Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 157
  • 158
  • 159
  • 160
  • 161
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Plagman 

  • Former VP of Media Operations

#4741

The only thing that prevents from doing that right now is that numwalls/numsectors are read-only. If you pre-allocate all walls/sectors in your map you can lay them out in CON and write a full map editor if you want.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4742

I don't think a read-only variable would be an issue if it is done through a specific command.

I am well aware it would require to manually set the .firstwall and all structures.
0

User is offline   Plagman 

  • Former VP of Media Operations

#4743

I mean if your map has 30 sectors to begin with, numsectors will be 30 with no way to change it from CON, so even if you configure sector[31] properly with correct walls and everything the engine will just ignore it because numsectors will stay at 30. You'll need to create all walls and sectors ahead of time and tuck them in a corner of your map somewhere if you want to dynamically add/remove sectors from CON.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4744

Like I said, it would be done in premap. I don't expect any support for adding/removing sectors after the map has been loaded.
0

User is offline   Plagman 

  • Former VP of Media Operations

#4745

Like I said you can't do it right now without pre-allocating your sectors/walls _from the editor_ because numwalls and numsectors are read-only. But otherwise it's perfectly possible.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4746

numwalls and numsectors obviously aren't read-only when the game is loading a map file. I don't see why additional construction couldn't happen around the time of EVENT_LOADACTOR, for example.

Why do numwalls and numsectors have to be read-only anyway? Obviously we shouldn't let the variables be settable from CON, but the WYSIWYG editor can create and destory sectors and walls at will. Does the game code need an upgrade not to crash if a sector is deleted? That sounds doable.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4747

You can already change read-only variables in-game through the console. The worst that can happen changing numsectors/numwalls is breaking the map.

This post has been edited by Fox: 27 June 2014 - 09:07 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#4748

I'm all for making them read-write all the time from CON always; I was just describing what you could do today.
1

User is offline   Jblade 

#4749

Just requoting my question/request since it got buried in the last page:

View PostJames, on 27 June 2014 - 04:04 AM, said:

Is it possible for you guys to add a showview command that only updates it's view by a specified tick count, if such a thing is possible? I'd like to code in a Deus Ex style security camera setup, but having 3 showviews in a reduced size + 1 big screen is going to drop the framerate if they're all trying to run at the same speed as the game. being able to set the smaller ones to only update every 5 seconds or so would help a huge deal I imagine.

0

#4750

Reminds me, though completely unrelated I think I asked once and don't remember what became of the question, do we have, or is it feasible to add an option in mapster that says how many sprites are currently being drawn in 3d mode?

Every time I make an area with a lot of sprites I have to do a load of math to get a rough estimate used to avoid the 2000 sprite limit. I think having a sprite counter would be very useful.
0

User is offline   Micky C 

  • Honored Donor

#4751

I thought the limit was around the 4096 mark?
0

User is offline   Mark 

#4752

In 2D mode move the cursor outside of the map and look at the bottom of the screen. It will tell you how many sprites used. Max 4096
0

#4753

That's the total number of sprites in the map, not the number of sprites being drawn.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4754

View PostHigh Treason, on 28 June 2014 - 02:49 AM, said:

Reminds me, though completely unrelated I think I asked once and don't remember what became of the question, do we have, or is it feasible to add an option in mapster that says how many sprites are currently being drawn in 3d mode?

Every time I make an area with a lot of sprites I have to do a load of math to get a rough estimate used to avoid the 2000 sprite limit. I think having a sprite counter would be very useful.

It could be done through a script, calculating how many times ANALYZESPRITES is used each frame. But I think showing how many sectors/wall/sprites are rendered in a 90º view could be usefull in Mapster.

This post has been edited by Fox: 28 June 2014 - 08:33 AM

0

User is offline   Mark 

#4755

NOW I understand. Duh. ^_^
0

User is offline   TerminX 

  • el fundador

  #4756

I don't think displaying the number of sprites being drawn at a time is a useful metric at all in the scope of the editor. All of the effect sprites would be lumped in unless you sat there and cycled through the display options every time you wanted to see the real value, etc. The game, on the other hand, is a different story... it's pretty useful there since then you've got an accurate reading AND it could be used for more than just map optimization.
0

User is offline   Mblackwell 

  • Evil Overlord

#4757

Something that would give me feedback on how much is in view would be really useful for me since I've got a lot of very intensive things going.
0

User is offline   TerminX 

  • el fundador

  #4758

Just looked into it, it's actually part of DNCOORDS already when using a debug build.
2

User is offline   Jblade 

#4759

Does setprojectile[whatever].userdata and setthisprojectile[whatever].userdata work, or are they not 'plugged in' properly? I'm trying to use it in my code and neither of the two work (using setprojectile before it's fired or using setthisprojectile afterwards)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4760

It depends of which value you are trying to change. For example, .vel would have no effect after the projectile is fired because it's used to calculate the sprite .xvel/zvel.

Also remember setprojectile refers to a picnum, and setthisprojectile to a sprite ID.

This post has been edited by Fox: 04 July 2014 - 02:17 PM

0

User is offline   Jblade 

#4761

No you misunderstand, I'm saying the specific feature userdata doesn't appear to be set using those two commands, no matter what I use (I asked helixhorned to add that to projectiles a while back so I can set what damage type a projectile is right in it's definition instead of having to add case-specific stuff everywhere)

This post has been edited by James: 04 July 2014 - 02:21 PM

1

User is online   Danukem 

  • Duke Plus Developer

#4762

View PostJames, on 04 July 2014 - 02:21 PM, said:

No you misunderstand, I'm saying the specific feature userdata doesn't appear to be set using those two commands, no matter what I use (I asked helixhorned to add that to projectiles a while back so I can set what damage type a projectile is right in it's definition instead of having to add case-specific stuff everywhere)


I didn't know about that feature. How are you checking to see if the member is being set? It's weird that you could use the command to set it without getting an error if it's not actually doing anything. Also, how do you plan to use the information to apply the damage (i.e. what events, what point in the projectile's lifecycle, etc)?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4763

View PostJames, on 04 July 2014 - 10:56 AM, said:

Does setprojectile[whatever].userdata and setthisprojectile[whatever].userdata work, or are they not 'plugged in' properly? I'm trying to use it in my code and neither of the two work (using setprojectile before it's fired or using setthisprojectile afterwards)

It looks plugged in properly. Odd. Helix wrote this to test: http://svn.eduke32.c.../weaponvars.con
0

User is offline   Jblade 

#4764

If I set the projectiles' userdata to 32 beforehand and just do that, it works - but if I set it back to 64 after the missile is fired than then missile in transit is set back to 64 too (I'm fairly sure none of the other projectile settings should affect one already fired unless using setthisprojectile but I may be mistaken) Using setthisprojectle just doesn't seem to affect the sprite (I've logged down what the sprite's userdata is, and it's still 64 even after being set)
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4765

I reviewed the code again and it all looks right. Could I ask you to put together an example CON module of this not working? (Basically, I could run "eduke32.exe -mx userdatatest.con" and userdatatest.con would contain a projectile definition, and EVENT_TURNAROUND (for example) shoots it and sets whatever doesn't work and EVENT_GAME prints addlogvar, etc. Hopefully that makes sense.)

The fact that the gamestructure code passes inspection suggests something more insidious is at work.
0

User is offline   Jblade 

#4766

I just threw together a little example and it worked, so I'm not sure why it's not working in my proper con file. I'll just have to search and see if there's some conflicting information or something like that. Here's the test code in anycase:
defineprojectile 958 PROJ_WORKSLIKE 32770
defineprojectile 958 PROJ_SPAWNS RPG_EXPLODE
defineprojectile 958 PROJ_VEL 999
defineprojectile 958 PROJ_EXTRA 0
defineprojectile 958 PROJ_XREPEAT 32
defineprojectile 958 PROJ_YREPEAT 32
defineprojectile 958 PROJ_CSTAT 128
defineprojectile 958 PROJ_USERDATA 32

gamevar PROJ_LOG 0 0
gamevar TEMP 0 2

onevent EVENT_TURNAROUND
setvar RETURN 1
setprojectile[958].userdata 64
eshoot 958
setvarvar PROJ_LOG RETURN
setprojectile[958].userdata 32
endevent

onevent EVENT_GAME
getthisprojectile[PROJ_LOG].userdata TEMP
addlogvar TEMP
endevent


This post has been edited by James: 05 July 2014 - 05:54 AM

0

#4767

I don't know where else to put it but I recently downloaded the last Eduke32 snapshot and I decided to look into the multiplayer. As my surprise it got a new menu! But as I wanted to change the game options (to select an other map, etc) it crashes. Even when I try it in standard Duke3D 1.4 (nothing modified). I get this error in my log: g_errorLineNum: 0, g_tw: 0
I don't know what that means. I use the -server command and I know multiplayer is still being a WIP but I was wondering if someone else got this crash. I haven't tried older snapshots.
I'll attach the full log and a screen.

Attached thumbnail(s)

  • Attached Image: duke0000.png

Attached File(s)


1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4768

The update with EVENT_ACTIVATECHEAT is really good. Would it be possible to make scotty### return (2 + ###*65536)?

(I don't have any specific use for it now, but I tought of it as something usefull)

This post has been edited by Fox: 12 July 2014 - 03:53 PM

0

User is offline   TerminX 

  • el fundador

  #4769

That seems completely unnecessary when you can just set a flag that the warp cheat was activated and then read the new level and volume number yourself once the new map loads.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4770

But then you wouldn't be able to prevent the cheat from being activated (i.e. set RETURN to -1).

This post has been edited by Fox: 12 July 2014 - 06:14 PM

0

Share this topic:


  • 213 Pages +
  • « First
  • 157
  • 158
  • 159
  • 160
  • 161
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options