EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#4015 Posted 09 October 2013 - 12:06 PM
#4016 Posted 10 October 2013 - 12:13 PM
Hendricks266, on 09 October 2013 - 12:06 PM, said:
"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
#4017 Posted 10 October 2013 - 01:45 PM
LeoD, on 10 October 2013 - 12:13 PM, said:
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.
LeoD, on 10 October 2013 - 12:13 PM, said:
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.
#4018 Posted 10 October 2013 - 08:43 PM
Hendricks266, on 09 October 2013 - 12:06 PM, said:
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
#4020 Posted 10 October 2013 - 09:16 PM
#4022 Posted 11 October 2013 - 05:24 AM
supergoofy, on 11 October 2013 - 03:30 AM, said:
However, I wouldn't recommend latest versions due to the texture cache leak, unless you desperately need the last bit of performance during gameplay.
#4023 Posted 11 October 2013 - 08:04 AM
#4024 Posted 11 October 2013 - 09:18 AM
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...
#4026 Posted 11 October 2013 - 10:15 AM
dpax, on 11 October 2013 - 09:18 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.
#4027 Posted 11 October 2013 - 03:26 PM
Hendricks266, on 11 October 2013 - 10:15 AM, said:
Well then, sorry for my interruption, but I would be glad to here about some progress or roadmap about the netcode.
#4028 Posted 11 October 2013 - 06:03 PM
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
#4029 Posted 12 October 2013 - 10:47 AM
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.
#4030 Posted 12 October 2013 - 10:57 AM
This post has been edited by Mark.: 12 October 2013 - 10:59 AM
#4032 Posted 12 October 2013 - 03:20 PM
Micky C, on 12 October 2013 - 01:12 PM, said:
Thanks, I see it is actually in the se50 page on the wiki lool. I feel dumb now
#4033 Posted 12 October 2013 - 10:32 PM
Welcome to 2013.
#4034 Posted 13 October 2013 - 12:04 AM
Hendricks266, on 12 October 2013 - 10:32 PM, said:
Welcome to 2013.
#4035 Posted 13 October 2013 - 12:09 AM
#4036 Posted 13 October 2013 - 12:18 AM
- 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).
#4037 Posted 13 October 2013 - 12:57 AM
Spiker, on 13 October 2013 - 12:09 AM, said:
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.
NY00123, on 13 October 2013 - 12:18 AM, said:
This is intended.
#4038 Posted 13 October 2013 - 01:49 AM
#4039 Posted 13 October 2013 - 07:04 AM
Hendricks266, on 09 October 2013 - 12:06 PM, said:
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?

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