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

User is offline   LeoD 

  • Duke4.net topic/3513

#4820

View PostLeoD, on 25 July 2014 - 11:54 AM, said:

[...]My only explanation is that veryclean got confused over some recent repository updates (and my temporary downgrades) and left some unnoticed stuff which mislead the linker. :(
make veryclean does not remove build/obj/rawinput.o and build/obj/winlayer.o.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4821

make veryclean RENDERTYPE=WIN does.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4822

Is it possible to give the option to set an sprite height, like you can set the width (.clipdist)? That's a huge limitation of Eduke32 for mods that are not "based" on Duke 3D. There are two effects of this:

- 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

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User is offline   LeoD 

  • Duke4.net topic/3513

#4823

View PostLeoD, on 30 July 2014 - 09:09 AM, said:

make veryclean does not remove build/obj/rawinput.o and build/obj/winlayer.o.

View PostHendricks420, on 30 July 2014 - 01:54 PM, said:

make veryclean RENDERTYPE=WIN does.

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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4824

veryclean exists because it cleans both the game and the engine object files, while clean is just the game. I didn't name it. Really, it should be the default for clean, and everything else should be split into cleanengine, cleanduke3d, cleanaudiolib, and cleanmact.

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

Spoiler

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.
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User is offline   Skulldog 

#4825

-addon [0.1.2.3] does not seem to work for megaton addons anymore. Also the megaton addon group files don't show up in the startup window.

This post has been edited by Skulldog: 10 August 2014 - 09:01 AM

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#4826

Not entirely sure where to put this one, I don't think it warrants a new thread as I suspect the answer is simply a "no way around it." kind of thing.

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.
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User is offline   Kyanos 

#4827

Sounds similar to what I hit loading all the voxel enemies. I custom broke the cache system to make it load. You could try the exe in the voxel pack.
https://sites.google...site/duke3dvmp/
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#4828

Has anyone ever thought of lighting up the windows of surrounding buildings, much like how the background Los Angeles skyline is? I always thought it was odd how wherever the player is, the power is off but everywhere else in the city is bright and neon.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4829

Can you show a practical, in-game example of what you mean? I bet it's not possible, and I'll explain why after you reply.
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#4830

View PostHendricks420, on 14 August 2014 - 07:17 AM, said:

Can you show a practical, in-game example of what you mean? I bet it's not possible, and I'll explain why after you reply.


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

Posted Image
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User is offline   Hendricks266 

  • Weaponized Autism

  #4831

I wasn't clear with my post. I understood what you meant, but I wanted you to try it, expecting you to fail.

One part of it is that the original levels are fairly well illuminated so the player can navigate. All the original levels should be much darker, considering that they are set at night or in space.

The other part of it is that illuminating the windows while keeping the outside of the building dark is not possible with Duke 3D's stock texture set (to my knowledge). Your options would be:
a. Make a new texture with a dark exterior and a lit window.
b. Make a new art tile with a lit window to use a sprite over a dimly-shaded texture (which would give better-quality shading, but use a lot of sprites).
c. Make a new texture with a lit window and the rest of the space transparent and use it on a masked wall 1 unit in front of the dimly-shaded building.
d. Create an impossible amount of TROR to shade each window as its own wall, which would probably need a custom texture anyway to look good.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4832

The easiest way would be to make a larger highres texture with glowmaps, but that would only work with Polymost/Polymer. A more complicated solution would be to spawn wall-aligned sprites in front of walls with building texture, but it would fail to work with oddly aligned textures.
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User is offline   Mark 

#4833

You could do a comprimise by putting a bright texture sprite in front of the window and hit T to make it transparent. I used tile 4207 in this test. Because of the transparency you can still see the curtain texture when close up.

Attached thumbnail(s)

  • Attached Image: FAKE LIGHT.jpg


This post has been edited by Mark.: 14 August 2014 - 04:21 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #4834

View PostFox, on 14 August 2014 - 03:23 PM, said:

The easiest way would be to make a larger highres texture with glowmaps

No.

That is not what glowmaps are for.

View PostMark., on 14 August 2014 - 04:19 PM, said:

You could do a comprimise by putting a bright texture sprite in front of the window and hit T to make it transparent. I used tile 4207 in this test. Because of the transparency you can still see the curtain texture when close up.

