EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4622 Posted 03 May 2014 - 03:57 AM
Fox, on 01 May 2014 - 03:13 PM, said:
IMO whether fullbright colors "shine through" the fog should be a property defined together with a particular pal number, to mimic the behavior of how the corresponding palookup table is set up. Currently, things are a little inconsistent between classic and the non-per-pixel-lookup GL modes (apart from the fact that 8-bit mode doesn't directly support fogpal at all). The default fog palettes are set up such that the fading also applies to the fullbright color indices, >= 240. The lookup result indices could in theory be also fullbright, but for sufficently large shade indices, they shouldn't. On the other hand, the OpenGL modes make fullbright colors always shine through. The other major difference is that in the 32-bit modes, a fogged .floorpal is applied automatically to walls and the ceiling of that sector, whereas in classic you'd have to set it manually.
Fox, on 02 May 2014 - 08:05 PM, said:
How so? The changes have only been adding new stuff, not breaking old things, at least not intentionally.
#4623 Posted 07 May 2014 - 12:33 PM
[gcc.exe (i686-posix-sjlj-rev1, Built by MinGW-W64 project) 4.9.0]:
c:/Users/leod/_VCS/eduke32/platform/Windows/lib/32\libSDL2main.a(SDL_windows_main. o): In function `console_main': /Users/slouken/release/SDL/SDL2-2.0.3-source/foo-x86/../src/main/windows/ SDL_windows_main.c:140: undefined reference to `SDL_main' collect2.exe: error: ld returned 1 exit status Failed linking executable eduke32.exe!
[gcc is /mingw/bin/gcc gcc.exe (x86_64-posix-seh-rev1, Built by MinGW-W64 project) 4.9.0 RENDERTYPE=WIN]:
C:/Progs/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/4.9.0/../. ./../../x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a- crt0_c.o):crt0_c.c:(.text.startup+0x25): undefined reference to `WinMain' collect2.exe: error: ld returned 1 exit status Failed linking executable eduke32.exe!
#4624 Posted 07 May 2014 - 02:19 PM
// Workaround for a bug in mingwrt-4.0.0 and up where a function named main() in misc/src/libcrt/gdtoa/qnan.c takes precedence over the proper one in src/libcrt/crt/main.c. #if (defined __MINGW32__ && __GNUC__ == 4 && __GNUC_MINOR__ >= 8) || (defined __clang__ && __clang_major__ == 3 && __clang_minor__ >= 4) # include "mingw_main.c" #endif
EDIT: From the GCC changelog:
Quote
I have a feeling this could be related.
EDIT 2: It could also be a problem in this early MinGW-w64 build. As I wrote on the wiki, I prefer rubenvb's personal builds for MinGW-w64. His folder shows recent activity but nothing for 4.9 yet. I ultimately prefer mainline MinGW, but they are rather slow to update GCC releases.
This post has been edited by Hendricks266: 07 May 2014 - 02:35 PM
#4625 Posted 07 May 2014 - 04:13 PM
Hendricks266, on 07 May 2014 - 02:19 PM, said:
Hendricks266, on 07 May 2014 - 02:19 PM, said:
Hendricks266, on 07 May 2014 - 02:19 PM, said:
#4626 Posted 07 May 2014 - 04:15 PM
#4627 Posted 07 May 2014 - 04:41 PM
Hendricks266, on 07 May 2014 - 04:15 PM, said:
#4628 Posted 15 May 2014 - 12:55 AM
#4629 Posted 15 May 2014 - 10:30 PM
Mickey C, on 15 May 2014 - 12:55 AM, said:
Starting with eduke32_osx-gtk2_lion_svn4466.dmg it is added again now.
Find it here: http://dukeworld.duk...et/eduke32/mac/
#4630 Posted 17 May 2014 - 05:48 PM
#4631 Posted 17 May 2014 - 10:45 PM
Mickey C, on 17 May 2014 - 05:48 PM, said:
Open a Finder window, move the mouse to the menu "Go", press the ALT key, go to "Library". In there is a folder "Application Support". You need to create a new folder "EDuke32" in here and place all the data files from your DOS Duke Nukem 3D installation there.
#4632 Posted 17 May 2014 - 11:20 PM
#4633 Posted 18 May 2014 - 05:49 AM
Seems they forgot mingw64/lib/libiberty.a. I have copied the 4.8.2 version as a workaround.
This post has been edited by Mblackwell: 18 May 2014 - 10:02 PM
Reason for edit: spoilered for HUGE
#4634 Posted 18 May 2014 - 02:22 PM
What I mean is, in a map I've made I've made a spaceship throwing rockets E2L1 style. It works like intended in eduke32 but when trying the map in dos duke3d and in megaton, the rockets would always hit a boarder of the spaceship and not come to the player.
It's not really a problem (i'm sure i can fix this so that it works in all dukes), just wondering.
#4635 Posted 19 May 2014 - 07:06 AM
MetHy, on 18 May 2014 - 02:22 PM, said:
What I mean is, in a map I've made I've made a spaceship throwing rockets E2L1 style. It works like intended in eduke32 but when trying the map in dos duke3d and in megaton, the rockets would always hit a boarder of the spaceship and not come to the player.
