EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5006 Posted 17 December 2014 - 05:16 PM
#5007 Posted 17 December 2014 - 05:56 PM
Fox, on 17 December 2014 - 05:16 PM, said:
Oops.
#5008 Posted 18 December 2014 - 04:24 AM
1) The viewscreen seemed to change its size after the first use.
2) It stopped animating when I went to the menu and returned. Couldn't get it to animate again.
Btw where did all the options like "show level stats" go? I can't see it anywhere. I'm using r4814 btw.
#5009 Posted 18 December 2014 - 08:15 AM
Micky C, on 18 December 2014 - 04:24 AM, said:
We culled the menus in preparation for Android. That one is in Display Setup --> On-Screen Displays.
#5010 Posted 18 December 2014 - 09:03 AM
Micky C, on 18 December 2014 - 04:24 AM, said:
Probably the result of the tsprite x-yrepeat being truncated.
#5011 Posted 20 December 2014 - 05:12 AM
Fox, on 16 December 2014 - 06:16 AM, said:
For sprites, the following will do, assuming the attached PALETTE.DAT table is used.
gamevar tmp 0 0 gamevar cs 0 0 state setup_animatesprites getactor[THISACTOR].mdflags tmp orvar tmp 16 setactor[THISACTOR].mdflags tmp ends onevent EVENT_EGS state setup_animatesprites endevent onevent EVENT_LOADACTOR state setup_animatesprites endevent // Assuming a PALETTE.DAT with e.g.: // blend 0: 50/50 alpha // blend 1: factor 1.0 additive onevent EVENT_ANIMATESPRITES getactor[THISACTOR].cstat cs ifvarand cs 2 ifvarand cs 512 setactor[THISACTOR].blend 1 else setactor[THISACTOR].blend 0 endevent
Note how I set mdflags[].flags' bit 16 for both cases of sprite creation (premap and in-game spawn), unconditionally for all sprites.
Attached File(s)
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PALETTE_1-addtv.zip (49.12K)
Number of downloads: 293
#5012 Posted 20 December 2014 - 05:42 AM
Micky C, on 18 December 2014 - 04:24 AM, said:
2) It stopped animating when I went to the menu and returned. Couldn't get it to animate again.
I can't reproduce any of these problems. For the second one, the rendered view on the security screen stops panning for a second or so, but resumes then. What are your renderer settings (as shown with DNCOORDS entered twice)?
#5013 Posted 20 December 2014 - 10:27 AM
Helixhorned, on 20 December 2014 - 05:12 AM, said:
(...)
Note how I set mdflags[].flags' bit 16 for both cases of sprite creation (premap and in-game spawn), unconditionally for all sprites.
I need it for masked walls too.
You changed the default table to 50%? That will be very usefull. But then I need a way to change the hard-coded translucency values in OpenGL modes.
This post has been edited by Fox: 20 December 2014 - 10:33 AM
#5014 Posted 20 December 2014 - 07:47 PM
Helixhorned, on 20 December 2014 - 05:42 AM, said:
Well that hardly gave any information at all.
Rendermode 0, resolution 1024x768, widescreen on.
#5016 Posted 21 December 2014 - 08:35 AM
Micky C, on 18 December 2014 - 04:24 AM, said:
2) It stopped animating when I went to the menu and returned. Couldn't get it to animate again.
OK, 2) is now fixed. A more precise description of the bug is that the animation on the viewscreen was suspended for as long as you had the menu open. As far as 1) is concened, I can't get the viewscreen back to its normal tile with new revisions. Whenever I exceed the tile-update threshold distance (
Fox, on 20 December 2014 - 10:27 AM, said:
Assuming the translucency bits of every wall never change, just loop over all of them at map entry and set wall[].blend accordingly.
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Well, that has been discussed earlier, like from here on.
#5017 Posted 21 December 2014 - 11:31 AM
Helixhorned, on 21 December 2014 - 08:35 AM, said:
That structure is not avaiable.
#5018 Posted 22 December 2014 - 07:32 AM
#5020 Posted 23 December 2014 - 06:22 AM
#5021 Posted 23 December 2014 - 06:57 AM
#5022 Posted 23 December 2014 - 10:32 PM
#5023 Posted 23 December 2014 - 10:45 PM
#5025 Posted 23 December 2014 - 11:23 PM
#5027 Posted 24 December 2014 - 02:05 AM
Fox, on 23 December 2014 - 06:57 AM, said:
Ultimately because it means the existence of a new on-disk map format which would have to be maintained, together with conversion code from at least the preceding version. So, each time a field were added to sprite/wall/sprite in the non-Lua setting, we'd bump the map format to V10, V11, V12, ... not cool. The situation is different for structures like spriteext[] because they're not exposed in this way. Still, we need to bump BYTEVERSION (breaking older savegames) whenever we change these.
