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

User is offline   Roma Loom 

  • Loomsday Device

#4310

View PostPlagman, on 16 February 2014 - 03:17 PM, said:

Do you have an example of a tile that does this right now? I can take a look.

That would be recently uploaded tile #389. You can toggle r_glowmapping while looking at any paletted version of it too see what happens.
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User is offline   Cage 

#4311

View PostPlagman, on 16 February 2014 - 03:16 PM, said:

Do you mean in Classic mode? In Polymost voxels are displayed as true cubes.


Yes. Polymost display method is the one I'd like to have, I can't use the 32-bit mode since I'm using custom shading/transparency tables in palette.dat, though.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4312

"r_usetileshades 1" should allow the 8-bit shading tables to work in Polymost. I can't say the same for Helix's .blend--interactions between ART and hightile would be undefined.
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User is offline   Plagman 

  • Former VP of Media Operations

#4313

Shade tables are one thing, but custom translucency tables are not going to map to Polymost (or even Polymer with ART mapping) at all.
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User is offline   Micky C 

  • Honored Donor

#4314

Is classic translucency ever going to come to polymer?

Btw I was wondering, in the classic renderer, how would the performance of voxels be compared to 3D spritework in terms of framerate?
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User is offline   Jblade 

#4315

I've noticed a strange glitch with the new blend feature (with the custom pal and all) Whenever an object with a blend of 255 is onscreen (using the additive mode) it seems to apply it to translucent HUD elements as well (or rather things using rotatesprite I guess) It doesn't do it all the time, only if the item is onscreen. I'm guessing it's getting applied to HUD elements as well?

Also related, is there a way to apply it deliberately to rotatesprite stuff? (Like weapon flashes and stuff) Cheers!
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User is offline   Hendricks266 

  • Weaponized Autism

  #4316

I realize now that there is no point in implementing hardcoded .alpha functionality. Since .blend won't work in OpenGL, if you're using .alpha in OpenGL then you probably aren't using .blend for anything and can ship translucency tables.

That said, we could likely leverage rotatespritea's alpha member, or if we want to avoid a mess, create a rotatespriteb command that has .blend instead of .alpha. On the other hand, screentext would need a new command too which would be sad.

Maybe negative inputs for <alpha> use blending tables instead? A new orientation bit?
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User is offline   Micky C 

  • Honored Donor

#4317

Not sure if this behavior is present in the original duke 3d or if it's a bug, I've never seen it mentioned before.

I have some sprites in a (thin) rotating sector, and gradually over time the sprite positions are being offset tangential to the path, which isn't practical for a map of course. Dndebug reveals the sprites have definitely moved from their original position and are outside their original sectors. A test map can be provided if necessary (I'd have to make it from scratch but shouldn't take long).

This post has been edited by Micky C: 19 February 2014 - 03:37 AM

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User is offline   Mblackwell 

  • Evil Overlord

#4318

Is the Relative bit set on the floor?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4319

View PostNukey, on 16 February 2014 - 07:56 PM, said:

1] "dummytilerange" doesn't seem to work with (0,0). I am forced to use (1,1), which leaves a small black square in place of any objects which are not redefined with a new texture (i.e. what if I just want to leave some tiles completely blank?).

2] old animation definitions remain active with the new tiles. There doesn't seem to be a way to wipe old animation info. New textures with new animation definitions work fine, but a newly defined (unanimated) texture that happens to land on an old animated texture number will inherit the same animation properties.


dummytile <tile> 65536 65536
animtilerange <tile1> <tile2> 0 0

Hackish, but it does the job...
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User is offline   Nukey 

#4320

Ha! nice. Thanks mate.
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User is offline   Helixhorned 

  • EDuke32 Developer

#4321

View PostJames, on 18 February 2014 - 09:49 AM, said:

I've noticed a strange glitch with the new blend feature (with the custom pal and all) Whenever an object with a blend of 255 is onscreen (using the additive mode) it seems to apply it to translucent HUD elements as well (or rather things using rotatesprite I guess) It doesn't do it all the time, only if the item is onscreen.

Ah yes, I forgot to propagate the blending table index to all rendering routines. Good catch, once again!

View PostHendricks266, on 18 February 2014 - 09:56 AM, said:

Maybe negative inputs for <alpha> use blending tables instead? A new orientation bit?

I'll add the suggestion of packing the blending table index into bits 9..16 of the alpha argument. That way, one won't need to branch on the rendering mode in the CON code if one wants both alpha and blend.

View PostMicky C, on 19 February 2014 - 03:37 AM, said:

I have some sprites in a (thin) rotating sector, and gradually over time the sprite positions are being offset tangential to the path

Sprite movement effected by rotating sectors is implemented by adding the corrensponding circular arc to its current position in each tic (using rotatepoint). It is expected that roundoff error accumulates when doing this repeatedly. The right way to rotate an object which must stay fixed with respect to the pivot is by saving its original relative position, and rotate that one each time. Passing bit 4 (unnamed, but you could e.g. "define ACTORTYPE_ROTFIXED 4") to useractor's first argument tells the game to do just this kind of rotation and assume that it will never move on its own.
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User is offline   Micky C 

  • Honored Donor

#4322

So basically that's what happens in the original game and it's not going to be fixed in the vanilla game?
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User is offline   Helixhorned 

  • EDuke32 Developer

#4323

Actually, we already fix sprites of certain statnums in the frame of reference of the rotating sector:
// sprites with these statnums should be considered for fixing
#define ROTFIXSPR_STATNUMP(k) ((k)==STAT_DEFAULT || (k)==STAT_STANDABLE || (k)==STAT_FX || \
                            (k)==STAT_FALLER || (k)==STAT_LIGHT)

(As can be seen here, "destructible" flat sprites take on STAT_FALLER.)

