EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5072 Posted 04 January 2015 - 03:28 PM
Fox, on 04 January 2015 - 02:56 PM, said:
Okay..... so, how can I change it's color?
I've tried configuring the numbers cfg file, but nothing seems to be working at all
Sorry if I'm being a nuisance, this kind of configuring is kind of new to me
#5073 Posted 04 January 2015 - 04:31 PM
This post has been edited by Tea Monster: 04 January 2015 - 04:32 PM
#5074 Posted 05 January 2015 - 04:31 AM
#5075 Posted 05 January 2015 - 05:26 AM
darkprince227, on 04 January 2015 - 01:51 PM, said:
1- When I have HRP on, whenever I unlock a door, Duke's hand ALWAYS uses the blue card even if it's a yellow or red slot.
duke0000.png
2- Are the Assault Troopers and Captains supposed to all be wearing blue?
BTW, are the crosshairs supposed to be white?
#5076 Posted 05 January 2015 - 05:40 AM
Tea Monster, on 04 January 2015 - 04:31 PM, said:
I've tried changing the numbers in the 'cfg' file like you suggested (I typed '255,255,0' to get the classic yellow) but the damn thing just stays white
It might be something to do with the colour bug that I mentioned earlier (all the assault troopers/ captains being blue, as well as all the HRP access cards held by duke)
#5077 Posted 05 January 2015 - 07:02 PM
Micky C, on 05 January 2015 - 04:31 AM, said:
To make matters worse, the draw distance seems to depend on the scale of the voxel. So the more you shrink it, the quicker it disappears from view. I've got voxels disappearing in the same room as the player
It doesn't necessarily need to be a source code fix, is there some way to do it with con? Is there even any need to have this limitation in this day and age? I would have thought that any map with enough voxels to have a framerate problem would simply not have the voxels drawn when the sectors aren't in view, along with everything else.
Edit: I'm also having trouble getting the rotate and duplicate sprite feature to work in a.m32. I've included the script and enabled all events, but nothing's happening when I point at the central sprite or press space on it. Also, I have no idea what that "sh" term on the sign is meant to be.
This post has been edited by Micky C: 05 January 2015 - 07:38 PM
#5078 Posted 06 January 2015 - 01:03 AM
#5079 Posted 06 January 2015 - 02:14 AM
LeoD, on 05 January 2015 - 05:26 AM, said:
Okay. Things are starting to make a bit more sense now.
I took the duke3d_hrp_polymost.def from the polymost.zip file, put it in my eduke32 folder and renamed it duke3d_hrp.def. Now everything is working as it should except the $@!*£^! crosshair is still white!
I've tried modifying the numbers in the eduke.cfg file like TeaMonster suggested but that doesn't work. I try configuring it in the console, but still nothing works and it just goes to R:0 G:0 B:0 and stays there no matter
what I type next.
This post has been edited by darkprince227: 06 January 2015 - 08:26 AM
#5080 Posted 06 January 2015 - 09:25 AM
Fox, on 06 January 2015 - 01:03 AM, said:
LunaCON has switches to display warnings for unused and set-but-not-used gamevars.
#5081 Posted 06 January 2015 - 01:05 PM
Micky C, on 05 January 2015 - 04:31 AM, said:
Bumped that to twice the distance in r4881. The limitation is "arbitrary". Pretty much all classic Build code that conceptually operates on fractional numbers uses "scaled integers" instead, implying certain limits.
Micky C, on 05 January 2015 - 07:02 PM, said:
Glad it's of use to you! It simply has collected so much dust and didn't work for a variety of reasons. Check out the updated map in r4880. "Sh" refers to the pivot sprite's shade.
#5082 Posted 06 January 2015 - 09:13 PM
This post has been edited by Fox: 07 January 2015 - 02:39 AM
#5083 Posted 08 January 2015 - 03:10 PM
This post has been edited by Jblade: 08 January 2015 - 03:10 PM
#5085 Posted 08 January 2015 - 11:49 PM
awesome work with EDuke32, HRP, Polymer and all the stuff going on... Thanks a lot!
It's a project really worth supporting, so I hope you received my donation.
Question:
What's the recommended hardware for Polymer with HRP running in 1680x1050?
I was looking for the answer but only found out that a "badass" videocard is required...
I have an Phenom II X4 965, a Radeon 7770 (stock overclocked) and 8 GB of RAM. (Windows 7 x64)
Running the game in the resolution mentioned above is nearly impossible.
It runs smooth at times (above 30 fps I think, just really smooth) but especially when making fast turns, or jumping down the tube right at the beginning of the first episode the framerate drops to about 5 fps.
Is this a known issue of the renderer? Or an issue with AMD cards? Or do I just suck?
Thanks guys,
keep up the great work!
#5086 Posted 08 January 2015 - 11:53 PM
It tends to run pretty well for me though, even though my computer isn't particularly powerful.
