.

Let me know what you think....
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User is offline   Jblade 

#3714

View PostGambini, on 12 May 2013 - 01:04 PM, said:

Changelog reads:



I wonder what that is. Can someone explain me in neanderthal words what that does?

Taking a look at the changelog, I will take a stab in the dark and say helix noticed some latent problems with the rotatesprite's zoom command (most likely related to the Duke bike and how it zooms in and out depending on what you're doing) I don't think it has any kind of effect on the mod itself but it should prevent problems down the line with that command.

Davox; that sounds like a cool idea but I have no idea how feasible it would really be. I think the real issue would be that it'd take alot of time to code.
2

#3715

View PostNightFright, on 10 May 2013 - 02:01 PM, said:

While we are at the grpinfo topic again:

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).


Your pack works with the latest snapshot btw. I tested it out! Thank god for that I greatly appreciate it! I also second this request!
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User is offline   Plagman 

  • Former VP of Media Operations

#3716

I suggest you thank the HRP contributors instead, they probably had more to do with it.
1

User is offline   Helixhorned 

  • EDuke32 Developer

#3717

View PostGambini, on 12 May 2013 - 01:04 PM, said:

Changelog reads:

Quote

Classic rotatesprite: add assertion failing with DNF mod, comment another.


I wonder what that is. Can someone explain me in neanderthal words what that does?

This means that I added a guard that terminates the debug build of EDuke32 if a particular code path is taken that would otherwise lead to undefined behavior. One of these was subsequently fixed, but another remains. Classic rotatesprite doesn't handle large zoom values well because pretty much everything is calculated in fixed point. I added some instructions on how to hit the assertion failures, for example the one I fixed reads:

Quote

// Assertion would fail with DNF mod without (uint32_t) below: in mapster32,
// set dt_t 3864 (bike HUD, 700x220)
// set dt_z 16777216
// <Increase yxaspect by pressing [9]> <-- CRASH!
// (It also fails when wrecking the bike in-game by driving into a wall.)

16777216 is zoomed in 256x, but you'll notice that for the bike HUD, incorrect drawing will already start from a zoom value of about 570000 (8.7x).

So in short: The bike mod exposed some badnesses in the classic renderer, and one on those was fixed.
4

User is offline   DavoX 

  • Honored Donor

#3718

Great helixhorned!
1

User is offline   TerminX 

  • el fundador

  #3719

Working on a Polymost enhancement:

Posted Image
Posted Image
10

User is offline   Gambini 

#3720

So awesome we´re back to the roots!
0

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