The assumption here is that such sprites will never move in the x/y plane except by the rotating sector. This may be true when running the vanilla game, but it's a bit unsound when having custom CON code loaded: after all, any code could just come and move any other sprite. For this reason, I prefer having the user specify which actors will never move on their own explicitly.
Probably, what you want is some non-destructible spritework rotating without gradually shifting away, right? I guess it could be arranged that the current hard-coded behavior is augmented in some way (setting an xvel bit on the sprites? Setting some property on the SE?), but I like doing that only when there's no elegant scripting solution.
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#4324

Yup, I've had the same problem with error accumulation when I tried to force a camera sprite to rotate around a certain object using a SE 0. It would be nice to have certain actors (such as the cameras) hard-coded to use a more precise rotation method. One could make some cool effects with this.

It's great to have multiple blend tables, maybe I could make benefit from it someday. Can they be implemented by direct editing of Palette.dat file?

Also I've got a little issue to report. I've noticed that since some (2013?) build the rotatesprite command aligns sprites to the top-left corner incorrectly (orientation flag 16): some sprites drawn on the screen are offset to the right by one pixel (actually half a texel) what just fucks up all the precise alignment of my HUD. Any hope to have this fixed?
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User is offline   Nukey 

#4325

View PostFox, on 19 February 2014 - 08:27 AM, said:

dummytile <tile> 65536 65536
animtilerange <tile1> <tile2> 0 0

Hackish, but it does the job...


The first one worked, so thanks for that.

Unfortunately the second one doesn't seem to wipe the old animation definitions. When I try, say for the queen texture:

animtilerange 4740 4740 0 0

or any variation thereof, it doesn't stop her from animating. Maybe the queen isn't "animating" per se but is hard-coded to animate instead? I haven't looked much into it.

Not a big deal anyway, since Plagman reminded me that many picnums are going to have interfering code that can't be wiped so easily, but I figured I'd mention it.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4326

Are you talking about the monsters walking in the map editor? That's hard-coded indeed, in fact you would notice that in-game they are static until they spot the player.
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User is offline   Nukey 

#4327

Good, ya, that explains it.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4328

Since we are on the rotatesprite subject, what about a orientation flag to bypass art animation? I know that's possible for the original game (i.e. menu selection icon) so it could be extended to CON.
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User is offline   Jblade 

#4329

Would there be a way to detect what type of sound is playing in Event_sound? Specifically ones with the player speech sound flagged. I want to affect all player speech, doing it manually is possible but having a way to automatically affect player speech rather than having to do each one individually would be great.
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User is offline   Stabs 

#4330

why is it doing this now

Attached Image: wtf.jpg
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User is offline   Mark 

#4331

Towards the top of the previous page someone else posted a pic of that same problem. They said it went away if they turned texture cache option from "compress" to either "on" or "off". I haven't seen a fix mentioned yet if it is an actual bug.

Did you try the usual delete the textures and textures cache files to see if the problem goes away or persists?

This post has been edited by Mark.: 21 February 2014 - 04:12 PM

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User is offline   Stabs 

#4332

cheers, fixes it, glusetexcache = 0 was the fix it was glusetexcache = 2 before

other option is to leave it at 2 and redelete the cache files every single time you run it

This post has been edited by DanM: 21 February 2014 - 04:37 PM

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User is offline   TerminX 

  • el fundador

  #4333

Just committed a fix for that.
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User is offline   Stabs 

#4334

:blink:
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User is offline   Micky C 

  • Honored Donor

#4335

View PostHelixhorned, on 20 February 2014 - 09:45 AM, said:

Probably, what you want is some non-destructible spritework rotating without gradually shifting away, right?


Yeah that's right. Although the map is for the AMC TC so there is custom code involved, but the sprite I'm using is just a regular sprite.
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User is offline   Stabs 

#4336

strange under sectors pal 29 the prop sprites / extra duke skins i use for edf/cops would display correctly but if i change the sector too pal 31 they stop using their pal and just look like a normal duke in cutscenes when they are props, but when they become bots in game they start using their skins correctly

This post has been edited by DanM: 22 February 2014 - 12:02 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #4337

As of r4343, you can now invoke a make command in the following way:

make VC_REV_CUSTOM="-Custom Awesome Build"

and, provided you are building from an active SVN or git-svn checkout, rev.h will automatically be filled like so:

EDuke32 2.0.0devel r4344-Custom Awesome Build (32-bit)

You can use the octal escape sequence "\040" to start with a space.

make VC_REV_CUSTOM="\040Mind the Gap"

EDuke32 2.0.0devel r4344 Mind the Gap (32-bit)
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User is offline   Stabs 

#4338

makepalookup { pal 29 blue 13 green 7 remapself }

THANKYOU :blink:

Damn thats an awesome command so i modded the script made it keep 29 pal but with that command i can tweak up the perfect nighttime fog, and solves my npc problem

This post has been edited by DanM: 22 February 2014 - 01:08 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #4339

View PostMicky C, on 12 February 2014 - 09:35 PM, said:

Is there a mapster32 function or some code that will turn some selected sectors upside down?

Try this. Instructions included.
1

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