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

User is offline   supergoofy 

#4010

the last 64bit build by hendricks266

http://hendricks266....973-20130719.7z

This post has been edited by supergoofy: 05 October 2013 - 06:18 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #4011

Since we removed nedmalloc, there should be no impediment to converting synthesis from the current Wine+MinGW32 setup to the native i686-MinGW-w64 setup that we've tried 2-3 times. It shouldn't be too hard to add x86_64-MinGW-w64 builds too.
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User is online   Hendricks266 

  • Weaponized Autism

  #4012

New binaries of the Build tools, built with MinGW 4.8. http://hendricks266....dtools_r4075.7z
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User is offline   NightFright 

  • The Truth is in here

#4013

Excellent news! I hope regular x64 snapshots will pop up at the EDuke32 website eventually.

This post has been edited by NightFright: 06 October 2013 - 12:59 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4014

How feasible would be to rework the enemies killed and max kills counts? It has been broken in the DOS version too. I did some tests, and this is what I have found:

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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User is online   Hendricks266 

  • Weaponized Autism

  #4015

I have a month-long winter break from the middle of December to the middle of January, and I've been thinking of holding myself to a personal EDuke32 Winter of Code where I polish off four or five long-standing items on my to-do list every seven days. Things like the "if polymost / if polymer" def code, actually implementing the user maphacks tokens, and making the Wii port use more Wii-like pointer controls. Thoughts?
2

User is offline   LeoD 

  • Duke4.net topic/3513

#4016

View PostHendricks266, on 09 October 2013 - 12:06 PM, said:

actually implementing the user maphacks tokens
Yessss! I was already thinking about tackling that myself, but I guess you'd be done with it before I even figure out where to begin in the sources.

"if polymost / if polymer" doesn't seem important right now, because maintenance wise I'd prefer the parallel Polymer/Polymost DEF hierarchy.

Btw, I'd like to see radio buttons in the startup window to choose the renderer from "Classic", "OpenGL Polymost" and "OpenGLPolymer". Currently it's confusing that ingame you can only choose between "OpenGL" and "Software", and Polymer isn't mentioned.

I don't know how you plan to implement conditional DEF parsing, but something like:
if exist "dukedc_hrp.def" then ...

or
includeifexist "dukedc_hrp.def"

might come in handy.

This post has been edited by LeoD: 10 October 2013 - 12:24 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #4017

View PostLeoD, on 10 October 2013 - 12:13 PM, said:

"if polymost / if polymer" doesn't seem important right now, because maintenance wise I'd prefer the parallel Polymer/Polymost DEF hierarchy.

Maintenance pales in comparison to easing burdens on end-users. The goal is for users to be able to download only one package that uses the respective content for both renderers.

View PostLeoD, on 10 October 2013 - 12:13 PM, said:

I don't know how you plan to implement conditional DEF parsing, but something like:
if exist "dukedc_hrp.def" then ...

or
includeifexist "dukedc_hrp.def"

might come in handy.

I have no plans for anything like this. It has never been discussed.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#4018

View PostHendricks266, on 09 October 2013 - 12:06 PM, said:

I have a month-long winter break from the middle of December to the middle of January, and I've been thinking of holding myself to a personal EDuke32 Winter of Code where I polish off four or five long-standing items on my to-do list every seven days. Things like the "if polymost / if polymer" def code, actually implementing the user maphacks tokens, and making the Wii port use more Wii-like pointer controls. Thoughts?

I would say the Wii port should be the last of your priorities. Probably 1% of EDuke32 users use the Wii port.

This post has been edited by Jimmy: 10 October 2013 - 08:43 PM

1

User is offline   Lunick 

#4019

I'm in the 1% \o/
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User is online   Hendricks266 

  • Weaponized Autism

  #4020

Said code would also be important for the upcoming Android port. It would be toggleable by a cvar that is merely set by default on the Wii so you could use a lightgun on your PC if you wanted, or use your mouse like a point-and-click game while you move with a flightstick, or something.
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User is offline   supergoofy 

#4021

what about a new 64bit binary?

thanks in advance
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User is offline   LeoD 

  • Duke4.net topic/3513

#4022

View Postsupergoofy, on 11 October 2013 - 03:30 AM, said:

what about a new 64bit binary?
Follow my signature...
However, I wouldn't recommend latest versions due to the texture cache leak, unless you desperately need the last bit of performance during gameplay.
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User is online   Hendricks266 

  • Weaponized Autism

  #4023

I'm planning on releasing a 64-bit, C++, SDL2 build but I wanted to fix the aforementioned texcache bug first. I also sent Plagman information about adding a 64-bit compiler to synthesis.
2

User is offline   neoacix 

#4024

Uhm... since the netcode is broken and for this, a main feature of the game is not available, should'nt this has the top priority?

