EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#3709 Posted 11 May 2013 - 04:23 AM
#3712 Posted 12 May 2013 - 01:04 PM
Quote
I wonder what that is. Can someone explain me in neanderthal words what that does?
#3713 Posted 12 May 2013 - 02:00 PM
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:
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.
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....
#3714 Posted 12 May 2013 - 02:22 PM
Gambini, on 12 May 2013 - 01:04 PM, said:
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.
#3715 Posted 12 May 2013 - 07:47 PM
NightFright, on 10 May 2013 - 02:01 PM, said:
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!
#3716 Posted 12 May 2013 - 10:28 PM
#3717 Posted 13 May 2013 - 01:22 AM
Gambini, on 12 May 2013 - 01:04 PM, said:
Quote
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
// 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.