
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5247 Posted 14 April 2015 - 10:53 AM
#5248 Posted 14 April 2015 - 10:58 AM
#5249 Posted 14 April 2015 - 11:04 AM
http://dukerepositor...e_For_Christmas
It does it towards the end of this map, the skys are aligned properly in Build but ingame they become misaligned at the town at the end.
This post has been edited by Jblade: 14 April 2015 - 11:05 AM
#5250 Posted 15 April 2015 - 11:58 PM
If you use the alpha member of sprites, ensure that you always constrain the value that you use to [0, 255]. (For those unfamiliar with math, this notation stands for an inclusive interval.)
Likewise, apply the same constraint to alpha parameter of rotatespritea and screentext, unless you are using a negative value to stand in for a blend parameter, in which case constrain it to [-255, -1].
Currently, unconstrained values are equivalent to zero, but this will change imminently when upper bits of alpha, both member and parameter, are overloaded to configure OpenGL blending modes.
If you use the CON commands getmusicposition or setmusicposition, first of all, you shouldn't be using them (unless you're Fox), because we have not documented them on the wiki, and the commit message that introduced them clearly stated:
Quote
There is a high likelihood that these commands will change in the near future, breaking any scripts and savegames that use them. Consider yourselves warned.
#5251 Posted 16 April 2015 - 11:31 PM
#5252 Posted 17 April 2015 - 12:39 AM
#5253 Posted 18 April 2015 - 02:22 PM
#5254 Posted 18 April 2015 - 02:23 PM
Jblade, on 14 April 2015 - 11:04 AM, said:
There's an arbitrary limit of 256, formerly 128, CLOUDYSKIES parallaxed ceilings that get their x/yrepeat changed with time and according to the player viewing angle.
#5255 Posted 18 April 2015 - 02:31 PM
#5256 Posted 18 April 2015 - 02:44 PM
Jblade, on 18 April 2015 - 02:31 PM, said:
Nah, probably they just made a rough guess about the limit. On each scene display, all CLOUDYSKY sectors are updated [*], so runtime only depends on how much are actually used. Glad to make EDuke32 the ultimate usermap playing port a bit more

[*] This is actually pretty dubious. Map structures should be updated in game state code only.
#5257 Posted 18 April 2015 - 03:16 PM
Helixhorned, on 18 April 2015 - 02:44 PM, said:
Interesting you should mention that, considering some the discussions Fox, TX, and I have been having about the Duke 64 mod. Don't CYCLER sprites do something similarly dubious with sector shading?
#5258 Posted 19 April 2015 - 03:29 AM
Hendricks266, on 18 April 2015 - 03:16 PM, said:
Yes, but that's from G_DoMoveThings() -> A_MoveCyclers(), i.e. game state update code and thus perfectly fine. I'm complaining about the fact that CLOUDYSKIES ceiling x/ypanning is changed from display code (G_DisplayRest() -> G_MoveClouds()), which is questionable. After all, game state should at least conceptually evolve in lockstep on each peer. When it instead depends on something local (such as the time when a redraw is made), you may get inconsistencies when you examine that value from game code and do something based on it.
Edit: strictly speaking, this applies to the old netcode.
#5259 Posted 19 April 2015 - 03:38 AM
Fox, on 16 April 2015 - 11:31 PM, said:
There was an issue with a maintanance rewrite of some related code, so it should be back to Duke3D behavior now, but a piece of information I found in passing is that the maximum shade of all walls in the SE sector is backed up and subsequently used. So, if you experience flickering to very dark shades, check the SE sector's walls. Also,
r5155 said:
lotag, similarly to how you how you give a "random flash number" as SE4 hitag.
#5260 Posted 20 April 2015 - 12:32 AM
#5261 Posted 20 April 2015 - 12:35 AM
#5262 Posted 20 April 2015 - 12:40 AM
Fox, on 20 April 2015 - 12:32 AM, said:
We're planning to do this in HTTKC via def.
#5263 Posted 20 April 2015 - 12:48 AM
Daedolon, on 20 April 2015 - 12:35 AM, said:
I guess that makes sense. It could be hard-coded to stretch to full width, which would be less invasive than the code to fit HUD elements on the screen. But the problem would be TCs that use .anm files, including Sunstorm Interactive expansion packs.
#5264 Posted 25 April 2015 - 05:05 AM
onevent EVENT_PREGAME ifactor APLAYER setactor[THISACTOR].htextra -1 endevent
#5265 Posted 25 April 2015 - 09:56 PM
#5268 Posted 04 May 2015 - 03:33 AM
Helixhorned, on 01 May 2014 - 02:26 PM, said:
I came to realize what is the perfect method to overcome the problem with the shade contributing to the fog parameter: applying the standard black fog with the shade parameter, and on top of it the colored fog using screen blend mode.
From left to right: fullbright, normal, 50% shaded, 100% shaded.
Normal fog with shade parameters

Colored fog without shade parameters (current .fogpal)

Normal fog with shade parameters + colored fog with screen blend mode

This post has been edited by Fox: 04 May 2015 - 05:21 AM
#5269 Posted 04 May 2015 - 04:02 AM
#5270 Posted 04 May 2015 - 07:17 AM
Fox, on 04 May 2015 - 03:33 AM, said:
Where exactly are you proposing to use this?
#5272 Posted 04 May 2015 - 01:10 PM
Fox, on 04 May 2015 - 12:36 PM, said:
But I mean, where? What specific aspect of what feature? Applying the fogpal member in 8-bit?
#5273 Posted 04 May 2015 - 01:46 PM
#5274 Posted 06 May 2015 - 01:40 PM
#5275 Posted 07 May 2015 - 03:48 AM
NightFright, on 06 May 2015 - 01:40 PM, said:
NightFright, on 06 May 2015 - 01:40 PM, said: