EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4831 Posted 14 August 2014 - 01:52 PM
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.
#4832 Posted 14 August 2014 - 03:23 PM
#4833 Posted 14 August 2014 - 04:19 PM
This post has been edited by Mark.: 14 August 2014 - 04:21 PM
#4834 Posted 14 August 2014 - 04:50 PM
Fox, on 14 August 2014 - 03:23 PM, said:
No.
That is not what glowmaps are for.
Mark., on 14 August 2014 - 04:19 PM, said:
Well you proved me wrong by finding a suitable sprite in Duke's art!
#4835 Posted 14 August 2014 - 05:00 PM
Hendricks420, on 14 August 2014 - 04:50 PM, said:
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.
This post has been edited by Commando Nukem: 14 August 2014 - 05:15 PM
#4836 Posted 14 August 2014 - 05:20 PM
Drek, on 11 August 2014 - 02:31 PM, said:
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.
#4837 Posted 14 August 2014 - 07:32 PM
Hendricks420, on 14 August 2014 - 04:50 PM, said:
That is not what glowmaps are for.
How not? The 8-bit counterpart would be to make a fullbright table for the windows.
#4838 Posted 20 August 2014 - 03:51 PM
Skulldog, on 10 August 2014 - 08:32 AM, said:
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.
#4839 Posted 20 August 2014 - 04:07 PM
LeoD, on 31 July 2014 - 09:12 AM, said:
Hendricks420, on 31 July 2014 - 09:30 AM, said:
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".
#4840 Posted 21 August 2014 - 09:44 PM
Quote
The question is, why? It would be usefull to use it in another .def file.
#4842 Posted 23 August 2014 - 04:28 AM
#4843 Posted 23 August 2014 - 04:50 AM
Hendricks420, on 20 August 2014 - 04:07 PM, said:
#4844 Posted 24 August 2014 - 03:24 AM
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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.
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http://forums.duke4....155#entry176155
This post has been edited by Fox: 24 August 2014 - 03:24 AM
#4846 Posted 25 August 2014 - 06:01 AM
Eduke32.exe
Eduke32_x86.exe
#4847 Posted 25 August 2014 - 06:31 AM
Fox, on 25 August 2014 - 06:01 AM, said:
Eduke32.exe
Eduke32_x86.exe
#4849 Posted 25 August 2014 - 08:10 AM
#4850 Posted 25 August 2014 - 08:28 AM
ps. I love the picture, I'll be sure to bring keys if I ever cross the pond.
#4851 Posted 25 August 2014 - 09:48 AM
Drek, on 25 August 2014 - 08:28 AM, said:
What do we need batch files for these days?
#4852 Posted 25 August 2014 - 11:29 AM
#4853 Posted 25 August 2014 - 12:01 PM
Fox, on 25 August 2014 - 09:48 AM, said:
I don't promote batch files for new projects, but they're reality for old ones. Even NightFright's project from the other thread would never be able to replace them all.
Drek, on 25 August 2014 - 11:29 AM, said:
#4854 Posted 25 August 2014 - 12:42 PM
And it would be better to use an SSD for the operational system only. Otherwise it kinda of ruins the purpose of having a faster drive...
This post has been edited by Fox: 25 August 2014 - 12:43 PM
#4855 Posted 25 August 2014 - 12:48 PM
Fox, on 25 August 2014 - 12:42 PM, said:
And it would be better to use an SSD for the operational system only. Otherwise it kinda of ruins the purpose of having a faster drive...
"Custom game content directory" gives me extra textures files in my DukePlus and Attrition subfolders, therefore I leave that blank and use the -j option instead.
#4856 Posted 25 August 2014 - 01:18 PM
I think adding in command line option functions to the launcher is a good idea, maybe an advanced settings tab to keep things clean. Till then I'm gonna batch it up.
PS. I swear my dos/win 3.1 rig had this autoexec.bat in 1996. Long live bat files.
cd duke3d duke3d
#4857 Posted 25 August 2014 - 02:00 PM
Drek, on 25 August 2014 - 01:18 PM, said:
Nope. The average tard who doesn't know how to bring up cmd.exe wouldn't know what to do with that box either. Anyone who does know would likely know how to open the command prompt.
Drek, on 25 August 2014 - 01:18 PM, said:
That's not necessary. Per-mod settings would best be distributed with the mod in a format that I am (still) planning.
#4858 Posted 25 August 2014 - 02:23 PM
Drek, on 25 August 2014 - 01:18 PM, said:
- 40GB for a shits, giggles, and rescue Linux
- 80GB for Windows, including ~8GiB for Duke related stuff
SSD really makes a difference for booting or letting TortoiseSVN search for local HRP repo modifications.
Quote
cd duke3d duke3d
This post has been edited by LeoD: 25 August 2014 - 02:25 PM
#4860 Posted 31 August 2014 - 03:27 AM
Fox, on 15 November 2013 - 01:55 PM, said:
if (dasectnum < 0 || ((actor[spritenum].actorstayput >= 0 && actor[spritenum].actorstayput != dasectnum) || (spr->picnum == BOSS2 && spr->pal == 0 && sector[dasectnum].lotag != ST_3) || ((spr->picnum == BOSS1 || spr->picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) // || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (spr->picnum == LIZMAN || (spr->picnum == LIZTROOP && spr->zvel == 0))) )
What's the reason for that line being commented out? That's what is causing the issue with Troopers and Enforcers walking in water sectors.
I can't answer the first question as the change was in r1044, but uncommenting that line does not solve the issue with the current state of things: a LIZMANJUMP in an ST1 sector stops moving altogether then. The block that runs if the condition is true returns early from the function, thereby not reaching TROR-related code, so keeping the line commented out seems sane.