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

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.
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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

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User is offline   TerminX 

  • el fundador

  #4918

That was actually an accidental build, I've just removed it.
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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...
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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.
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User is offline   Mblackwell 

  • Evil Overlord

#4921

I'm sure you could do it using:

http://wiki.eduke32....ki/Highpalookup
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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.
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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.
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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.
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#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?
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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" }
}
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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.
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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

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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?
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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?
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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

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User is offline   TerminX 

  • el fundador

  #4932

What do you need it for?
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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

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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?
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User is offline   TerminX 

  • el fundador

  #4936

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

User is offline   MetHy 

#4940

I downloaded the latest eduke32 from the main page and Panda Antivirus says it's trojant.

Then again panda antivirus seems to fucking suck and it looks like it counts as "trojant" most .exe it doesn't know. Just saying.

Also, the mouse pointer appears in the menu, however when I click on something, it doesn't select where the pointer is at, but what's between the 2 nuke symbols (selected by the keyboard or the mousewheel)

Also, I was just testing through Duke Hard (to make sure the episode doesn't stop at map7, which is fine now); and now I found something else that's a little weird.
at the start of the secret map (Parking, dhsl.map, slot 17) the player is brought down by several sloped convoyer belt sectors. I never had any problem with these slopes in any other EDuke32 version (neither did I in classic in megaton); but now the player can get stopped (by the ceiling I think) where 2 sectors meet. It's not a big deal because you just need to press forward to keep going, but it breaks the smooth intro of the map.
I have no idea what could have changed that influences this though.

This post has been edited by MetHy: 29 November 2014 - 06:10 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4941

That menu was quite a surprise, especially the sliding. But I would also make it slide when you open/close the menu in-game for the sake of consistency. On a small note, the area of the user map screen is not transparent, but you probably already realized that.

About the cursor, I would prefer if it was not transparent since there is a distinction beetween it and the actual crosshair. I wonder if it would look better if it was scaled to the screen resolution? Perhaps it would be a case where it would be better to not correct the aspect ratio for the tile.

Edit: What exactly is the algorithm used for the menu sliding (x coordinate), for custom menu elements? Currently I am using an aproximation with a sin curve (it's also possible I can't sincronize it properly using totalclock).

This post has been edited by Fox: 29 November 2014 - 11:34 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #4942

View PostMetHy, on 29 November 2014 - 05:59 AM, said:

Also, the mouse pointer appears in the menu, however when I click on something, it doesn't select where the pointer is at, but what's between the 2 nuke symbols (selected by the keyboard or the mousewheel)

Because only the cursor is implemented right now. Stay tuned.

View PostFox, on 29 November 2014 - 07:16 AM, said:

That menu was quite a surprise, especially the sliding. But I would also make it slide when you open/close the menu in-game for the sake of consistency.

No, that wouldn't look right.

View PostFox, on 29 November 2014 - 07:16 AM, said:

On a small note, the area of the user map screen is not transparent, but you probably already realized that.

Intentional.

View PostFox, on 29 November 2014 - 07:16 AM, said:

Edit: What exactly is the algorithm used for the menu sliding (x coordinate), for custom menu elements? Currently I am using an aproximation with a sin curve (it's also possible I can't sincronize it properly using totalclock).

You're on the right track. I think you can detect when an animation is taking place by when current_menu changes, but until everything is exposed to scripting, you'll have to hard-code which animation runs where.

typedef struct MenuAnimation_t
{
    int32_t (*func)(void);
    Menu_t *a;
    Menu_t *b;
    int32_t start;
    int32_t length;
} MenuAnimation_t;

static MenuAnimation_t m_animation;

int32_t M_Anim_SinRight(void)
{
    return sintable[scale(1024, totalclock - m_animation.start, m_animation.length) + 512] + 16384;
}
int32_t M_Anim_SinLeft(void)
{
    return -sintable[scale(1024, totalclock - m_animation.start, m_animation.length) + 512] + 16384;
}

void M_ChangeMenuAnimate(int32_t cm, MenuAnimationType_t animtype)
{
    switch (animtype)
    {
        case MA_Advance:
            m_animation.func = M_Anim_SinRight;
            m_animation.start = totalclock;
            m_animation.length = 30;

            m_animation.a = m_currentMenu;
            M_ChangeMenu(cm);
            m_animation.b = m_currentMenu;
            break;
        case MA_Return:
            m_animation.func = M_Anim_SinLeft;
            m_animation.start = totalclock;
            m_animation.length = 30;

            m_animation.b = m_currentMenu;
            M_ChangeMenu(cm);
            m_animation.a = m_currentMenu;
            break;
        default:
            m_animation.start = 0;
            m_animation.length = 0;
            M_ChangeMenu(cm);
            break;
    }
}


    vec2_t origin = { 0, 0 };

    if (totalclock < m_animation.start + m_animation.length)
    {
        vec2_t previousOrigin = { 0, 0 };
        const int32_t screenwidth = scale(240<<16, xdim, ydim);

        origin.x = scale(screenwidth, m_animation.func(), 32768);
        previousOrigin.x = origin.x - screenwidth;

        M_RunMenu(m_animation.a, previousOrigin);
        M_RunMenu(m_animation.b, origin);
    }
    else
        M_RunMenu(m_currentMenu, origin);

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4943

Nitpicking: shouldn't the menu slide when you confirm to quit to the title?
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User is offline   LeoD 

  • Duke4.net topic/3513

#4944

make OPENGL=0 is broken again as of r4779:
Attached File  r4779-OPENGL=0-mingw64.log (8.07K)
Number of downloads: 365

Build on Debian is broken as of r4783:
Attached File  r4783-debian.log (28.01K)
Number of downloads: 365
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User is offline   Helixhorned 

  • EDuke32 Developer

#4945

View PostLeoD, on 01 December 2014 - 10:51 AM, said:

Build on Debian is broken as of r4783:
Attachment r4783-debian.log

Fixed that. The menu errors are better left to Hendricks.

This warning is much more interersting though. TX: maybe we ought to compile with pre-C++11?

Quote

build/src/a-c.c: In function 'void vlineasm4(int32_t, char*)':
build/src/a-c.c:262:32: warning: narrowing conversion of 'vince[0]' from 'int32_t {aka int}' to 'unsigned int' inside { } is ill-formed in C++11 [-Wnarrowing]
     uint32_vec4 vinc = {vince[0], vince[1], vince[2], vince[3]};
                                ^


0

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