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

Jump to content

  • 213 Pages +
  • « First
  • 132
  • 133
  • 134
  • 135
  • 136
  • 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   Helixhorned 

  • EDuke32 Developer

#3980

View PostPlagman, on 03 September 2013 - 09:50 PM, said:

Hmm, that sucks. Artmapping should look similar to classic for your map, can you send it to me? Do you use an unconventional pal by any chance? Sorry I broke it!

Actually, it's the same reason why I broke that map with r_usenewshading 2: it has been built with legacy Polymodes visibility in mind, and with colored fog it looks way off because it's usually closer to the player then. [Edit: classic fog vs. old-Polymodes, that is.]

View PostDanM, on 03 September 2013 - 10:45 PM, said:

also vis is just crazy to begin with 0 is the furthest it gets besides 240 which looks non exsistant, all vis levels 1 - 239 makes the fog come closer

Yes, the visibility member of the sector structure is biased by 16: you should think of the value 240 as 0 (= 256 mod 256), 241..255 as 1..15 and 0..239 as 16..255.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3981

View PostDanM, on 03 September 2013 - 10:45 PM, said:

just somewhere between 3960 & 3963 the V effect in WGR2 will not work, it basically multiply the vis levels so they are not so heavy and i only need to change one hitag instead of selecting all the sectors

Seems to work fine here, ud.const_visibility gets set to 16 on entering that level, the hitag of the VISOVERRIDE. But what has changed between these revisions is that negative const_visibility/p->visibility values will be considered the same as 0: view to infinity.

Quote

and setting a global vis level which dosn't work that well with TROR as it only seems to effect one TROR level at a time even if i have the whole level selected with ALT (yes i turned of the greying out)

Global visibility is temporary in the editor and is not saved to maps. But it's the same thing (give/take tweaking) as ud.const_visibility at game run time.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3982

View PostPlagman, on 03 September 2013 - 09:49 PM, said:

?

r3729 said:

New Polymer feature: shitty mode.

r3737 said:

Finish Polymer cancer mode and enable by default.

r3738 said:

Fix interaction between ART mapping and lighting.

pk:~/dl/esrc_git/eduke32$ git log | grep r_pr_artmapping
pk:~/dl/esrc_git/eduke32$


I think it's praiseworthy that users read our commit messages to figure out stuff, but the connection gets slightly lost here.
0

User is offline   TerminX 

  • el fundador

  #3983

Hey, at least the messages weren't blank.
1

User is offline   Stabs 

#3984

alll fixed now cheers! can finally just get down to cleaning this ACT up :lol:
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3985

 TerminX, on 04 September 2013 - 01:06 PM, said:

Hey, at least the messages weren't blank.

------------------------------------------------------------------------
r1210 | terminx | 2009-01-14 04:40:30 -0600 (Wed, 14 Jan 2009) | 1 line


------------------------------------------------------------------------
r1209 | terminx | 2009-01-13 18:49:26 -0600 (Tue, 13 Jan 2009) | 1 line


------------------------------------------------------------------------
r1208 | terminx | 2009-01-13 06:23:18 -0600 (Tue, 13 Jan 2009) | 1 line


------------------------------------------------------------------------
r1207 | terminx | 2009-01-12 22:40:56 -0600 (Mon, 12 Jan 2009) | 1 line


------------------------------------------------------------------------
r1206 | terminx | 2009-01-10 01:38:50 -0600 (Sat, 10 Jan 2009) | 1 line


------------------------------------------------------------------------
r1205 | terminx | 2009-01-09 03:29:17 -0600 (Fri, 09 Jan 2009) | 2 lines

ass rape

------------------------------------------------------------------------
r1204 | terminx | 2009-01-07 08:05:13 -0600 (Wed, 07 Jan 2009) | 1 line


------------------------------------------------------------------------
r1203 | terminx | 2009-01-06 00:59:18 -0600 (Tue, 06 Jan 2009) | 1 line


------------------------------------------------------------------------
r1202 | terminx | 2009-01-05 18:00:11 -0600 (Mon, 05 Jan 2009) | 1 line


------------------------------------------------------------------------
r1201 | terminx | 2009-01-05 08:43:12 -0600 (Mon, 05 Jan 2009) | 1 line


------------------------------------------------------------------------
r1200 | terminx | 2009-01-04 16:22:33 -0600 (Sun, 04 Jan 2009) | 2 lines

I bet this breaks something

------------------------------------------------------------------------
r1199 | terminx | 2009-01-03 16:47:16 -0600 (Sat, 03 Jan 2009) | 1 line


------------------------------------------------------------------------
r1198 | terminx | 2009-01-01 19:03:41 -0600 (Thu, 01 Jan 2009) | 1 line


