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

User is offline   Hendricks266 

  • Weaponized Autism

  #3901

View PostFox, on 24 June 2013 - 03:26 PM, said:

Is it possible to add two wall cstat bitfields to inherit the top / bottom ROR texture alignment?

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.
2

User is offline   Hendricks266 

  • Weaponized Autism

  #3902

View PostFox, on 21 June 2013 - 10:09 AM, said:

We need a new starttrack command that can specify the volume. The setuserdef[].volume_number trick doesn't work in multiplayer because it must be set per-player, and CON doesn't have power to change the userdef structure of each player.

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

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3903

I got another issue now. Basically I want rewrite the end of level code, so that the screen slowly fades before the level ends. The problem is that I do it by checking if the .gm of the players has been set to MODE_EOL, removing the bitfield and using startlevel some time later. The problem is that when .gm is set, it also set userdef[].level_number and userdef[].volume_number to that of the next level, which until now I was just setting it back to what it was before.

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

0

User is offline   Tea Monster 

  • Polymancer

#3904

View PostGambini, on 24 June 2013 - 04:06 PM, 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).


Cheers!
0

User is offline   NightFright 

  • The Truth is in here

#3905

EDuke32 r3912:
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

0

User is offline   fgsfds 

#3906

Well, now I really need eduke with lua, so I went back to the attempts to build it.

View PostHelixhorned, on 16 June 2013 - 02:50 AM, said:

You'll also need a statically linked library of LPeg 0.12 (its makefile doesn't have an option to build one, but I intend to publish the necessary changes on github sometime).

If I can't build it from sources, where can I get it then?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3907

View PostHendricks266, on 24 June 2013 - 06:19 PM, 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:

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

0

User is offline   Jblade 

#3908

This doesn't really constitute as a bug, but I thought I'd mention it incase it's not intentional. When map shade preview is enabled, if you have any SEs with a lotag of 3 and a spritepal of 0 it will set everything in that sector to pal 0 as well - it works fine ingame, but I thought i'd mention it since it did confuse me a bit at first (That feature is incredibly handy though)

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3909

So nocompress, nodownsize and alphacut doesn't work for model textures?
0

User is offline   Jblade 

#3910

Did a method of getting a tile's size ever get added to the game? I'm working on something that I need to get the art tile's size for so I can apply an offset to it (otherwise it works fine but as soon as it switches to a frame smaller in physical size it floats away from the ground)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3911

Yeah, there is tilesizx[] and tilesizy[] which work like gamevars. But it seems they may be replaced by something else in some time because Lua CON doesn't handle it well.
1

User is offline   Jblade 

#3912

Cool, that's perfect for what I need. thanks!
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3913

View PostFox, on 08 July 2013 - 07:24 AM, said:

Yeah, there is tilesizx[] and tilesizy[] which work like gamevars. But it seems they may be replaced by something else in some time because Lua CON doesn't handle it well.

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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3914

Tile structure members seems interesting, but I think that a series of regular commands could do the job, Like gettilesizx <tilenum> <gamevar>.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3915

View PostFox, on 08 July 2013 - 07:24 AM, said:

Yeah, there is tilesizx[] and tilesizy[] which work like gamevars. But it seems they may be replaced by something else in some time because Lua CON doesn't handle it well.

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.

View PostHendricks266, on 08 July 2013 - 08:01 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.

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.

View PostFox, on 08 July 2013 - 08:52 AM, said:

Tile structure members seems interesting, but I think that a series of regular commands could do the job, Like gettilesizx <tilenum> <gamevar>.

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.
0

User is offline   Skulldog 

#3916

Check the shadow out.

Attached Image: duke0000.png
2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3917

Is it possible for fogpal or makepalookup to remap the black fog? By default a value of 0 0 0 use the lookups shade table, however I had like the game to generate it's own black fog table. Perhaps it could use a value that is not in the 0-63 range.

===//===//===

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

0

User is offline   Jblade 

#3918

I've got 2 requests about skies; the first is that is it possible to prevent large textures from being squashed, so we could use a say 512 width image similar to how Shadow Warrior does it and it'll wrap all the way around? The second is the re-implementation of the bug that lets us use our own tiled textures for skies by placing the LA-sky texture somewhere else in the level (I'd ask for some kind of def feature so we can define our own tiles in a sequence but I imagine that would be alot of work for an 8bit feature)
0

User is offline   Jblade 

#3919

Got another query - I remember a while ago we were discussing the fact that useractors seem to interpolate less than the regular Duke actors (or whatever the terminology) something like once every 4 tics instead of once every tick? Was there something added to let them interpolate at the regular rate?
0

User is offline   ReaperMan 

#3920

View PostSkulldog, on 17 July 2013 - 03:36 PM, said:

Check the shadow out.

Better then having a big ass RPG shadow when you have a pistol.

Personally, i think Duke just needs the multigun.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3921

View PostJames, on 03 August 2013 - 01:04 AM, said:

Got another query - I remember a while ago we were discussing the fact that useractors seem to interpolate less than the regular Duke actors (or whatever the terminology) something like once every 4 tics instead of once every tick? Was there something added to let them interpolate at the regular rate?

Yes, mostly because the interpolation was not the same for all skills.
0

User is offline   TerminX 

  • el fundador

  #3922

View PostJames, on 03 August 2013 - 01:04 AM, said:

Got another query - I remember a while ago we were discussing the fact that useractors seem to interpolate less than the regular Duke actors (or whatever the terminology) something like once every 4 tics instead of once every tick? Was there something added to let them interpolate at the regular rate?

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.
1

User is offline   Mblackwell 

  • Evil Overlord

#3923

Did it look like televisions that have Smooth Motion/TruMotion/Auto Motion/etc enabled where your brain sees the movement as too smooth to be real?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3924

Not sure if that's the case. The thing is that when you walk, you make a stop every step. So a monster that moves every tic looks like it is sliding.
0

User is offline   TerminX 

  • el fundador

  #3925

It was sort of a combination of what both of you mentioned, with the additional weirdness of having seen the original movement millions of times. I actually wasn't going to mess with it at all until someone brought up that it was skill settimg dependent and a regression between 1.3D and 1.4 which made me view it as a bug.
0

User is offline   Mia Max 

#3926

Hallo!

Where can I find all console commands for the polymer renderer?
I took a look at eduke32 wiki console commands and it seems there are missing some.
0

User is offline   TerminX 

  • el fundador

  #3927

Go into the console and type "listsymbols" and look for the ones that start with r_pr_ in the output. I should really alter the listsymbols command to take an argument specifying a prefix for the symbols to list...
1

User is offline   Mia Max 

#3928

Thank you TerminX :P
0

User is offline   TerminX 

  • el fundador

  #3929

Went ahead and added that. I'll commit it later.
1

User is offline   TerminX 

  • el fundador

  #3930

Added this too... seemed like a good idea. Now .ogg music can be louder than sound effects if you want. :P I'll commit it later.

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15

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