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EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4801 Posted 20 July 2014 - 10:36 PM
#4802 Posted 21 July 2014 - 10:39 PM
Fox, on 20 July 2014 - 12:52 AM, said:
Why 11 bits? I would use a full signed 32-bit gamevar as an angle instead of an angle tangent. 0 is straight ahead, -2^31 is straight backwards (and upside down).
EDIT: Nevermind, 2^11 = 2048, standard BUILD angle. That makes sense too.
Keep in mind that this would only have value in Polymer. Classic and Polymost would flip their shit, though some of Ken's notes show he was thinking about ways to improve the freelook in both.
This post has been edited by Hendricks420: 22 July 2014 - 03:28 AM
#4803 Posted 22 July 2014 - 01:56 AM
Another use would be for hitscan command. I can think of adding the value shifted left by 20 to the horiz would do the job.
#4804 Posted 22 July 2014 - 03:17 AM
Remember that polymost is essentially the openGL version of classic. Only polymer, which was completely coded from scratch independently (Plagman intentionally never referenced Ken's polymost code) can freely look at any angle.
#4805 Posted 22 July 2014 - 05:30 AM
This post has been edited by Fox: 22 July 2014 - 05:32 AM
#4806 Posted 22 July 2014 - 05:32 AM
#4807 Posted 22 July 2014 - 06:24 AM
Fox, on 22 July 2014 - 05:30 AM, said:
Definitely not. You'll be able to define and modify menus properly. No hacks. Lua only. And user modification of menus is not at all being worked on beyond making sure my code has the potential for it.
#4808 Posted 22 July 2014 - 04:08 PM
2 - Can someone upload a Duke 3D palette with additive translucency replacing the default additive (33% and 66%)?
PS: Yeah yeah I know there is a built-in feature in Mapster32, but I probably will perform a sucefull ocular surgery before figuring out how to use it.
#4809 Posted 22 July 2014 - 10:45 PM
Fox, on 22 July 2014 - 04:08 PM, said:
Why would you want this?
Tilefromtexture never adds art to the ART banks. It sets a flag for the engine to get the tile from a separate location in memory.
Wait for my art tool.
#4810 Posted 23 July 2014 - 04:32 AM
Micky C, on 22 July 2014 - 03:17 AM, said:
To keep it simple, Polymer basically turns the map into a giant model/mesh like how most modern engines work.
#4811 Posted 23 July 2014 - 12:35 PM
Hendricks420, on 22 July 2014 - 10:45 PM, said:
Btw., as of EDuke32 r4543, "make -j" appears to be broken.
As of r4553, LTO fails for MinGW 64bit gcc 4.9* with "make RENDERTYPE=WIN"
c:\Users\leod\_VCS\eduke32\temp\ccazuvvi.ltrans3. ltrans.o:ccazuvvi.ltrans3.o:(.rdata$.refptr.frameplace.lto_priv.153[.refptr. frameplace.lto_priv.153]+0x0): undefined reference to `frameplace.lto_priv.153' c:\Users\leod\_VCS\eduke32\temp\ccazuvvi.ltrans4.ltrans. o:ccazuvvi.ltrans4.o:(.rdata$.refptr.bytesperline.lto_priv.155[.refptr.bytesperline. lto_priv.155]+0x0): undefined reference to `bytesperline.lto_priv.155' c:\Users\leod\_VCS\eduke32\temp\ccazuvvi.ltrans4.ltrans. o:ccazuvvi.ltrans4.o:(.rdata$.refptr.yres.lto_priv.157[.refptr.yres.lto_priv. 157]+0x0): undefined reference to `yres.lto_priv.157' collect2.exe: error: ld returned 1 exit status Failed linking executable eduke32.exe! make: *** [eduke32.exe] Error 1
This post has been edited by LeoD: 23 July 2014 - 12:37 PM
#4812 Posted 23 July 2014 - 01:51 PM
`make veryclean all RENDERTYPE=WIN` works for me with gcc (x86_64-win32-seh-rev0, Built by MinGW-W64 project) 4.9.1 from http://sourceforge.n...eads-win32/seh/ .
BTW, it's helpful when you quote the command line to expand your window buffer to something much wider than 80 chars before you run a command, so it doesn't auto line break stuff.
EDIT: I normally use the make bundled with MSYS which is apparently old (3.81) and buggy (2010). I ran the mingw32-make (4.0.90) that came with the distribution and -j works fine.
This post has been edited by Hendricks420: 23 July 2014 - 02:06 PM
#4813 Posted 24 July 2014 - 01:15 PM
Rather interested in using looping 3d demos perhaps some interactive ones that make use of the gyro and combine sleep with VR to see the effect it has on the unconscious mind
#4814 Posted 25 July 2014 - 11:54 AM
Hendricks420, on 23 July 2014 - 01:51 PM, said:
EDIT: I normally use the make bundled with MSYS which is apparently old (3.81) and buggy (2010). I ran the mingw32-make (4.0.90) that came with the distribution and -j works fine.
WARNING: Your system has neither waitpid() nor wait3(). Without one of these, signal handling is unreliable. You should be aware that running GNU make with -j could result in erratic behavior.
So there might still some machine-dependant luck being involved on Windows...
Hendricks420, on 23 July 2014 - 01:51 PM, said:
![:P](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Hendricks420, on 23 July 2014 - 01:51 PM, said:
![:P](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Hendricks420, on 23 July 2014 - 01:51 PM, said:
#4816 Posted 26 July 2014 - 05:53 PM
#4818 Posted 28 July 2014 - 06:03 AM
Parallelism allows the build to take advantage of multiple cores/threads to complete several times faster.
#4819 Posted 28 July 2014 - 06:53 AM
#4820 Posted 30 July 2014 - 09:09 AM
LeoD, on 25 July 2014 - 11:54 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
#4822 Posted 30 July 2014 - 04:38 PM
- By default, the height of the hitbox of a sprite is defined by the tile pixel height, offset and sprite .yrepeat.
- Notenemy-type actors won't collide with walls above their feet, i.e. they can enter secotors of any height. Enemy-type actors seems to have two static values, depending if .yrepeat > 60.
In both you have little control of what is happening. The only solution I can think of is adding .clipheight and .clipoffset (in z units) to the sprite structure.
This post has been edited by Fox: 30 July 2014 - 04:38 PM
#4823 Posted 31 July 2014 - 09:12 AM
LeoD, on 30 July 2014 - 09:09 AM, said:
Hendricks420, on 30 July 2014 - 01:54 PM, said:
Oh boy, this picky type of behaviour really ain't what anyone would expect from a command named veryclean. The outcome should never be dependent of whatever make parameters were used for previous build runs. Academic excuses about cleaner implementation of makefiles or whatever don't apply here. If I can't rely on veryclean, it's useless.
#4824 Posted 31 July 2014 - 09:30 AM
It's not called veryclean because it'll make everything spic & span and wipe your ass while it's at it. Though, as much as I want to reply
I can't find a good reason not to change the behavior so that it once again deletes $(OBJ)/* instead of the list of object files.
#4825 Posted 10 August 2014 - 08:32 AM
This post has been edited by Skulldog: 10 August 2014 - 09:01 AM
#4826 Posted 11 August 2014 - 12:59 PM
I recently attempted to have video display in-game by importing individual frames - 4500 per video, 4 videos - and having the game cycle through each frame one by one at a rate close to 15fps. The problem being that this results in a "cache space all locked up" happening which I sort of expected. I increased the cache as far as it would go (maxes out at 1152mb) but it still happens. Also tried turning off caching and playing with texture compression and such but it makes no difference.
Much as it was tedious work writing DEFs for 18000 images it's not really a big deal as what I was doing was just a joke, if it saw a release it wasn't even going to have my name attached to it because it's horrible. But I am curious as to whether there is any way around this or if I have simply hit a limitation that I can't do nothing about?
Each frame is a 640x480 JPEG, it is loaded as a hi-res texture onto a 320x240 dummytile.
One thing I think is important is that the video is an interactive thing, as in you're supposed to be filming what happens in the video and so it moves around in response to the mouse and affects the score you receive from filming it making it impossible for me to make use of the IVF feature. As a last resort I could probably shorten them as I seem to be able to get about 2500 frames in before a crash.
#4827 Posted 11 August 2014 - 02:31 PM
https://sites.google...site/duke3dvmp/
#4828 Posted 14 August 2014 - 06:57 AM
#4829 Posted 14 August 2014 - 07:17 AM
#4830 Posted 14 August 2014 - 01:42 PM
Hendricks420, on 14 August 2014 - 07:17 AM, said:
Sure. I don't mod, this is just something that's had me wondering so feel free to educated me. The building on the right, compared to the lit-up L.A. background. I'm wondering if it's possible for the solid buildings to have lighted windows to match the 2D background. I could understand if it's a big challenge with the most recent lighting effects, but maybe in older builds?
![Posted Image](http://media.moddb.com/images/articles/1/51/50031/auto/duke0042.jpg)
![Posted Image](http://media.moddb.com/images/engines/1/1/157/auto/hrp.tn.jpg)