EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3896 Posted 22 June 2013 - 03:24 PM
I think under most circumstances we would prefer to have smooth shaded faces on angles that are like this: \_
and no smooth faces on angles that are like this: /_ |_
But some adjustability would be desired because we might want an angle that is just slightly above 90º to have sharp borders. In this case, either an adjustable threshold, or having the smooth shading only apply if textures are perfectly aligned; then they could maybe be manually mis-aligned by one texel so the smoothing would not occur. I understand this is far from optimal though. And of course this would just affect Polymer lights, not classic shading.
This post has been edited by Diaz: 22 June 2013 - 03:31 PM
#3897 Posted 22 June 2013 - 03:35 PM
Diaz, on 22 June 2013 - 03:24 PM, said:
yeah it sucks.
Quote
Exactly, you have then a controllable method. Not that bad.
#3898 Posted 23 June 2013 - 03:37 AM
#3899 Posted 24 June 2013 - 03:26 PM
#3900 Posted 24 June 2013 - 04:06 PM
Tea Monster, on 23 June 2013 - 03:37 AM, said:
Those heat affects can be replicated with animated dudv textures. Not sure if Polymer supports dudv shaders (according to those old promotional shots, it does).
#3901 Posted 24 June 2013 - 05:48 PM
Fox, on 24 June 2013 - 03:26 PM, said:
Can't you just do that yourself? Crawl the sector structure, find the relevant alignment, and compute it yourself. No need to add hacks everywhere in places they don't belong.
#3902 Posted 24 June 2013 - 06:19 PM
Fox, on 21 June 2013 - 10:09 AM, said:
On IRC, Mblackwell suggested using a system with a global var or two so that all players will set the userdef and start the track independently as a simple yet effective workaround.
I just threw this together off the top of my head:
gamevar musicVolume -1 0
gamevar musicLevel -1 0
onevent EVENT_GAME
// whenever you need to set a track
{
setvar musicVolume 3
setvar musicLevel 4
}
endevent
// There might be a better event or circumstance but it may have to be unsynchronized. I'm not sure.
onevent EVENT_DISPLAYREST
ifvarg musicVolume -1
{
setuserdef[THISACTOR].volume_number musicVolume
setvar musicVolume -1
}
ifvarg musicLevel -1
{
starttrackvar musicLevel
setvar musicLevel -1
}
endevent
#3903 Posted 24 June 2013 - 06:58 PM
The problem is that now I realized that you can't set the userdef for each player (and the hack above won't serve because it must be synchronized). On theory this will have some side-effects in multiplayer, such as displaying a different episode and level names in the Automap for a moment, etc.
Would it be too much to ask for an EVENT_ENDOFLEVEL which I could prevent the level from ending by setting RETURN to -1? I know that as far Eduke32 goes this is an theoretical bug since Multiplayer is unsupported.
This post has been edited by Fox: 24 June 2013 - 07:01 PM
#3904 Posted 25 June 2013 - 02:39 AM
Gambini, on 24 June 2013 - 04:06 PM, said:
Cheers!
#3905 Posted 28 June 2013 - 12:14 PM
I get "Invalid Map Error" with Mapster32 when trying to open a map. Doesn't happen with r3905 or earlier, so it must have been broken in the latest revisions.
*EDIT, July 1*
Fixed in latest snapshot. Another thing, has anyone had a chance to take a look at the Polymer issues I posted over here?
This post has been edited by NightFright: 01 July 2013 - 12:44 AM
#3906 Posted 01 July 2013 - 10:40 AM
Helixhorned, on 16 June 2013 - 02:50 AM, said:
If I can't build it from sources, where can I get it then?
#3907 Posted 01 July 2013 - 10:52 AM
Hendricks266, on 24 June 2013 - 06:19 PM, said:
I just threw this together off the top of my head:
Nevermind that, I just realized that it's better to have it unsynchronized (assuming it's safe and won't cause sync errors). That way you can have a music for when a player gets to certain area of the level, or music for the menus, etc.
(still we need a way to play the main menu / briefing / loading tracks and stop the track)
This post has been edited by Fox: 03 July 2013 - 10:58 AM
#3908 Posted 03 July 2013 - 10:16 AM
EDIT: I just used a lightswitch SE and realised that even if it's pal is set to 0 it will still set everything in it's sector to pal0 as well - was there a way to bypass this?
This post has been edited by James: 03 July 2013 - 10:21 AM
#3909 Posted 05 July 2013 - 09:02 AM
#3910 Posted 08 July 2013 - 07:21 AM
#3911 Posted 08 July 2013 - 07:24 AM
#3913 Posted 08 July 2013 - 08:01 AM
Fox, on 08 July 2013 - 07:24 AM, said:
Thinking out loud to Helix here: Would we replace these with something like gettile[tilenum].sizx? That would make life easy to add the picanm animation structures.
#3914 Posted 08 July 2013 - 08:52 AM
#3915 Posted 10 July 2013 - 08:12 AM
Fox, on 08 July 2013 - 07:24 AM, said:
LunaCON handles it just fine, but some operations were simply not implemented for system gamearrays prior to r3940. Now, the only thing that remains is that one can't writearraytofile the contents of a system array, but it's unlikely to have any practical relevance.
Hendricks266, on 08 July 2013 - 08:01 AM, said:
That would probably have been the preferred syntax from the start, but there ought to be a reason why you went the array route, no? In m32script, light access is kind of mixed with tsprite, so I guess it has something to do with requiring to duplicate/specialize a good bunch of code for a new pseudo-structure? In LunaCON, adding it would be easy, but I don't know (and don't care, except that the two should stay reasonably in sync) about C-CON.
Fox, on 08 July 2013 - 08:52 AM, said:
I'm very reluctant of adding new commands because they change the language by introducing a new keyword. Most programming languages, and CON is no exception, forbid keywords as identifiers, even though they're lexically valid names otherwise.
Edit: you might counter "but gettile would be a keyword, too". Yes, but at least it would subsume multiple items, so one feels a little more at ease with adding it.
#3917 Posted 18 July 2013 - 03:22 PM
===//===//===
I should ask... why does the messages and inventory bar are not affected by the status bar scale option?
===//===//===
Is it possible to add a precache-like command that can be used in actor / events code? For example, it could be used to load all tiles used in a screen sequence.
===//===//===
Is it possible to check whenever a texture has a model (or HUD model) definition? That seems to be necessary to make a proper weapon display code.
This post has been edited by Fox: 23 July 2013 - 05:29 AM
#3918 Posted 30 July 2013 - 07:54 AM
#3919 Posted 03 August 2013 - 01:04 AM
#3920 Posted 03 August 2013 - 02:19 PM
Skulldog, on 17 July 2013 - 03:36 PM, said:
Better then having a big ass RPG shadow when you have a pistol.
Personally, i think Duke just needs the multigun.
#3921 Posted 03 August 2013 - 02:31 PM
James, on 03 August 2013 - 01:04 AM, said:
Yes, mostly because the interpolation was not the same for all skills.
#3922 Posted 03 August 2013 - 02:38 PM
James, on 03 August 2013 - 01:04 AM, said:
Yeah, it was fixed. At one point I actually had them moving so smoothly that it looked outright weird. Compare it between builds older than that discussion and builds that are newer and you should see a pretty significant difference.

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