I'm realy waiting for it, because EDuke is the only port that supports TROR and stuff like that.
Polymer works quite nice atm, I think.
And ports to other plattforms... well... in my opinion you should concentrate on the PC, since this is a PC game.
Other plattforms ports should come later...
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#4025

TerminX is working on the netcode....right?
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User is online   Hendricks266 

  • Weaponized Autism

  #4026

View Postdpax, on 11 October 2013 - 09:18 AM, said:

Uhm... since the netcode is broken and for this, a main feature of the game is not available, should'nt this has the top priority?

I've never worked with the netcode and I don't know what its current state and roadmap are, so I really can't be helpful until I learn much more about it from others.
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User is offline   neoacix 

#4027

View PostHendricks266, on 11 October 2013 - 10:15 AM, said:

I've never worked with the netcode and I don't know what its current state and roadmap are, so I really can't be helpful until I learn much more about it from others.


Well then, sorry for my interruption, but I would be glad to here about some progress or roadmap about the netcode. :P
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User is online   Hendricks266 

  • Weaponized Autism

  #4028

TerminX and maybe Plagman would be the ones to ask about a roadmap.

You can (generally) view progress on the netcode specifically at the following link, but it's look to watch all SVN revisions as changes may not be in net.c itself. http://svn.eduke32.c...Fnet.c&rev=4079
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User is offline   NF64 

  • Touched by the Banhammer

#4029

Hello, I'm adding some lights to a map and have come across a video on youtube showcasing a form of water caustics. http://www.youtube.c...h?v=1D0ckPyMsCc
Could this effect be done using other textures like stained glass? Can someone also point me in direction where I could do this? Wiki and forum search doesn't show any results I'm looking for.
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User is offline   Mark 

#4030

I'm pretty sure that effect was made by using SE50 spotlights to project an animated texture in those rooms. Sorry, I don't remember which SE50 setting you put the tile number you want display.

This post has been edited by Mark.: 12 October 2013 - 10:59 AM

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User is offline   Micky C 

  • Honored Donor

#4031

Owner in the F8 menu.
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User is offline   NF64 

  • Touched by the Banhammer

#4032

View PostMicky C, on 12 October 2013 - 01:12 PM, said:

Owner in the F8 menu.


Thanks, I see it is actually in the se50 page on the wiki lool. I feel dumb now
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User is online   Hendricks266 

  • Weaponized Autism

  #4033

Synthesis now builds with SDL2 and includes 64-bit exes.

Welcome to 2013.
3

User is offline   Spiker 

#4034

View PostHendricks266, on 12 October 2013 - 10:32 PM, said:

Synthesis now builds with SDL2 and includes 64-bit exes.

Welcome to 2013.
Great job with fixing the leak. Wow, the name eduke64 looks so cool. Welcome to 2014 :P
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User is offline   Spiker 

#4035

The only problem is that your scripts for the addons don't detect eduke64. What's also strange when there was no eduke32 it also stated there is no duke3d.grp although it was there.
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User is offline   NY00123 

#4036

A few thoughts about the topic:

- 32-bit or not, EDuke32 is still known as EDuke32.
- In fact, thinking about it, the original DOS executables for the game Duke Nukem 3D are 32-bit (using a DOS extender). So I guess the number "32" in the name "EDuke32" may refer to the fact it started as a port of older EDuke code for DOS to Win32 (if not more at the same time).
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User is online   Hendricks266 

  • Weaponized Autism

  #4037

View PostSpiker, on 13 October 2013 - 12:09 AM, said:

The only problem is that your scripts for the addons don't detect eduke64.

If all goes well with the 64-bit exes, I plan to commit code so that the 32-bit exe will redirect the command line to the 64-bit exe under a Win64 system, and if possible.

View PostNY00123, on 13 October 2013 - 12:18 AM, said:

- 32-bit or not, EDuke32 is still known as EDuke32.

This is intended.
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User is online   Hendricks266 

  • Weaponized Autism

  #4038

View PostSpiker, on 13 October 2013 - 12:04 AM, said:

Great job with fixing the leak.

That was Helix.
2

User is offline   Helixhorned 

  • EDuke32 Developer

#4039

View PostHendricks266, on 09 October 2013 - 12:06 PM, said:

I have a month-long winter break from the middle of December to the middle of January, and I've been thinking of holding myself to a personal EDuke32 Winter of Code where I polish off four or five long-standing items on my to-do list every seven days. Things like the "if polymost / if polymer" def code (...). Thoughts?

Is this supposed to select one of two alternative model definitions at game time, depending on which renderer is running? Or is it meant to be effective at DEF parsing time?

While the former might have its uses, I think the modifications needed to the hightile/model replacement system will add complexity to what I already find not so easy to see through. Also, merely selecting depending on renderer falls too short of imaginable use cases IMO.

What I suggest instead is basically implementing a subset of the C preprocessor in the scriptfile.c layer. The preprocessor would run before the scriptfile is used for its specialized purpose, maybe in scriptfile_preparse(), and allow to include or exclude portions of the main text conditional on provided #definitions. Thus, you'd be able to specify alternatives at any level of granularity. From the command line, there would be an option -D to pass user-provided defines. Implementing it in scriptfile.c means that all of its users like DEF or maphack can benefit from the functionality.

Sounds good?
1

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