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

Jump to content

  • 213 Pages +
  • « First
  • 163
  • 164
  • 165
  • 166
  • 167
  • 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   LeoD 

  • Duke4.net topic/3513

#4910

make utils fails to build:
In file included from build/src/util/generateicon.c:4:0:
build/include/kplib.h: In function 'kzclose':
build/include/kplib.h:40:1: error: implicit declaration of function 'MAYBE_FCLOSE_AND_NULL' [-Werror=implicit-function-declaration]
 static inline void kzclose(void) { MAYBE_FCLOSE_AND_NULL(kzfs.fil); }
 ^
cc1.exe: some warnings being treated as errors
Failed building build/obj/generateicon.o from build/src/util/generateicon.c!
make: *** [build/obj/generateicon.o] Error 1

0

User is offline   TerminX 

  • el fundador

  #4911

No guarantees are made that things will ever compile while flagged DONT_BUILD. It's an easy fix, though.
1

User is offline   Stabs 

#4912

So weirdest thing happened today, i was playing e1l1 and was enetering the cinema through the whole in the wall at the ticket booth, and iam not sure what happened, i must of hit and angle just right near the crack in the wall and it teleported me into the secret room above in SoS

I know this bug does is exist it just the first time iver ever happened in e1l1 the 18 oyears Ive been playing the official game levels

so if someone perfects this SoS glitch they could do some funny speedruns

This post has been edited by Stabs: 16 October 2014 - 02:23 AM

0

User is offline   MetHy 

#4913

View PostStabs, on 16 October 2014 - 02:23 AM, said:

So weirdest thing happened today, i was playing e1l1 and was enetering the cinema through the whole in the wall at the ticket booth, and iam not sure what happened, i must of hit and angle just right near the crack in the wall and it teleported me into the secret room above in SoS

I know this bug does is exist it just the first time iver ever happened in e1l1 the 18 oyears Ive been playing the official game levels

so if someone perfects this SoS glitch they could do some funny speedruns


Lately I've been having the feeling that SoS teleporting glitches tend to happen easier than they should in EDuke32, though I can't prove it, but I often got teleported in ways I had never before.
0

User is offline   oasiz 

  • Dr. Effector

#4914

When speedrunning the game with llcooldave, we found out that megaton has way more clipping bugs than eduke does.
Some bugs are a lot easier to perform than they normally would be.

eduke is similar to dos duke from what I remember, same success rate with clipping.
The only main difference we found with eduke when compared to DOS was this My link

I recall TX mentioning that eduke handled player being inside a -1 sector differently, outside of play area that is. I could remember it wrong. I recall it actually being some kind of an oddity in the original code that was fixed.
This only seems to apply in to underwater clipping, elsewhere this doesn't really happen.
Anyway, you still clip inside on all versions, the difference is that which one ends up killing you as well.

Duke is very VERY buggy by nature, once you start actually running the game, you will suddenly notice how absolutely broken the game is. Megaton just made things even easier.
Btw, you can also reach the red room trough the arcade with careful timing on movement and jumping in to the spotlight that rotates, you can also make it back to the arcade easily.
0

User is offline   Stabs 

#4915

well i was on DukeVR, no idea which build its based off, maybe me leaning forward clipped it through the wall or something

It was just such a weird bug, i swear if had a dollar for everytime ive dicked around in e1l1....

i shall dub it "the lotto bug"
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4916

This is purely hypothetical, but I have been wondering if it would be a possibility to have a table for negative shade values? Aka a light table.
1

User is offline   MetHy 

#4917

The glitch that would make a custom episode stop at E1L7 has been fixed in r4648, however I'm getting a new issue though much more minor since it's only cosmetic (and only in a mode I don't personaly use, but I thought I'd report it anyway).
When playing in polymost, sprites that are floor aligned and on the floor seem to flicker a LOT more (it used to happen but very rarely) when the player is in movement and looking at them. For example try map Storage Wars of Duke Hard (DH07.map), and look at the floor where the player starts while moving in polymost. I just compared with an older version (r4394) and that didn't happen.

This post has been edited by MetHy: 26 October 2014 - 02:09 AM

0

User is offline   TerminX 

  • el fundador

  #4918

That was actually an accidental build, I've just removed it.
0

User is offline   MetHy 

#4919

Damnit. I had deleted all the msgs concerning the glitch on the moddb pages of Duke Hard and posted a new one saying Duke Hard is now playable with latest EDuke32...
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4920

Is it possible (or is it already possible) to add in the ability to the polymer renderer to utilize custom shaders for cool lame effects? Like a standard EGA palette? Or green ASCII characters? Or crap like that? I have this weird fascination with making things look old, particularly with an EGA palette.
0

User is offline   Mblackwell 

  • Evil Overlord

#4921

I'm sure you could do it using:

http://wiki.eduke32....ki/Highpalookup
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4922

That would require defining every art tile as a hightile texture (not to mention the sizable complexity of designing a highpalookup). It would be far more efficient to design a new PALETTE.DAT with modified EGA-limited colors.
0

User is offline   Micky C 

  • Honored Donor

#4923

I'm sure the renderer is capable of doing it. However there is currently no system that allows people to create and use custom shaders.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4924

View PostMetHy, on 03 October 2014 - 02:59 AM, said:

When watching demos there is a time bar at the top (which lets you fast forward/backward too), it's very useful, however it's very obtrusive especially if one wants to record a video. Any way to hide the bar?

