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

Jump to content

  • 213 Pages +
  • « First
  • 124
  • 125
  • 126
  • 127
  • 128
  • 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   Jblade 

#3740

I just played with it a little yesterday and it's really impressive stuff TerminX, I didn't really notice any performance decreases at all. It's definitly fixed one of the biggest problems I had with polymost.
0

User is offline   Diaz 

#3741

View PostPlagman, on 15 May 2013 - 11:27 PM, said:

I don't think there are any plans of removing any existing functionality such as this, backwards-compatibility is understood to be extremely important. Isn't anisotropic filtering supposed to mitigate things like you describe?


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)
0

User is offline   Mia Max 

#3742

Hallo!

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 ;) )
2

User is offline   Diaz 

#3743

Alright, since we can't change a sectoreffector's cstat via CON, I was wondering how hard would it be to implement a visibility check for SE 50's.

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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3744

View PostMia Max, on 16 May 2013 - 11:58 AM, said:

Hallo!

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.
0

User is offline   Danukem 

  • Duke Plus Developer

#3745

View PostFox, on 16 May 2013 - 12:24 PM, said:

Yes, you would need to add flag 256 to WEAPONx_ FLAGS.


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).
1

User is offline   Helixhorned 

  • EDuke32 Developer

#3746

It's a five-line CON mutator though:

// 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.
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3747

View PostTrooper Dan, on 16 May 2013 - 12:54 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).

That's true, but it has always been like that.

This post has been edited by Fox: 16 May 2013 - 01:19 PM

2

User is offline   Paul B 

#3748

View PostPlagman, on 15 May 2013 - 11:27 PM, said:

I don't think there are any plans of removing any existing functionality such as this, backwards-compatibility is understood to be extremely important. Isn't anisotropic filtering supposed to mitigate things like you describe?



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
0

User is offline   NightFright 

  • The Truth is in here

#3749

Can it be that there are problems with EDuke32 r3786 and savegame screenshots? Somehow, it doesn't update the screenshot any more whenever I save a game.

*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

0

User is offline   TerminX 

  • el fundador

  #3750

Does this window make my pixels look fat?

Posted Image

(support for high DPI in the startup window)
6

User is offline   DavoX 

  • Honored Donor

#3751

Thanks TerminX
0

User is offline   Micky C 

  • Honored Donor

#3752

View PostFox, on 16 May 2013 - 01:18 PM, said:

That's true, but it has always been like that.


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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3753

The weapon lights doesn't necessarily make it redundant, since they have a limited radius, compared to the infinite flash from the DOS game.
2

User is offline   Micky C 

  • Honored Donor

#3754

View PostFox, on 17 May 2013 - 06:22 PM, said:

The weapon lights doesn't necessarily make it redundant, since they have a limited radius, compared to the infinite flash from the DOS game.


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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3755

It's not like that would make that much of a difference, since EXPLOSION2 or NATURALLIGHTNING also clear the whole map.
1

User is offline   Danukem 

  • Duke Plus Developer

#3756

View PostFox, on 17 May 2013 - 07:01 PM, said:

It's not like that would make that much of a difference, since EXPLOSION2 or NATURALLIGHTNING also clear the whole map.


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.
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3757

View PostFox, on 01 May 2013 - 07:40 AM, said:

By the way, is it possible to add SoundToggle, FXVolume, MusicToggle and MusicVolume to the avaiable userdef structures?

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

0

User is offline   Mia Max 

#3758

Those flash lights are defenitiv atmosphere-killer ;)

It looks so bad fireing this gun, pistol and freezer.

+it drops framerate.

Attached thumbnail(s)

  • Attached Image: duke0000.png
  • Attached Image: duke0002.png


This post has been edited by Mia Max: 20 May 2013 - 07:22 AM

3

User is offline   NightFright 

  • The Truth is in here

#3759

Something I noticed with older mods/addons using custom art: Some are using modified tiles009.art based on Duke3D v1.3d. This includes the old 3DR logo which is shown at the beginning (tile #2456, if I am not mistaken). This will be displayed with totally messed-up colors in EDuke32. If you replace the tile with the one from v1.5, everything looks OK.

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

1

User is offline   Helixhorned 

  • EDuke32 Developer

#3760

View PostMia Max, on 20 May 2013 - 07:17 AM, said:

Those flash lights are defenitiv atmosphere-killer ;)

Visibility flashing can be disabled for other weapons by adding analogous code to my previously posted mutator.
0

User is offline   TerminX 

  • el fundador

  #3761

View PostNightFright, on 20 May 2013 - 08:07 AM, said:

Something I noticed with older mods/addons using custom art: Some are using modified tiles009.art based on Duke3D v1.3d. This includes the old 3DR logo which is shown at the beginning (tile #2456, if I am not mistaken). This will be displayed with totally messed-up colors in EDuke32. If you replace the tile with the one from v1.5, everything looks OK.

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.
1

User is offline   NightFright 

  • The Truth is in here

#3762

View PostTerminX, on 20 May 2013 - 08:32 AM, said:

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.

Very well. Thank God I actually happen to have both versions of the game...
0

User is offline   Mia Max 

#3763

View PostHelixhorned, on 16 May 2013 - 01:13 PM, said:

It's a five-line CON mutator though:

// 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?
0

User is offline   Diaz 

#3764

The only way that worked for me was to set the flags constantly in EVENT_GAME.

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

1

User is offline   Danukem 

  • Duke Plus Developer

#3765

View PostMia Max, on 21 May 2013 - 05:05 AM, said:

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?


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

1

User is offline   Danukem 

  • Duke Plus Developer

#3766

@Mia Max: Here is my solution.

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)


3

User is offline   Mia Max 

#3767

Thanks a lot!!
I'll try it out ;)

This is something I've always wanted for Duke Nukem 3D :P

EDIT:

It wooorks!
I'm so happy right now :P

Again, thank you!

This post has been edited by Mia Max: 21 May 2013 - 06:48 AM

1

User is offline   Paul B 

#3768

This post isn't about Polymer. But about Eduke itself.

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

1

User is offline   Diaz 

#3769

I'm all for that. My stuff looks all black in renderers other than Polymer due to either lack of sector lighting, 8-bit art, or both.
0

Share this topic:


  • 213 Pages +
  • « First
  • 124
  • 125
  • 126
  • 127
  • 128
  • 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