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

User is offline   Jblade 

#4351

IIRC it only did it to Pigcops, but I am not fucking with you - I'm fairly sure it only did it to pigcops with a spritepal of 13 or 14 though. Look up an old map called ARMYCAMP, the author makes a brief mention of it there. I played with V1.3D for many years before I got my hands on the atomic edition.
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User is offline   LeoD 

  • Duke4.net topic/3513

#4352

View PostMetHy, on 23 February 2014 - 03:41 AM, said:

About the feature that makes enemies with palettes other than the original one tougher, has that been disabled in any recent eduke32? and if not, when will it be disabled?
All requests to change that back have been ignored so far.

View PostMetHy, on 23 February 2014 - 03:41 AM, said:

In the meantime, can you tell me WHEN that was implemented so that I can download the last old eduke32 without that 'feature'?
I took a note that it was r3102, so r3101 should be your choice.

This post has been edited by LeoD: 23 February 2014 - 04:58 AM

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User is offline   MetHy 

#4353

View PostJames, on 23 February 2014 - 04:49 AM, said:

IIRC it only did it to Pigcops, but I am not fucking with you - I'm fairly sure it only did it to pigcops with a spritepal of 13 or 14 though. Look up an old map called ARMYCAMP, the author makes a brief mention of it there. I played with V1.3D for many years before I got my hands on the atomic edition.


If it only happened to pigcops, what eduke32 has implemented is completely different as it works on every single enemy. Should be disabled or at best like I said, make it so that mappers decide. This single feature succeeded in ruining the balance of hundreds of maps and renders tons of them unplayable. It's like "Hmmm, how could I ruin 10 years of effort making this port while at the same time ruining hundreds of mappers effort?". I'm not even exagerating.

This post has been edited by MetHy: 23 February 2014 - 05:33 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4354

Yes, it was like that in v1.3D and was removed in Atomic Edition.
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User is offline   Jblade 

#4355

I was the one who requested it I think, although I don't know who added it in. It was never intended as a malicious gesture and I didn't put much thought into it at the time (such is the benefit of hindsight) I just remember thinking it was cool that you could make stronger pigcops in V1.3D without con edits and thought it was a shame they took it out in v1.5.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4356

Nonetheless, Eduke32 should prioritize Atomic Edition above v1.3d in case of conflict like this. Or at least apply such hack only to v1.3d...

This post has been edited by Fox: 23 February 2014 - 08:10 AM

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User is offline   Danukem 

  • Duke Plus Developer

#4357

I think this is what James posted that spurred the change: http://forums.duke4....post__p__139246

Then shortly after, TerminX posted this: http://forums.duke4....post__p__139294

Apparently this major change was implemented without any other discussion or fanfare.
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User is offline   MetHy 

#4358

How it should be : pigs with pal 13 and liztroops with pal 21 should be tougher in v1.3D

How it was implemented : every enemy of every non 0 palette of every version is made tougher
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User is offline   Helixhorned 

  • EDuke32 Developer

#4359

View PostCraigFatman, on 22 February 2014 - 01:45 PM, said:

Doing "setactor[THISACTOR].blend 1" on EVENT_GAME makes all the HUD to use this blend mode too.

Are you using the most recent build? This sounds like the bug that James reported earlier and was fixed with r4338.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#4360

Yes, I remember that from 1.3D. It was the only version I had for years and I ran into that while experimenting with creating maps. There's one palette that makes the pixels around certain monsters' mouths red so it looks like they're bloodthirsty and really dangerous. Quite effective with the added difficulty.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4361

View PostJames, on 23 February 2014 - 03:51 AM, said:

it would of been nice if Eduke could detect what version the map is made for and amend it that way.

No such thing is possible. However, it would be possible to only implement the effect when a v1.3D GRP is selected.

This post has been edited by Hendricks266: 23 February 2014 - 10:19 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#4362

View PostFox, on 22 February 2014 - 06:56 PM, said:

Would it be possible to automatically remap all lookup tables to transform color 255 into 0? That would effectively solve some problems. It would fix the glitch involving translucent textures over a wall/floor textures that uses the transparent/magenta color. Also any wall/floor textures that uses the transparent color would be properly displayed as black in the map editor, while it would still be magenta in the tile browsing.

What we do now is to tweak the main translucency table if a Duke3D 1.5 or LameDuke translucency table is detected: for every i, 0 <= i <= 255, we set
transluc[255][i] = transluc[0][i]
transluc[0][i] = transluc[255][i]


This fixes the first issue you mention: a background color index 255 blended with a foreground color will yield a result as if the background had been color index 0.