Yes, press TAB.
0

#4925

Quick question here: I am working on a TC and have just started experimenting with polymer. I don't remember installing it, but apparently I did. My question (yes, I've searched for this but can't find answers) is: Is there a possible way to add lighting properties to User Art textures? For example: The door switches glow with the normal door switch sprites. Let's say I wanted to have a texture that I have imported "Glow", how can I go about doing this? I've dug through my files in the folder and can't find anything. Also, while I am on the subject: is there a way I can EDIT the lighting colors/properties of the "stock" sprites/textures?
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4926

You have to have multiple images for one texture (ones for spec, diffuse, glowmap, normals, etc). It's not done through code. Well, it is in that the images are declared in a DEF for each texture, but that's it. Example:

texture 258 {
pal 0 { file "highres/textures/0258.png" }
normal { file "highres/textures/0258_n.png" parallaxbias 0.0 parallaxscale 0.1 }
specular { file "highres/textures/0258_s.png" }
glow { file "highres/textures/0258_g.png" }
}
0

User is offline   Micky C 

  • Honored Donor

#4927

I think he's referring to the dynamic polymer lights made by switches and other sprites.

You can't change them size they're hard coded. If you want to make new ones, you'd have to write some con code to spawn an SE with the light properties that you want.
Or you can just add them to the map itself, but then you can't change them during gameplay.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4928

View Postchuck bronson, on 13 November 2014 - 08:00 PM, said:

Quick question here: I am working on a TC and have just started experimenting with polymer. I don't remember installing it, but apparently I did. My question (yes, I've searched for this but can't find answers) is: Is there a possible way to add lighting properties to User Art textures? For example: The door switches glow with the normal door switch sprites. Let's say I wanted to have a texture that I have imported "Glow", how can I go about doing this? I've dug through my files in the folder and can't find anything. Also, while I am on the subject: is there a way I can EDIT the lighting colors/properties of the "stock" sprites/textures?

From CON, you'll want to spawn the appropriate SE 49 / SE 50. If the light will be moving, you'll want to update its position in EVENT_ANIMATESPRITES so that it does not appear to stutter.

To change hardcoded sprites, first disable the hardcoded ones using the following, then make new ones using the above.

    getactor[THISACTOR].htflags temp
    orvar temp 256
    setactor[THISACTOR].htflags temp

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4929

Is there any intent to solve the problem with the order which onevent/endevent is called for the same event?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4930

View PostFox, on 19 November 2014 - 10:13 AM, said:

Is there any intent to solve the problem with the order which onevent/endevent is called for the same event?

Er, I think you mean to ask something else -- onevent and endevent are just tokens that delimit the code for a single (type of) event, and those can't be nested. However, events may recurse, i.e. active event code may give rise to another event, even of the same type. Can you provide an example of what problem you want to solve? What kind of entity do you want to impose a fixed ordering on?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4931

Is it possible to expose a smoothratio gamevar to the game?

This post has been edited by Fox: 24 November 2014 - 09:42 PM

0

User is offline   TerminX 

  • el fundador

  #4932

What do you need it for?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4933

Interpolation. Currently I am comparing game tics and totalclock, but I assume smoothratio would be better.

Edit: Nevermind the smooth movement. I guess it's better to leave the Newbeast the same way.

This post has been edited by Fox: 24 November 2014 - 11:21 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #4934

We're building synthesis builds again, so please do not hesitate to leave feedback (and use the debug builds so you can submit crashlogs).
1

User is offline   Micky C 

  • Honored Donor

#4935

Why was there a break?
0

User is offline   TerminX 

  • el fundador

  #4936

Because I was busy screwing everything up and fixing it again. :)
0

User is offline   Micky C 

  • Honored Donor

#4937

Do we get some of those cool new android-derived benefits like optimized renderers and hi-res viewscreen tiles? Posted Image
0

User is offline   Lunick 

#4938

Just download it and flick through the menus. If you can't notice a difference then go wear a new pair of glasses :)
1

User is offline   Jblade 

#4939

Event_Animatesprites doesn't seem to work in the new synthesis build - all sprites that have their appearence modified look as if the event wasn't running.
1

Share this topic:


  • 213 Pages +
  • « First
  • 163
  • 164
  • 165
  • 166
  • 167
  • 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