#5028 Posted 24 December 2014 - 02:17 AM
Hendricks266, on 24 December 2014 - 01:57 AM, said:
The flag is ineffective when set during the game for an actor, though. The proper way is to mark an actor tile potentially "rotation-fixed" by adding bit 4 to its actortype. At map load time, sprites of that tile number contained in SE0, SE6 or SE14 sectors will be set up for prevention of roundoff error accumulation during the game. Sprites of the following statnums will be set up this way by default: DEFAULT, STANDABLE, FX, FALLER, LIGHT.
Note that in the wiki's htflags documentation, some flags have no CON labels. These flags are not really supposed to be used directly.
#5029 Posted 24 December 2014 - 02:25 AM
ifvarvare SAVEGAME THISACTOR { readgamevar SAVEGAME ifvare SAVEGAME 0 killit save 9 setvar SAVEGAME 0 savegamevar SAVEGAME killit } ifvare AUTOSAVE_ENABLED YES ifvare SAVEGAME 0 { ifvarn HITAGSAVED 0 { checkactivatormotion HITAGSAVED ifvare RETURN 1 { userquote 243 setvarvar SAVEGAME THISACTOR } } else ifpdistl 1024 { userquote 243 setvarvar SAVEGAME THISACTOR savegamevar SAVEGAME } }
It's convoluted to fix the issue where the game would autosave immediately again upon loading the save back up.
This post has been edited by Jblade: 24 December 2014 - 02:27 AM
#5030 Posted 24 December 2014 - 03:31 AM
Helixhorned, on 24 December 2014 - 02:05 AM, said:
What prevents the addition of sectorext[] or wallext[] structures, other than bumping BYTEVERSION?
Edit: Where am I supposed to add SFLAG_NODAMAGEPUSH so it take effect? It doesn't work by changing the .htflags or using spriteflags outside the actor code.
This post has been edited by Fox: 24 December 2014 - 03:50 AM
#5031 Posted 27 December 2014 - 02:14 PM
sergey808a, on 16 December 2014 - 11:24 PM, said:
This is fixed.
#5032 Posted 27 December 2014 - 11:56 PM
Hendricks266, on 27 December 2014 - 02:14 PM, said:
sergey808a, on 17 December 2014 - 09:24 AM, said:
Also, not working ending movies after 2nd and 3rd bosses.
This is fixed.
Thanks for this.
Unfortunately glitch with Cycloid is still exist in eduke32_win64_20141227-4859.
This bug occurs if the autoload folder contains custom packs except duke3d_hrp.zip (even duke3d_music.zip).
If there is no custom packs in autoload folder - everything works good.
First log with no custom packs (no glitches).
Second log with added duke3d_music.zip in autoload folder, without other changes. Bug is exist.
I found this string in second eduke32.log:
Failed loading skin file "highres/sprites/monsters/2710_body_d.png": error -2
Maybe it helps fixing this bug.
Thank you for works.
Attached File(s)
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eduke32.log (21.21K)
Number of downloads: 260 -
eduke32.log (21.05K)
Number of downloads: 252
This post has been edited by sergey808a: 27 December 2014 - 11:57 PM
#5033 Posted 28 December 2014 - 10:27 AM
Jblade, on 24 December 2014 - 02:25 AM, said:
Fixed in r4838. The perpetrator thanks you for reporting and is happy for not having to fix it himself. (Probably. I didn't ask. )
Fox, on 24 December 2014 - 03:31 AM, said:
Nothing except bumping it, and the fact that nowadays the folks working on the embedded versions will likely frown upon the addition of a couple of KB of a mostly unused array. In other words, something like wall_blend[] for the non-Lua build is a good idea for maintaining some degree of compatibility, but said folks would probably like to see it tightly allocated. (Slightly more work for whoever implements this.)
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With the spriteflags directive. Starting with r4841, you may pass multiple flags to it, which will be bitwise-ORd. A somewhat sub-optimal example of a root CON file is this:
// 4610 is NEWBEAST spriteflags 4610 SFLAG_NODAMAGEPUSH SFLAG_SMOOTHMOVE include GAME.CON
Note that spriteflags is supposed to be used before the definition of the useractor of the same tile, any other sprite* directives or precache, the reason being that it assigns (i.e. overwrites) the 'flags' value instead of bitwise-ORing it into the old one. For code entirely under your control, this is not an issue.
#5035 Posted 28 December 2014 - 11:06 AM
Fox, on 28 December 2014 - 10:50 AM, said:
You mean with the exact example I posted or some other case? For the former: works fine here. For the latter: I'd have to see the code, and potentially some context like the order in which useractor and sprite* directives appear. LunaCON warns you if you violate the rule stated earlier. (Except that it considers actor but not precache -- might need to fix that.)