Well you proved me wrong by finding a suitable sprite in Duke's art!
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User is offline   OpenMaw 

  • Judge Mental

#4835

View PostHendricks420, on 14 August 2014 - 04:50 PM, said:

No.

That is not what glowmaps are for.



Um.... Why not? They're ideal for tex-lighting situations.


EDIT: In case I came off douchey there. I'm honestly asking, because I never knew this was an issue. Posted Image

This post has been edited by Commando Nukem: 14 August 2014 - 05:15 PM

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#4836

View PostDrek, on 11 August 2014 - 02:31 PM, said:

Sounds similar to what I hit loading all the voxel enemies. I custom broke the cache system to make it load. You could try the exe in the voxel pack.
https://sites.google...site/duke3dvmp/


Doesn't work, but thanks.

At this point I guess all I can do is limit each video. I think 2500 frames should be safe and should give me just over two and a half minutes worth of video to use - around 30 seconds per video - which is enough to make my point. Oh, well, back to work on this abomination.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4837

View PostHendricks420, on 14 August 2014 - 04:50 PM, said:

No.

That is not what glowmaps are for.

How not? The 8-bit counterpart would be to make a fullbright table for the windows.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4838

View PostSkulldog, on 10 August 2014 - 08:32 AM, said:

-addon [0.1.2.3] does not seem to work for megaton addons anymore. Also the megaton addon group files don't show up in the startup window.

I've found the cause of the issue, which I think you already did for your DOSBox launchers. Megaton's directory layout for the add-ons changed.

It will be fixed in an upcoming push.

I hope to soon support loading the SC-55 OGGs included with Megaton as well, but it will require redoing some infrastructure. Damn the grabbag.ogg included in the nw folder.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4839

View PostLeoD, on 31 July 2014 - 09:12 AM, 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.

View PostHendricks420, on 31 July 2014 - 09:30 AM, said:

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

Spoiler

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.

I just found a good reason. We execute `rm -f` in our clean statements, and I'm not about to include a wildcard that could seriously mess things up.

Besides, if you want the functionality you ask for, you can always recursively delete all directories named "obj".
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4840

Quote

loadgrp can only be used in the originating .def file;

The question is, why? It would be usefull to use it in another .def file.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4841

Works for me. Wherever that is stated should be corrected.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4842

I found a small mistake. Eduke32 hack for switching weapons allows you to switch a weapon being fired, however it doesn't when you are using the Mighty Boot Engaged.
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User is offline   LeoD 

  • Duke4.net topic/3513

#4843

View PostHendricks420, on 20 August 2014 - 04:07 PM, said:

Besides, if you want the functionality you ask for, you can always recursively delete all directories named "obj".
So you could add that one to make veryclean ... no wildcards involved.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4844

Quote

-------------------------------------------------- ----------------------
r4575 | helixhorned | 2014-08-20 10:58:21 -0700 (Wed, 20 Aug 2014) | 3 lines

Amend r4378 to hopefully make "stuck in water" fix work properly.

NOTE: lizmen may walk on water. I don't yet know why.
------------------------------------------------------------------------

http://forums.duke4....155#entry176155

This post has been edited by Fox: 24 August 2014 - 03:24 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#4845

make USE_OPENGL=0 fails to build, 3rd incarnation:
Spoiler

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4846

At this point wouldn't it make sense for Eduke32 download to include two executables?

Eduke32.exe
Eduke32_x86.exe
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User is offline   LeoD 

  • Duke4.net topic/3513

#4847

View PostFox, on 25 August 2014 - 06:01 AM, said:

At this point wouldn't it make sense for Eduke32 download to include two executables?

Eduke32.exe
Eduke32_x86.exe
I'm in favour of a small number of downloadable packages as well, but this would break all batch files for Win32 users. IIRC there was talk about a 32 bit EDuke32.exe that could start some EDuke64.exe if possible on the given machine. The SysInternals Process Explorer seems to work somewhat like that, for example.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4848

Batch files

=

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#4849

Batch files for people who know how to use them are awesomesause. Distributing them with software packages and asking non-technical types to use them is selling fishing weights made of Plutonium and putting in big red letters on the front of the package: WHATEVER YOU DO, DO NOT CLACK THEM TOGETHER!!!.
1

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