This post has been edited by Micky C: 08 January 2015 - 11:54 PM
#5087 Posted 09 January 2015 - 05:18 AM
Micky C, on 08 January 2015 - 11:53 PM, said:
Could you please elaborate a bit on your hardware and the resolution you're playing at?
I guessed that there's some issue with AMD... Maybe I should try my old 9800GT just for comparison
#5088 Posted 09 January 2015 - 03:52 PM
#5089 Posted 09 January 2015 - 03:57 PM
Btw since you have a 64-bit version of windows, you should use the 64-bit version of eduke32, which should give you a small framerate boost when using openGL renderers (but might slow the classic renderer slightly).
#5090 Posted 10 January 2015 - 04:41 AM
This post has been edited by Fox: 10 January 2015 - 04:48 AM
#5091 Posted 10 January 2015 - 08:31 AM
TerminX, on 02 January 2015 - 04:48 PM, said:
Recently it crashed several times for me, with the "cache space all locked up" message in the log. This time it also included a message about the keyboard:
ERROR: CACHE SPACE ALL LOCKED UP! Switching keyboard layout from 00000409 to 00000416
#5092 Posted 10 January 2015 - 08:57 AM
Fox, on 06 January 2015 - 09:13 PM, said:
Meaning to enumerate the names of the files in a given directory? Lunatic can do that. Adding a new command every time a request like this comes along doesn't scale well IMO; CON already has several redundancies[1]. Rather, what could be done is to provide a way to call Lua functions from CON, by giving them a state name. If you still wanted to have said functionality in CON then, you could make the function write to CON quotes, starting from a given one. Currently, Lunatic has no quote access, though.
[1]Quiz: which of the following commands can be removed without decreasing functionality: sound, soundonce, globalsound?
Jblade, on 08 January 2015 - 03:10 PM, said:
Fox, on 08 January 2015 - 07:11 PM, said:
It's possible using EVENT_ANIMATESPRITES. Loading is a non-issue thanks to m32_autoexec.cfg.
Fox, on 10 January 2015 - 04:41 AM, said:
We had that discussion already. Simply use a single gamevar/gamearray to group up to 32 boolean variables together.
Fox, on 10 January 2015 - 08:31 AM, said:
ERROR: CACHE SPACE ALL LOCKED UP! Switching keyboard layout from 00000409 to 00000416
The first message does not imply a "crash" in the proper sense.
Gotta follow the keyboard layout trail, I guess.
#5093 Posted 10 January 2015 - 09:22 AM
Helixhorned, on 10 January 2015 - 08:57 AM, said:
Actually I was thinking of a def command. It may sound weird at first to have a def command that will affect the CON, but the purpose is purely to organize the files (maps, music or sounds) in folders. Think of loadgrp but with directories.
Helixhorned, on 10 January 2015 - 08:57 AM, said:
I assume ifsound does the exact same check as soundonce.
Helixhorned, on 10 January 2015 - 08:57 AM, said:
While I have used some gamevars as bitfields, it would be too confusing to do so with unrelated effects. Plus it's not just boolean effects, sometime I am using a variable to store palette values, which use only 8 bits.
By the way, I always give priority to normal commands over switch. For example:
ifspritepal 0 { switch sprite[THISACTOR].picnum case BOSS1 case BOSS2 case BOSS3 case BOSS4 <code> break endswitch }
Does this actually make difference in processing, or am I imagining stuff?
This post has been edited by Fox: 10 January 2015 - 09:28 AM
#5094 Posted 10 January 2015 - 07:31 PM
#5095 Posted 10 January 2015 - 08:14 PM
#5096 Posted 10 January 2015 - 08:58 PM
The issue was with the AMC TC so we'll try and get that fixed.
#5097 Posted 11 January 2015 - 08:41 AM
#5098 Posted 11 January 2015 - 04:00 PM
Edit: If it helps, I did some checking and r4882 is the last one that works for me, although I'd imagine the problem would be fairly obvious anyway.
EDuke32 2.0.0devel r4904 (32-bit) C++ build Compiled Jan 10 2015 21:07:57 Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/dc/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/nw/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/vacation/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/music/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/music/nwinter/ for game data Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/music/vacation/ for game data Using C:/GOG Games/Duke Nukem 3D/ for game data Using C:/Users/Michael/Desktop/notepad plus/duke/ for game data Windows 7 Service Pack 1 (build 6.1.7601) Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3) Using "windows" video driver Searching for game data...
This post has been edited by Micky C: 11 January 2015 - 04:10 PM
#5099 Posted 11 January 2015 - 04:21 PM
This is probably the cause:
r4886 | hendricks266 | 2015-01-08 07:14:47 -0800 (Thu, 08 Jan 2015) | 3 lines Clean up autodetected game install search paths on all platforms that use them. This should prevent Lunar Apocalypse from becoming Nuclear Winter with Megaton on Linux and Mac.
This post has been edited by Fox: 11 January 2015 - 04:24 PM
#5100 Posted 11 January 2015 - 04:33 PM
Micky C, on 11 January 2015 - 04:00 PM, said:
We've identified the issue and will be committing a fix shortly.