EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4075 Posted 18 October 2013 - 03:33 PM
In 2D mode it works correctly.
Tested with mapster32 and 64 r4108 on german keyboard and windows build.
Also I've noticed that keyboard layout seems to change between 2D and 3D mode.
In 2D mode I have to press Y for saying yes.
In 3D mode it's still Z (Z and Y are flipped on english/german keyboard).
This post has been edited by dpax: 18 October 2013 - 03:33 PM
#4076 Posted 19 October 2013 - 12:05 PM
#4077 Posted 19 October 2013 - 01:51 PM
darkprince227, on 19 October 2013 - 12:05 PM, said:
#4078 Posted 25 October 2013 - 06:08 PM
This post has been edited by Micky C's armpit: 25 October 2013 - 06:08 PM
#4081 Posted 26 October 2013 - 01:48 PM
#4082 Posted 28 October 2013 - 09:24 AM
This post has been edited by MacoMan: 28 October 2013 - 09:24 AM
#4083 Posted 28 October 2013 - 10:48 AM
MacoMan, on 28 October 2013 - 09:24 AM, said:
It's already there: "setrendermode" will immediately switch the rendering mode. Also, Polymer has various fine-tunables and sub-feature flags, starting with "r_pr_". See the console commands wiki entry for more.
#4084 Posted 28 October 2013 - 10:54 AM
bind "Kpad3" "setrendermode 3" bind "Kpad4" "setrendermode 4"
#4085 Posted 28 October 2013 - 12:22 PM
LeoD, on 28 October 2013 - 10:54 AM, said:
bind "Kpad3" "setrendermode 3" bind "Kpad4" "setrendermode 4"
Oh, cool! I never even knew. Thanks, guys.
#4086 Posted 28 October 2013 - 12:43 PM
Helixhorned, on 28 October 2013 - 10:48 AM, said:
Excellent. Just tried it, bound it to some keys on my Xbox 360 controller that I use to play eduke with, and it works fabulously. One thing I did notice when I'm instantly able to change renderers like this is that the FOV increases slightly when I switch to polymere or software mode over polymost, but I'm assuming this is normal. I'm just happy I'm able tp play with true widescreen support on my 16:9 monitor. Thanks again, boys, for your great work on this. Can't wait for the day when polymere is fully optimized with little or no slowdown.
This post has been edited by MacoMan: 28 October 2013 - 12:44 PM
#4087 Posted 28 October 2013 - 02:04 PM
#4088 Posted 01 November 2013 - 06:32 PM
In file included from build/include/sdlayer.h:8:0,
from build/include/renderlayer.h:5,
from source/game.c:26:
build/include/sdl_inc.h:19:18: fatal error: SDL.h: No such file or directory
# include "SDL.h"
^
compilation terminated.
Failed building source/obj/game.o from source/game.c!
Makefile:437: recipe for target 'source/obj/game.o' failed
make: *** [source/obj/game.o] Error 1
I do have SDL.h installed in several places on my sytem:
$ locate SDL.h /home/sudoku/Downloads/eduke32svn/eduke32/polymer/eduke32/platform/Wii/include/SDL/ SDL.h /home/sudoku/Downloads/eduke32svn/eduke32/polymer/eduke32/platform/Windows/include/ SDL2/SDL.h /usr/i486-mingw32/include/SDL/SDL.h /usr/include/SDL/SDL.h
but it's not in the polymer/eduke32/build/include/
Is there some file I need to edit or some packages I need to install to get this to compile correctly?
#4089 Posted 04 November 2013 - 10:28 AM
$ SDL_TARGET=1 make
or editing build/Makefile.shared, changing
SDL_TARGET ?= 2
to
SDL_TARGET ?= 1
#4090 Posted 05 November 2013 - 08:02 PM
In file included from build/include/sdl_inc.h:19:0,
from build/include/sdlayer.h:8,
from build/include/renderlayer.h:5,
from source/game.c:26:
build/include/SDL.h:33:23: fatal error: SDL_cdrom.h: No such file or directory
#include "SDL_cdrom.h"
^
compilation terminated.
Failed building source/obj/game.o from source/game.c!
Makefile:437: recipe for target 'source/obj/game.o' failed
make: *** [source/obj/game.o] Error 1for now I can build it with SDL, but I'd like to be able to build it with SDL2. Is there a helper library I'm missing perhaps?
#4091 Posted 05 November 2013 - 08:36 PM
#4092 Posted 06 November 2013 - 08:01 AM
Hendricks266, on 05 November 2013 - 08:36 PM, said:
Oh snap! You were dead on. I still had an SDL simlink from when I was tinkering around before I knew to install SDL2. I started over from scratch with svn checkout, and compiling worked like a charm this time. Thank you Hendricks and Helixhorned
BUT then the executable crashed and burned upon launch
Pastebin from the terminal
This post has been edited by GreatSudoku: 06 November 2013 - 08:05 AM
#4093 Posted 06 November 2013 - 09:27 AM
GreatSudoku, on 06 November 2013 - 08:01 AM, said:
BUT then the executable crashed and burned upon launch
Pastebin from the terminal
*Sigh*
I guess that you can see the GTK2 startup window for a bit before it happen?
Well, anyway, yeah, this is sadly a hard-to-solve known issue, also described here: http://forums.duke4....393#entry175393
As told over there, for now you can avoid this by building EDuke32 with HAVE_GTK2=0 (or targetting SDL 1.2).
#4094 Posted 15 November 2013 - 07:36 AM
This is my daily newspaper. =)
This post has been edited by Paul B: 15 November 2013 - 07:36 AM
#4095 Posted 15 November 2013 - 08:30 AM
Paul B, on 15 November 2013 - 07:36 AM, said:
This is my daily newspaper. =)
That is because there were no changes on Oct 14/15
If it's that interesting for you, get TortoiseSVN and browse the logs comfortably.
#4097 Posted 15 November 2013 - 01:55 PM
if (dasectnum < 0 ||
((actor[spritenum].actorstayput >= 0 && actor[spritenum].actorstayput != dasectnum) ||
(spr->picnum == BOSS2 && spr->pal == 0 && sector[dasectnum].lotag != ST_3) ||
((spr->picnum == BOSS1 || spr->picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER)
// || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (spr->picnum == LIZMAN || (spr->picnum == LIZTROOP && spr->zvel == 0)))
)What's the reason for that line being commented out? That's what is causing the issue with Troopers and Enforcers walking in water sectors.
For reference here is the original:
if( dasectnum < 0 || ( dasectnum >= 0 &&
( ( hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum ) ||
( ( sprite[spritenum].picnum == BOSS2 ) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3 ) ||
( ( sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2 ) && sector[dasectnum].lotag == 1 ) ||
( sector[dasectnum].lotag == 1 && ( sprite[spritenum].picnum == LIZMAN || ( sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0 ) ) )
) )
)
This post has been edited by Fox: 15 November 2013 - 01:58 PM
#4098 Posted 15 November 2013 - 02:18 PM
In this case, it was r1044.
Quote
r1044 | terminx | 2008-09-01 02:15:16 -0500 (Mon, 01 Sep 2008) | 2 lines
A bunch of random shit
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#4099 Posted 15 November 2013 - 04:10 PM
2 of my custom enemies are using the con code for those original enemies and they need to be able to walk through water ( and lava ) sectors.

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