EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3740 Posted 15 May 2013 - 11:50 PM
#3741 Posted 16 May 2013 - 12:40 AM
Plagman, on 15 May 2013 - 11:27 PM, said:
Mmmmm, you're right. I don't notice grates becoming blurry with anisotropic filtering indeed. I mentioned the nomip thing off the top of my head because that's how it used to be in the past, with the Q2 and Q3 engines (might still be useful for those with videocards not fast enough to handle aniso)
#3742 Posted 16 May 2013 - 11:58 AM
Can we have an option for guns to prevent flash lights from fireing guns?
In huge areas that flash can ruin all the atmosphere.
This would be an great option (for me
#3743 Posted 16 May 2013 - 12:08 PM
Shadows seem to decrease performance even if the SE they come from is not in view, so maybe the SE's could have cstat 64 added (so they won't cast shadows) when they are not within the player's PVS. This would help shadow performance tremendously.
#3744 Posted 16 May 2013 - 12:24 PM
Mia Max, on 16 May 2013 - 11:58 AM, said:
Can we have an option for guns to prevent flash lights from fireing guns?
In huge areas that flash can ruin all the atmosphere.
This would be an great option (for me
Yes, you would need to add flag 256 to WEAPONx_ FLAGS.
#3745 Posted 16 May 2013 - 12:54 PM
Fox, on 16 May 2013 - 12:24 PM, said:
He wants the option to be in the EDuke32 menu. I think it's reasonable to want a menu option, since the flashing looks bad in many vanilla maps (e.g. where fog is used).
#3746 Posted 16 May 2013 - 01:13 PM
// EDuke32 mutator to prevent the pistol from lighting up the scene.
// EVENT_RESETWEPONS runs from G_EnterLevel() for each player.
onevent EVENT_RESETWEAPONS
// NOTE: we use the predefined 'gs' global to avoid defining our own
// gamevars.
// pistol
setvarvar gs WEAPON1_FLAGS
orvar gs 256 // WEAPON_NOVISIBLE
setvarvar WEAPON1_FLAGS gs
endevent
Edit: the point being, it's a bit arbitrary to pick one particular "game tweak" to be included into the EDuke32 executable, especially if it can be replicated with little effort with CON.
#3747 Posted 16 May 2013 - 01:18 PM
Trooper Dan, on 16 May 2013 - 12:54 PM, said:
That's true, but it has always been like that.
This post has been edited by Fox: 16 May 2013 - 01:19 PM
#3748 Posted 17 May 2013 - 06:25 AM
Plagman, on 15 May 2013 - 11:27 PM, said:
Plagman, you must really hate guys like me. LOL! I just wanted to say that the flashlight effect I was experiencing within Eduke and not in Mapster was a rendering setting among other visual renderer settings that were something other than their default values. This was really screwing me up when I was trying to map. I think perhaps maybe a custom user map may have been responsible for altering my settings. After resetting back to defaults and lowering some values in the shading rendering menus I don't have that visual problem I was experiencing in Polymer. Sorry to burden you with a non issue but I sorta have a feeling you already knew that. =)
Take care,
Paul
#3749 Posted 17 May 2013 - 12:19 PM
*EDIT*
Disregard, seems it was happening because I was having a screenshot from a groupfile I had already deleted. Caused problems for some reason until I restarted EDuke32.
This post has been edited by NightFright: 17 May 2013 - 12:23 PM
#3750 Posted 17 May 2013 - 03:29 PM

(support for high DPI in the startup window)
#3752 Posted 17 May 2013 - 05:56 PM
Fox, on 16 May 2013 - 01:18 PM, said:
Yes, but we haven't always had polymer, which has weapon-spawned dynamic lights that make the traditional visibility flash redundant. If a toggle for that was to be added, not only could people use it for polymer maps, but also maps with fog in the other renderers where it breaks atmosphere. So it's got all the bases covered.
#3753 Posted 17 May 2013 - 06:22 PM
#3754 Posted 17 May 2013 - 06:54 PM
Fox, on 17 May 2013 - 06:22 PM, said:
The limited radius (not to mention the colour) is more realistic, and less atmosphere-breaking in large outdoor areas. I'm saying having them both at the same time makes one of them redundant. I know we have to keep legacy support which is why a toggle is ideal.
This post has been edited by Lunick Prime: 17 May 2013 - 06:59 PM
#3755 Posted 17 May 2013 - 07:01 PM
#3756 Posted 17 May 2013 - 07:12 PM
Fox, on 17 May 2013 - 07:01 PM, said:
Most maps don't even have lightning, and shooting weapons is far more frequent than explosions, so yes it would still make a big difference.
I don't recall whether explosions clear visibility in polymer. Arguably they should not, since they already emit lights.
#3757 Posted 18 May 2013 - 06:04 PM
Fox, on 01 May 2013 - 07:40 AM, said:
By the way, I want specifically to reproduce the Bonus screen, which the sound BONUSMUSIC is only played if the Music option is On.
if (!(ud.config.MusicToggle == 0 || ud.config.MusicDevice < 0))
S_PlaySound(BONUSMUSIC);I don't know if MusicDevice is still used in Eduke32, or if it isn't redundant in the above case.