------------------------------------------------------------------------
r1197 | terminx | 2008-12-31 03:07:49 -0600 (Wed, 31 Dec 2008) | 1 line


------------------------------------------------------------------------
r1196 | terminx | 2008-12-29 21:41:21 -0600 (Mon, 29 Dec 2008) | 1 line


------------------------------------------------------------------------
r1195 | terminx | 2008-12-28 17:27:24 -0600 (Sun, 28 Dec 2008) | 1 line


------------------------------------------------------------------------
r1194 | terminx | 2008-12-25 06:56:25 -0600 (Thu, 25 Dec 2008) | 1 line


------------------------------------------------------------------------
r1193 | terminx | 2008-12-25 03:43:00 -0600 (Thu, 25 Dec 2008) | 1 line


------------------------------------------------------------------------
r1192 | terminx | 2008-12-24 17:19:22 -0600 (Wed, 24 Dec 2008) | 1 line


------------------------------------------------------------------------
r1191 | terminx | 2008-12-24 03:56:35 -0600 (Wed, 24 Dec 2008) | 1 line


------------------------------------------------------------------------
r1190 | terminx | 2008-12-23 17:27:53 -0600 (Tue, 23 Dec 2008) | 1 line


------------------------------------------------------------------------
r1189 | terminx | 2008-12-21 16:46:55 -0600 (Sun, 21 Dec 2008) | 1 line


------------------------------------------------------------------------
r1188 | terminx | 2008-12-18 18:53:54 -0600 (Thu, 18 Dec 2008) | 1 line


------------------------------------------------------------------------
r1187 | terminx | 2008-12-16 19:59:36 -0600 (Tue, 16 Dec 2008) | 1 line


------------------------------------------------------------------------
r1186 | terminx | 2008-12-15 19:09:13 -0600 (Mon, 15 Dec 2008) | 1 line


------------------------------------------------------------------------

6

User is offline   Plagman 

  • Former VP of Media Operations

#3986

So, huh, this is fixed? Cause I didn't do anything. I'm assuming Helix did then? Either way, thanks.
0

User is offline   Jblade 

#3987

Would it be possible for you guys to add a blacklist command to the def files that we can add a map's name to so they won't show up in the usermap menu?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3988

View PostPlagman, on 04 September 2013 - 08:31 PM, said:

So, huh, this is fixed? Cause I didn't do anything. I'm assuming Helix did then? Either way, thanks.

There is no bug, but a pseudo-regression because default settings have changed. DanM only needed to set r_usenewshade to 1 and r_pr_artmapping to 0. That said, with all the different options there's some need to be able to override cvars during some local scope, for example while a certain map is played. It's not that pressing when this logic is handled by the mod/TC (for example, because it sets the value in each map), but imagine a set of independent maps played with vanilla EDuke32...

View PostJames, on 05 September 2013 - 12:48 AM, said:

Would it be possible for you guys to add a blacklist command to the def files that we can add a map's name to so they won't show up in the usermap menu?

Do you want to hide certain levels from users? Keep in mind that there's no real protection there as everything is readily extractable if it's not plainly on disk...
1

User is offline   Jblade 

#3989

View PostHelixhorned, on 05 September 2013 - 07:46 AM, said:

Do you want to hide certain levels from users? Keep in mind that there's no real protection there as everything is readily extractable if it's not plainly on disk...

While true, adding even one layer of preventation is enough to keep most people away from it IMO. I think more people would cheat in newer games if you had all the levels readily available from the main menu even if the names aren't quite clear at first :lol:
0

User is offline   Micky C 

  • Honored Donor

#3990

I have this problem where ambiant looping sounds simply don't play when they're anywhere near other SFX sprites. I have like 250 voices in the sound menu, so why is this happening? Very destructive to the atmosphere Posted Image
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3991

View PostJames, on 05 September 2013 - 12:02 PM, said:

While true, adding even one layer of preventation is enough to keep most people away from it IMO. I think more people would cheat in newer games if you had all the levels readily available from the main menu even if the names aren't quite clear at first :lol:

But there's nothing wrong with this form of "cheating", is there? It's similar to skipping forward in a movie or a book -- you may miss out cool stuff and ruin the experience, but other than that no harm is done.

View PostDeeper Micky, on 07 September 2013 - 01:42 AM, said:

I have this problem where ambiant looping sounds simply don't play when they're anywhere near other SFX sprites. I have like 250 voices in the sound menu, so why is this happening? Very destructive to the atmosphere Posted Image

Can you provide a test map? Note that sounds with bit 1 set will only ever play one instance. (We may want to add another sound bit to to disable that particular aspect of it.)
0

User is offline   Jblade 

#3992

But playing maps out of sequence will harm things since they depend on variables in other levels being set. It's also ugly looking and not very clear when you hit the usermaps and see by default all of the internal maps as well. At the very least by default they should be hidden so only external levels are visible at first. Since EDuk3e32 autoloads the megaton edition I have to scroll through all of duke's default maps as well now.

