EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#4651 Posted 22 May 2014 - 01:45 AM
This post has been edited by James: 22 May 2014 - 01:45 AM
#4652 Posted 22 May 2014 - 02:34 AM
Helixhorned, on 22 May 2014 - 12:49 AM, said:
No, that's not the problem. I just checked and, I was wrong; it's not that no shade doesn't work on (some) sprites made flat with R; it's that no-shade doesn't work on sprite #1059 when it is flat or normal. It only works on it when it's wall aligned.
It just happened that I used that sprite as flat and with a parallaxed sky so I thought that's what the issue came from.
Now, wether some other sprites behave like #1059 or not I can't tell unless I stumble upon it.
This post has been edited by MetHy: 22 May 2014 - 02:52 AM
#4653 Posted 22 May 2014 - 03:26 AM
James, on 22 May 2014 - 01:45 AM, said:
Well, a blending table is conceptually a function ColorIndex ร ColorIndex→ColorIndex, so the question is usually how to express a derised look in terms of functions of background r, g, b and foreground R, G, B color components (for reverse translucency, the meaning is reversed). I think the one I coded up in shadexfog.lua, create_brightpass_trans(), matches what you want pretty well:
function(r,g,b, R,G,B, alpha, numtabs)
local a = alpha/numtabs
local F = 1 - min(a, (R+G+:) / (3*63))
local f = 1 - F
return f*r+F*R, f*g+F*G, f*b+F*B
end,
It's alpha blending, but one dependent on the texel's values. In the case of one table, it simplifies to:
local F = 1 - (R+G+:) / (3*63)
local f = 1 - F
return f*r+F*R, f*g+F*G, f*b+F*B
MetHy, on 22 May 2014 - 02:34 AM, said:
Ah, it's hard-codedness striking here. When a MASKWALL* sprite is spawned, some bits are cleared and the blocking one is set:
case MASKWALL1__STATIC:
(...)
case MASKWALL15__STATIC:
j = sp->cstat & SPAWN_PROTECT_CSTAT_MASK;
sp->cstat = j|CSTAT_SPRITE_BLOCK;
changespritestat(i, STAT_DEFAULT);
break;
With r4478, the mask of protected bits also includes CSTAT_SPRITE_NOSHADE.
#4654 Posted 22 May 2014 - 03:31 AM
Helixhorned, on 22 May 2014 - 03:26 AM, said:
Not sure what you mean. Does that mean it will be fixed in an upcoming version? Because I can't see r4478 here and before my previous post I tried it in the latest version of eduke32 I downloaded a couple of days ago
This post has been edited by MetHy: 22 May 2014 - 03:31 AM
#4655 Posted 22 May 2014 - 03:53 AM
Quote
That works fantastically, thank you very much!
#4656 Posted 22 May 2014 - 04:58 AM
MetHy, on 22 May 2014 - 03:31 AM, said:
Yes, it should be fixed in the new build, r4480. I might announce a new revision before the synthesis build has completed, which in my experience never takes longer than 30 minutes. You can see it's finished when the ChangeLog.txt is finally there.
#4657 Posted 22 May 2014 - 08:31 AM
Helixhorned, on 22 May 2014 - 12:49 AM, said:
Could it be something related to auto-aiming against enemies set in particular upwards angle ? Come to think of it, I've never had trouble shooting turrets put on ground level plus sometimes I seem to have trouble hitting slimers when they're on the ceiling, too.
This post has been edited by MetHy: 22 May 2014 - 08:31 AM
#4658 Posted 22 May 2014 - 11:03 AM
Edit : okay sorry I'll be more specific. The issue isn't every time a map uses that sound, it's every time a map uses that sound on a working subway sector (we just happend to use that twice in the duke hard episode). Doesn't seem to happen with other ambient sounds.
Edit 2 : joined is an example map
Edit 3 : Wow. I thought this was eduke32 specific but actually, this glitch also appears in the original dos Duke3d ! (and in megaton, too obviously)
Attached File(s)
-
SOUNDTEST.rar (807bytes)
Number of downloads: 440
This post has been edited by MetHy: 22 May 2014 - 11:37 AM
#4659 Posted 23 May 2014 - 11:30 AM
#4660 Posted 23 May 2014 - 12:30 PM
MetHy, on 22 May 2014 - 11:03 AM, said:
Edit : okay sorry I'll be more specific. The issue isn't every time a map uses that sound, it's every time a map uses that sound on a working subway sector (we just happend to use that twice in the duke hard episode). Doesn't seem to happen with other ambient sounds.
Yeah, that was some strange coding going on there. For SE6/14, A_CallSound() was called from premap A_Spawn() to retrieve the movement sound of the subway. But that also made it play once! With r4481, not any more.
By the way: the turret issue is present in DOS Duke, as can be seen by ripping out and playing the area around (80000, 50000) from the beach CBP.
#4661 Posted 23 May 2014 - 02:21 PM
So you're fixing it even if it was like that in the original game?
#4662 Posted 23 May 2014 - 08:04 PM
#4663 Posted 23 May 2014 - 09:00 PM
Basically it adds those characters to the console (although opening it fine). If I hit the console key to toggle it multiple times, I just get a bunch of these characters. It's super annoying having to hit backspace twice or more times every time I need to do something with the console (which is quite often for debuggin mods etc.).
The log inputs different character:
"ยง" is not a valid command or cvar
Cheers.
#4664 Posted 24 May 2014 - 01:57 AM
MetHy, on 23 May 2014 - 02:21 PM, said:
The subway sound glitch looks like a genuine bug and nothing except a curious quirk is lost by fixing it. I'm less sure about tackling the turret issue. Original game functionality is better left as-is, IMO, unless a problem is extraordinarily severe (for example because C undefined behavior is invoked, in which case the "effect" is just mere coincidence).
Daedolon, on 23 May 2014 - 09:00 PM, said:
These issues are not something I can reproduce, so unfortunately you're mostly on your own. It seems that other users experienced the RAlt one, so maybe this new one always appears together with it? Would you be willing to give debugging your console key bug a shot? It'll better be away from this thread to avoid spamming it, though.
By the way: there's still an open request for running SDL2's checkkeys.exe and pressing RAlt. If that one turns out to reflect what we've seen in the logs from Mapster32, we could report that to the SDL devs.
#4665 Posted 24 May 2014 - 06:04 AM
Helixhorned, on 24 May 2014 - 01:57 AM, said:
You mean you're able to use the "select sector" functions with right-alt? Everybody I know can't use it. Also yes, I also do get those weird symbols when checking the console, but only in mapster. When I check the console in game, instead there are a few blank spaces.
#4666 Posted 24 May 2014 - 07:35 AM
MetHy, on 24 May 2014 - 06:04 AM, said:
It was about keyboard layouts after all (NY00123 was right). Fixed in r4482.
Sermon: I had repeatedly said that the reason may be due to keyboard layouts and even recommended to switch to US before starting Mapster32. All I needed would have been a "yes, I checked both <my own> and US, the bug appears only when my local one is selected." [Counter-sermon: then again, I failed to notice that when I attempted to play with a German layout, Windows would switch to US when the setup window appeared, probably due to it being the "primary" one on my setup.]
Edit: this is now an issue on OSes other than Windows. Make sure to manually follow the above advice there.
#4667 Posted 24 May 2014 - 07:46 AM
This post has been edited by MetHy: 24 May 2014 - 07:51 AM

Help
Duke4.net
DNF #1
Duke 3D #1


