EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3986 Posted 04 September 2013 - 08:31 PM
#3987 Posted 05 September 2013 - 12:48 AM
#3988 Posted 05 September 2013 - 07:46 AM
Plagman, on 04 September 2013 - 08:31 PM, said:
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...
James, on 05 September 2013 - 12:48 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...
#3989 Posted 05 September 2013 - 12:02 PM
Helixhorned, on 05 September 2013 - 07:46 AM, 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
#3990 Posted 07 September 2013 - 01:42 AM
#3991 Posted 08 September 2013 - 11:12 AM
James, on 05 September 2013 - 12:02 PM, said:
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.
Deeper Micky, on 07 September 2013 - 01:42 AM, said:
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.)
#3992 Posted 08 September 2013 - 11:24 AM
Either this or a way to disable the menu all together would be appreciated.
#3993 Posted 08 September 2013 - 12:05 PM
#3994 Posted 08 September 2013 - 12:07 PM
This post has been edited by James: 08 September 2013 - 12:07 PM
#3996 Posted 15 September 2013 - 10:22 AM
#3997 Posted 18 September 2013 - 11:07 AM
Deeper Micky, on 07 September 2013 - 01:42 AM, said:
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).
#3998 Posted 18 September 2013 - 11:14 AM
Spiker, on 15 September 2013 - 10:22 AM, said:
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.
#3999 Posted 18 September 2013 - 03:02 PM
#4000 Posted 18 September 2013 - 04:28 PM
#4001 Posted 18 September 2013 - 04:45 PM
Fox, on 18 September 2013 - 03:02 PM, said:
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
#4002 Posted 18 September 2013 - 04:51 PM
#4003 Posted 18 September 2013 - 04:56 PM
This post has been edited by Mark.: 18 September 2013 - 04:58 PM
#4004 Posted 18 September 2013 - 05:06 PM
#4006 Posted 19 September 2013 - 12:18 PM
#4007 Posted 19 September 2013 - 01:15 PM
#4008 Posted 19 September 2013 - 02:55 PM
#4009 Posted 05 October 2013 - 01:04 AM
#4010 Posted 05 October 2013 - 01:31 AM
This post has been edited by supergoofy: 05 October 2013 - 06:18 AM
#4011 Posted 05 October 2013 - 09:45 AM
#4012 Posted 06 October 2013 - 11:12 AM
#4013 Posted 06 October 2013 - 12:58 PM
This post has been edited by NightFright: 06 October 2013 - 12:59 PM
#4014 Posted 06 October 2013 - 03:56 PM
1) The following enemies don't work with RESPAWN, but still count to the max kills:
- Recon Car
- Egg
2) The following enemies doesn't count to the max kills, but do for the enemies killed:
- Egg
- Shark
3) Additionally, the Octabrain is the only enemy that decreases the number of enemies killed when it is revived in Damn I'm Good.
The first case only affects Red Light District as far I know. The second affects almost all levels excluding episode 1, basically making it look like all enemies have been killed while there are plenty of left.
For the first case, while it would be relatively easy to simply make a special check so that the Recon Car doesn't count for the max kills, the correct solution would be to check if the actor x-yrepeat doesn't equal zero zero before adding to the max kills.
Regarding the second case, I can think of two solutions:
A. Make it so that Eggs and Sharks count towards the max kills;
B. Make it so that the addkills command only works for actor which count for the max kills, which makes sense;
Both would work, but A would take in account the CON code idea, while B would follow the source code.
About the third case, an ugly hack would be to prevent the addkills command to work inside an ifrespawn condition. It would do the job, but is it worth to change the source code because of an inconsistency in the CON code?
Ultimately, I should ask if it isn't weird that enemies using RESPAWN only count to the max kills after they respawn? I suppose it would be relatively easy to make it so that the RESPAWN add to the max kills instead, although I don't know if that would be too much of a gameplay change. Also it would be necessary to add a routine to check if any trigger for the RESPAWN is avaiable, since there are unlinked enemies in some levels (for example Red Light District).
This post has been edited by Fox: 06 October 2013 - 07:02 PM

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