Alternatively a gamevar that returns if the music is on or off would be acceptable too.
This post has been edited by Fox: 18 May 2013 - 06:06 PM
#3758 Posted 20 May 2013 - 07:17 AM
It looks so bad fireing this gun, pistol and freezer.
+it drops framerate.
This post has been edited by Mia Max: 20 May 2013 - 07:22 AM
#3759 Posted 20 May 2013 - 08:07 AM
Does the old logo use a different palette, or are special settings applied to make the new logo look correctly? It's only a minor issue, but I was still wondering why it doesn't seem to work.
This post has been edited by NightFright: 20 May 2013 - 08:09 AM
#3761 Posted 20 May 2013 - 08:32 AM
NightFright, on 20 May 2013 - 08:07 AM, said:
Does the old logo use a different palette, or are special settings applied to make the new logo look correctly? It's only a minor issue, but I was still wondering why it doesn't seem to work.
It uses a different palette, contained in 1.3D's DUKE3D.GRP (and directly on disk as LOOKUP.DAT). If you pack the LOOKUP.DAT from 1.3D into the GRP for a mod based on 1.3D it should be alright.
#3762 Posted 20 May 2013 - 12:22 PM
TerminX, on 20 May 2013 - 08:32 AM, said:
Very well. Thank God I actually happen to have both versions of the game...
#3763 Posted 21 May 2013 - 05:05 AM
Helixhorned, on 16 May 2013 - 01:13 PM, said:
// EDuke32 mutator to prevent the pistol from lighting up the scene.
// EVENT_RESETWEPONS runs from G_EnterLevel() for each player.
onevent EVENT_RESETWEAPONS
// NOTE: we use the predefined 'gs' global to avoid defining our own
// gamevars.
// pistol
setvarvar gs WEAPON1_FLAGS
orvar gs 256 // WEAPON_NOVISIBLE
setvarvar WEAPON1_FLAGS gs
endevent
Edit: the point being, it's a bit arbitrary to pick one particular "game tweak" to be included into the EDuke32 executable, especially if it can be replicated with little effort with CON.
It doesn't work.
I've created a con file with your code and included it into eduke.con
It was loaded correctly, no errors, but there's still flash for pistol.
I'm not a coder and I don't understand english very well, so it's very difficult to understand anything about that. Sorry.
Can I get some help, please?
#3764 Posted 21 May 2013 - 05:16 AM
onevent EVENT_GAME
ifactor APLAYER
{
orvar WEAPON1_FLAGS 256
orvar WEAPON2_FLAGS 256
etc...
}
endevent
This post has been edited by Diaz: 21 May 2013 - 05:18 AM
#3765 Posted 21 May 2013 - 05:29 AM
Mia Max, on 21 May 2013 - 05:05 AM, said:
I've created a con file with your code and included it into eduke.con
It was loaded correctly, no errors, but there's still flash for pistol.
I'm not a coder and I don't understand english very well, so it's very difficult to understand anything about that. Sorry.
Can I get some help, please?
Maybe DukePlus -- which you are using for your map -- also sets the flags and is overriding the mutator. That's the most likely problem. I have a few minutes so I will look into it now.
EDIT: Yes, the pistol flags are set every time you switch from one pistol to akimbo, or change pistol settings in the menu. So for example, picking up a second pistol will override the flags set at level start. I'll see what I can come up with as a solution.
This post has been edited by Trooper Dan: 21 May 2013 - 05:33 AM
#3766 Posted 21 May 2013 - 06:03 AM
Use the attached CONs. Add a weapon options controller sprite to the map (tile #2962). Give it a hitag of 2. This should turn off flashing. Note that you may also set lotag and use the sprite to set other weapon options, but this isn't necessary.
You can also control it in the console:
setvar noweapflash 1
Attached File(s)
-
dpcons.zip (207.51K)
Number of downloads: 460
#3767 Posted 21 May 2013 - 06:10 AM
I'll try it out
This is something I've always wanted for Duke Nukem 3D
EDIT:
It wooorks!
I'm so happy right now
Again, thank you!
This post has been edited by Mia Max: 21 May 2013 - 06:48 AM
#3768 Posted 21 May 2013 - 10:50 AM
I was wondering if it would be possible to have the EDUKE32 Program notify the user when Polymer fails to initialize during the start of EDUKE so they know their PC doesn't support it rather than automatically loading the Classic renderer and bitching because of graphical glitches when they play a map that requires Polymer.
The end user should be prompted with a message as such: Your system does not meet the hardware requirements for the Polymer Graphics System. Would you like to continue and use the Classic renderer instead? Yes/No
Infact, it would be nice to select a map property or attribute that only allows a Polymer designed map to be played in the Polymer renderer only. I think it would put an end to people using the wrong mode for the intended map.
For instance, a map with no attribute would play in all renderer's. A map with a Polymer Attribute would only load using the Polymer system. A Map with a Polymost would only load in Polymost. And if the map had two attributes then it would play in both those modes but not using classic.
That's just my two cents for the day.
This post has been edited by Paul B: 21 May 2013 - 11:12 AM

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