It's not really a problem (i'm sure i can fix this so that it works in all dukes), just wondering.
An educated guess: EDuke32 uses higher bit numbers and so has more precision when calculating how to aim at the player. This can make a large difference if the player is far away, especially if the player is above or below the rocket.
#4636 Posted 19 May 2014 - 08:47 AM
Trooper Dan, on 19 May 2014 - 07:06 AM, said:
Would that make a difference regarding enemies, too ?
#4637 Posted 19 May 2014 - 09:32 AM
MetHy, on 19 May 2014 - 08:47 AM, said:
If my guess is correct and if enemies use the same aiming function (which they probably do), then yes. But it wouldn't be as noticeable, because enemies are coded to fire only when they have a line of sight to the player and they tend to fall asleep when they are far away.
#4638 Posted 19 May 2014 - 09:57 AM
#4639 Posted 19 May 2014 - 01:00 PM
#4640 Posted 20 May 2014 - 03:55 AM
The only way I could make it work in classic Duke was if I lowered the subway SE (which is where the rockets come from) by at least 15-20 units (come to think of it, the spaceship in E2L1 wasn't that high above the player), however that wouldn't work at all in the level I've made unless I completely reshape the whole level, and even then it wouldn't be as good as it is now.
I've tried everything btw and the source of the rocket shooting being too high is the only explanation I've found. It has nothing to do with the rockets hitting the spaceship itself or the sky, or the size and shape of the sector, etc
Conclusion : the level will be eduke32 only (even though I like my levels to be playable in all dukes if possible). What pisses me off a little though is how I had no idea those subway parallax sector rockets behaved differently in eduke32, and if I had known, considering how early on I implemented that spaceship, I COULD have come up with a way to make it work in all Dukes. Now though, it's too late as reshaping the whole level at this point is out of question.
Then again, how could I have known; I doubt even the makers of eduke32 knew those rockets behave differently than in classic Duke.
Something else completely different now : the sprite no shade feature doesn't work on flat ("ground aligned") sprites when there is a parallax sky above. Is that how it's always been?
#4641 Posted 20 May 2014 - 04:03 AM
#4642 Posted 20 May 2014 - 04:04 AM
MetHy, on 20 May 2014 - 03:55 AM, said:
It only works for floor shade, if you have a parallaxed ceiling, the sprite will take its shade. Check out the cables in my CBP map for the winch system outside.
#4643 Posted 20 May 2014 - 04:13 AM
#4644 Posted 20 May 2014 - 07:37 AM
Daedolon, on 20 May 2014 - 04:04 AM, said:
That's a bug. spritenoshade is supposed to make the sprite unaffected by the sector's shade, regardless of whether it is floor or ceiling.
#4645 Posted 20 May 2014 - 08:15 AM
MetHy, on 20 May 2014 - 03:55 AM, said:
I can't reproduce this. Placing a floor-aligned sprite into a sector with a parallaxed ceiling and enabling the sprite's "don't take over shade" bit (key [N] in Mapster32), the sprite keeps its own shade value in the editor (don't forget to enable shade preview with [']+[X] as High Treason remarked) as well as the game.
#4646 Posted 20 May 2014 - 04:32 PM
Spent the last few days just cleaning up a fresh install so I can get back into things. Have been playing some dukematches with my best friend on some of our old maps we made and having such a blast. Just about ready to get stuck into it all again I think!
#4647 Posted 20 May 2014 - 04:44 PM
Not sure how familiar you are with Polymer and TROR but those are around. There's also better fogpal for openGL modes independent of shade, and alternate palates in polymer are now accurate for hightile textures when using the correct generated references "tables" (can't remember the name).
This post has been edited by Mickey C: 20 May 2014 - 04:49 PM
#4648 Posted 21 May 2014 - 06:51 AM
Helixhorned, on 20 May 2014 - 08:15 AM, said:
Note that few sprites have hardcoded behaviour to ruin this as well.
#4649 Posted 21 May 2014 - 09:36 AM
#4650 Posted 22 May 2014 - 12:49 AM
Daedolon, on 21 May 2014 - 06:51 AM, said:
Yes, in actors.c, some cases of the actor SFLAG_NOSHADE have inconsistent coding. The set of problematic tiles is probably as follows.
In G_MoveZombieActors();
Sprites affected by SE12 (light switch) when "Lights flickering on":
for (SPRITES_OF_SECT(SECT, j)) { if (sprite[j].cstat&16) { if (sc->ceilingstat&1 && A_CheckSpriteFlags(j,SFLAG_NOSHADE) == 0) sprite[j].shade = sc->ceilingshade; else sprite[j].shade = sc->floorshade; } }
This is not to be confused with functionality for the sprite "don't take over shade flag", which controls sprite[].shade -> displayed sprite shade in G_DoSpriteAnimations(). This one should be working fine.
So, MetHy: was this a false alarm (shade preview not enabled?) or is it one of the problematic cases above?
---
Regarding the few last reports of alleged bugs in general: posting a test case straight away usually yields better results than merely telling.
EDIT2: actually, I recall the turret-hard-to-hit bug from playing the beach CBP. No need for a test case for that, but it might be a while until I'll debug it.