What's left for vanilla Duke3D 1.5 is that in Mapster32, color index 255 is displayed as magenta for solid walls (in the game, the base palettes are modified shortly after being loaded, setting index 255 to a black color for the default, water and slime base palettes). In Mapster32, the Lunatic 'engine' module functions like engine.setblendtab and engine.setshadetab allow registering the tables as many times as desired (for the game, we error if an already registered one is attemted to be set again). So, the tweaks you mention can be easily implemented in Lua code and the command running them added to m32_autoexec.cfg.

We don't modify the translucency table if the loaded one differs from the Duke3D 1.5 one because mods may be using row/column 255 for their own purposes. The LNGA page for example states:

Quote

LNGA uses a table of color addition. The last row and column correspond to the transparent color (0xFF); they are dedicated to non-linear conversions.


Edit: so a solution would probably be allowing re-registering tables 0 in the game for the engine.* functions? Otherwise, there's no way to change palookup/blend 0 programmatically at startup.
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User is offline   Helixhorned 

  • EDuke32 Developer

#4363

View PostMusicallyInspired, on 23 February 2014 - 09:08 AM, said:

Yes, I remember that from 1.3D. It was the only version I had for years and I ran into that while experimenting with creating maps. There's one palette that makes the pixels around certain monsters' mouths red so it looks like they're bloodthirsty and really dangerous. Quite effective with the added difficulty.

Interesting. The only difference between 1.3D and 1.5 lookups is for pal 2 though, in the fourth-to-last 16-tuple of consecutive indices, the orange ramp with a "bend" in the middle when plotted. The default base palette and shade table are identical. This leaves the tiles themselves, might be interesting to compare them byte-wise.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4364

Pal 24:

Posted Image
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User is offline   Helixhorned 

  • EDuke32 Developer

#4365

About sprite rotation-fixing again. I think I'll hold EVENT_ROTFIXSPRITE for now. It should be possible to rotation-fix CAMERA1 by declaring it a type-4 useractor. Since it doesn't have actor CON code on its own, its functionality will not be lost. If people realize that this trick isn't enough, for example because they don't want the hard-coded rotation-fixing for particular sprites, that's when EVENT_ROTFIXSPRITE will come into play.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4366

View PostHendricks266, on 23 February 2014 - 10:03 AM, said:

No such thing is possible. However, it would be possible to only implement the effect when a v1.3D GRP is selected.

Instead of checking the bytes of the GRP, wouldn't it be better to detect the version of the CON files? The number of entries in gamestartup command is a giveaway.
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User is offline   HellFire 

#4367

View PostHendricks266, on 23 February 2014 - 10:03 AM, said:

No such thing is possible. However, it would be possible to only implement the effect when a v1.3D GRP is selected.


I think a better idea would be: add a "Gameplay options" menu which would behave in a similar way to the one with same name from G/ZDOOM. In there, options like "1.3d monter's pal behavior", "1.3d kick behavior" (you know, being able to kick with both legs at the same time) as well gameplay changes introduced by eduke32 could be toggled by the user himself, if he likes.

This post has been edited by HellFire: 23 February 2014 - 03:14 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#4368

Quickly go through the walls and sprites to check for tile numbers that correspond to Atomic Edition would maybe be a good first approximation?
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User is offline   Hendricks266 

  • Weaponized Autism

  #4369

View PostFox, on 23 February 2014 - 03:07 PM, said:

Instead of checking the bytes of the GRP, wouldn't it be better to detect the version of the CON files? The number of entries in gamestartup command is a giveaway.

The code would be using the existing game-mode check, so (!PLUTOPAK) or something like that.
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User is offline   MetHy 

#4370

View PostHellFire, on 23 February 2014 - 03:13 PM, said:

I think a better idea would be: add a "Gameplay options" menu which would behave in a similar way to the one with same name from G/ZDOOM. In there, options like "1.3d monter's pal behavior", "1.3d kick behavior" (you know, being able to kick with both legs at the same time) as well gameplay changes introduced by eduke32 could be toggled by the user himself, if he likes.


I love this idea!
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User is offline   Cage 

#4371

The idea is nice, but is it really needed? Besides the kick and palette/strength behavior, I can't think of anything else from the top of my head - then again, it's been 10+ years since I've played 1.3d. Besides, those pretty minor, since they're not exactly game braking - the biggest use of such a menu would be, if there are any bigger engine changes, like the behavior of map/sector effector effects, texture or collision handling, etc. which could potentially break the gameplay or looks of the older releases.