Either this or a way to disable the menu all together would be appreciated.
0

User is offline   TerminX 

  • el fundador

  #3993

Just name the maps you don't want showing up in there with a file extension other than .map.
2

User is offline   Jblade 

#3994

That's a good idea actually, thanks.

This post has been edited by James: 08 September 2013 - 12:07 PM

0

User is offline   TerminX 

  • el fundador

  #3995

No problem, sometimes the best option is the easiest one.
0

User is offline   Spiker 

#3996

Do the cutscenes like episode 4 intro play fine for you with the recent snapshots?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3997

View PostDeeper Micky, on 07 September 2013 - 01:42 AM, said:

I have this problem where ambiant looping sounds simply don't play when they're anywhere near other SFX sprites. I have like 250 voices in the sound menu, so why is this happening? Very destructive to the atmosphere Posted Image

I took a look at your map: you were using sound #186 which has bit 1 set. It's hard-coded to ever play only one instance since Duke3D. My theory about why they made it like this is that it was supposed to be able to create an extended, non-circular region where an ambience sound would be played without directional preference. You'd construct such a region by overlapping the circular regions of multiple MUSICANDSFXs and presumably, you'd only want one instance of the same sound playing at any time then. However, I can't find a compelling instance of something like this in the original maps: the regions all seem to be more or less disjunct.

The workaround in your case is to clear bit 1 from the offending sound, either by creating a new sound definition, or overriding it like this:
definesound GENERIC_AMBIENCE10     h2orush2.voc    0   0   0   2   0


Note that I used to recommend setting bit 1 to all looped sounds, but for those played from MUSICANDSFXs, that's not necessary since r3336 (some amendments had to be made, IIRC).
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3998

View PostSpiker, on 15 September 2013 - 10:22 AM, said:

Do the cutscenes like episode 4 intro play fine for you with the recent snapshots?

Confirmed, in Polymer they seem to to either stay at the first frame and sometimes even keep the first frame of a previous cutscene, e.g. nuke when playing E4 intro.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3999

May I ask, why the default setting is mouse wheel up for previous weapon, and wheel down for next weapon? Shouldn't it be the other way around? I find that to be counterintuitive, especially since the weapons are selected using the number keys.
0

User is offline   Plagman 

  • Former VP of Media Operations

#4000

I had to add special code to artmapping to invalidate the Polymer copy of the ART data when the movie was blasted directly into the tile each frame. Was that code removed somehow or did it only ever work with the intro anims?
0

User is offline   Mark 

#4001

View PostFox, on 18 September 2013 - 03:02 PM, said:

May I ask, why the default setting is mouse wheel up for previous weapon, and wheel down for next weapon? Shouldn't it be the other way around? I find that to be counterintuitive, especially since the weapons are selected using the number keys.

If it has been this way for a long time I say leave it alone. If someone wants to change it on their own copy they can.

This post has been edited by Mark.: 18 September 2013 - 04:46 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#4002

Isn't it like that in every game? It is in Half-Life for sure since the weapon selector is a drop down list.
0

User is offline   Mark 

#4003

I checked a few other games and that is how its set up there too. Not sure if me or by default but I'm guessing default. So my vote is leave it as is.

This post has been edited by Mark.: 18 September 2013 - 04:58 PM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4004

It is usually how it is. However, I don't even use the wheel so I don't care. But for the sake of not confusing people I say leave it as is.
0

User is offline   necroslut 

#4005

That's how it is in most games, but not all games.
0

User is offline   Jblade 

#4006

I don't like it that way but just about every single game I've played has it set that way, it's just the standard (much like how WASD is now the standard for movement instead of the arrow keys)
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4007

Or uninverted mouse look....it used to be inverted by default. Like a mouse tethered to the back of the head, not acting as the eye balls. I hate uninverted mouse look.
1

User is offline   Tetsuo 

#4008

At least most games come with Y inversion options for mouse\camera. I always Y invert.. even on a gamepad. Practically the only games that don't have it... or at least exposed in the options are a bunch of Unity engine games. I don't know why so many devs there have a blind spot to that.
1

User is online   NightFright 

  • The Truth is in here

#4009

Since apparently some folks are running into memory problems with EDuke32 and Polymer: How much longer until we can expect 64-bit builds? My first playtests a few months ago have already revealed at least minor FPS increases when using it, so I think it'd be cool to have it in the near future, especially considering the fact that HRP texture and skin resolutions continue to increase.
0

Share this topic:


  • 213 Pages +
  • « First
  • 132
  • 133
  • 134
  • 135
  • 136
  • 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