Zdoom has so many options, since it incorporates a lot of changes from the strict vanilla behavior, both of it's own as well as of the Boom port which features are incorporated in, plus it run multiple games, so it has toggle switches for Hexen/Heretic related stuff. This is to unsure that old mods are perfectly playable.
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User is offline   MetHy 

#4372

View PostCage, on 25 February 2014 - 12:58 AM, said:

The idea is nice, but is it really needed? Besides the kick and palette/strength behavior, I can't think of anything else from the top of my head - then again, it's been 10+ years since I've played 1.3d. Besides, those pretty minor since they're not exactly game braking


Pretty minor?! The palette behaviour literaly makes tons of maps unplayable. I don't know how to call other than game breaking.
Also, another change that menu could do is being able to disable independent sprite shading behaviour for people who want everything to look like in the original game.

This post has been edited by MetHy: 25 February 2014 - 01:35 AM

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User is offline   Cage 

#4373

Okay, I did test this and shit, it really is terrible! Returning honor then. :blink:

Although I think that doing a new menu set will require time/effort, so I would just revert back to the old behavior until the Eduke devs will have time to implement a compatibility flag menu (If they choose to do so.)
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User is offline   Helixhorned 

  • EDuke32 Developer

#4374

I don't have a strong opinion about non-zero pals making enemies thougher, but that may be simply because I haven't experienced it in action yet (or I didn't notice). Judging by the responses though, it breaks the balance of many user maps made in the 1.5 era. So maybe rather than hard-coding it, it could be provided as a CON mutator? After all, the effect is easy replicate in EVENT_SPAWN. You could even detect the presence of 1.3D versus 1.5 CONs by e.g. checking the value of SHRINKERBLASTRADIUS (650 vs. 680). TX, what do you think?

A menu is out of the question until menus.c gets de-uglified.
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User is offline   MetHy 

#4375

The idea of having tougher versions of enemies is in essence pretty good. If it was something a mapper could activate at will, it could add something to the gameplay. The problem here is that people used palettes because they thought it looked cool, not because they wanted twice as tough aliens, they never intended it. Even only 2 or 3 tougher enemies can completely ruin the balance of a map as many usermaps tend to be very tight in ammo and health. Now, try a map where half of the enemies use those palettes, but still with ammo/health ratio made for normal enemies... (and that's without mentionning maps in which EVERY enemy used a non default palette)

But now, as for tougher enemies themselves, even if their presence is intended and the map thought around it, they still have one issue : they make the shrinker even more overpowered than it already is (because the shrinker will still let the player kill them in one hit, as tougher as they are)

This post has been edited by MetHy: 25 February 2014 - 12:13 PM

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User is offline   Danukem 

  • Duke Plus Developer

#4376

I get this error when trying to start EDuke32 with the latest build:

ERROR loading lookup.dat: failed reading enough data

All builds after 4331 give me this error, 4331 and earlier work fine.

EDIT: I am using Lezing's CLUT pack, which has a modified LOOKUP.DAT

This post has been edited by Trooper Dan: 26 February 2014 - 11:21 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#4377

That either means what it reads, or that LOOKUP.DAT is trying to load a lookup table at a reserved palette, in which case this message should immediately precede it:

ERROR: attempt to load lookup at reserved pal <number>

In case kread() really doesn't read enough data, it could mean two things. First, the file is really too short and we expect bytes that are not there. Second, the actual reading functions return a less-than-expected byte count. For the file I/O read() function, it is legal for that to happen. If that's a normal case on the OS you're using, we need to dig into it. If it's kzread(), Ken't ZIP implementation... well, that would need to be looked into as well, but it's not as urgent. (Personally, I'm not very interested in looking at that code.)
Note that in any case, the error only notifies you of an issue that was previously there, too. The earlier code simply didn't check the return value of kread(), which is bad style at the very least.

What's the LOOKUP.DAT you're loading and from where? (File system, ZIP, or GRP?)
Edit: I can start LNGA2 fine around here. Just to make sure we're speaking of the same LOOKUP.DAT: is it 36480 bytes in length?
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User is offline   Danukem 

  • Duke Plus Developer

#4378

The one I'm using is 36,737 bytes.

I can reproduce the error by starting a vanilla (i.e. no mods) game with the addition of the attached PALETTE.DAT and LOOKUP.DAT files.

The game will start fine in r4331 and earlier.

Attached File(s)

  • Attached File  CLUT.zip (44.12K)
    Number of downloads: 369

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User is offline   Helixhorned 

  • EDuke32 Developer

#4379

Oh, OK, it's this:

ERROR: attempt to load lookup at reserved pal 0

CraigFatman, why? Lookup 0 is the first 256 bytes of the base shade table after all, which you provide with PALETTE.DAT.
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User is offline   Danukem 

  • Duke Plus Developer

#4380

So is that lookup table easy to fix? I really want to keep using those extra pals for my Attrition mod.
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