
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5306 Posted 08 June 2015 - 06:02 AM
#5307 Posted 08 June 2015 - 06:06 AM
#5308 Posted 09 June 2015 - 03:34 AM
#5309 Posted 09 June 2015 - 03:43 AM
#5310 Posted 09 June 2015 - 07:45 AM
To summarize, upon loading a user map other than E1L8.MAP, if a MID or OGG file with the map's filename (minus the extension) is not found, DETHTOOL.MID is loaded. This is hardcoded in EDuke32, and is the file to be loaded even if the relevant entry is modified in USER.CON.
#5311 Posted 09 June 2015 - 10:32 AM
dethtoll.mid being hardcoded is a long-standing problem on the to-do list, that will likely be augmented with def music "usermap" syntax like "intro"/"briefing"/"loading".
#5312 Posted 09 June 2015 - 01:07 PM
#5313 Posted 09 June 2015 - 01:41 PM
Hendricks266, on 09 June 2015 - 10:32 AM, said:
This was never a problem until Megaton edition compatability, so please don't try and tell me about lessons thank you

I figured this out and fixed it ages ago on my end, it was only presenting a problem with the guys who had Megaton installed (I didn't and didn't know that Eduke32 autoloads Megaton content)
This post has been edited by Jblade: 09 June 2015 - 01:43 PM
#5314 Posted 09 June 2015 - 01:47 PM
Fox, on 09 June 2015 - 01:07 PM, said:
Nothing is hardcoded beyond adding the Megaton paths. The automatic "does an OGG or FLAC exist of this MIDI/VOC?" kicks in from there.
Jblade, on 09 June 2015 - 01:41 PM, said:

Contrarily, naming something in an inaccurate fashion is poor practice in general.
#5315 Posted 09 June 2015 - 02:07 PM
#5316 Posted 13 June 2015 - 04:05 PM
#5318 Posted 14 June 2015 - 03:42 PM
Micky C, on 13 June 2015 - 04:05 PM, said:
http://wiki.eduke32....Language#fogpal
Daedolon, on 14 June 2015 - 10:07 AM, said:

The standalone page should have a description of the member of the sector structure also named fogpal.
#5319 Posted 15 June 2015 - 06:25 AM
#5320 Posted 16 June 2015 - 08:21 AM
This post has been edited by Paul B: 16 June 2015 - 08:22 AM
#5321 Posted 30 June 2015 - 01:14 PM
EDIT: Wouldn't it be pretty simple to add an optional volume parameter to the sound command? It could be added to the sound's volume parameter in the definition for that particular instance. And yes, I know that I could simulate the same thing by spawning a sprite that plays the sound a certain distance from the player.
This post has been edited by Trooper Dan: 30 June 2015 - 01:33 PM
#5322 Posted 30 June 2015 - 01:41 PM
#5323 Posted 27 July 2015 - 11:30 AM
#5324 Posted 28 July 2015 - 02:40 PM
Paul B, on 16 June 2015 - 08:21 AM, said:
turn off aero
#5325 Posted 20 August 2015 - 12:26 PM

This post has been edited by Fox: 20 August 2015 - 12:27 PM
#5326 Posted 31 August 2015 - 11:41 PM
#5327 Posted 11 September 2015 - 01:36 AM
Initializing Polymer subsystem ... g_errorLineNum: 0, g_tw: 0
The problem occurs only when using a polymer mode. Revision 5297 is working correctly.
Graphic card is integrated Intel Intel® HD Graphics 2.1.0 - Build 8.15.10.2993
Attached File(s)
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eduke32.log (1.22K)
Number of downloads: 378
#5329 Posted 20 September 2015 - 04:30 AM
Fox, on 11 September 2015 - 04:52 PM, said:
Yes, in the non-Lunatic EDuke32 build, the sector's {ceiling,floor}xpanning member is used to hold the bunch number of the ceiling or floor.
#5331 Posted 20 September 2015 - 08:52 AM
Helixhorned, on 20 September 2015 - 04:30 AM, said:
Is there anything that prevents non-Lunatic build from having new structures in the map format? Or is it a matter of the classic Build engine code being too messy?
This post has been edited by Fox: 20 September 2015 - 08:53 AM
#5332 Posted 20 September 2015 - 03:53 PM
I'd guess there must be something stopping the current map system from adding new stuff in otherwise Helix wouldn't have used the offsets for TROR in the first place.
This post has been edited by Micky C: 20 September 2015 - 03:58 PM
#5333 Posted 21 September 2015 - 11:04 AM
Micky C, on 20 September 2015 - 03:53 PM, said:
OK, you know how every time we change something internally, savegames break? Imagine that but with map files. We'd end up with thousands of lines of compatibility code to support loading every map version we ever went through, and everyone would end up with maps that only worked in EDuke32/Mapster32 and could never be altered by any other existing utility again. That would be bad.
#5334 Posted 24 September 2015 - 11:49 AM
build/src/winlayer.c: In function 'void UninitDirectInput()': build/src/winlayer.c:1161:59: error: invalid conversion from 'const void*' to 'void*' [-fpermissive] for (i=joynumaxes-1; i>=0; i--) Bfree(axisdefs[i].name); ^ In file included from build/src/winlayer.c:31:0: C:/Progs/mingw64/x86_64-w64-mingw32/include/malloc.h:77:16: note: initializing argument 1 of 'void free(void*)' void __cdecl free(void *_Memory); ^ build/src/winlayer.c:1166:64: error: invalid conversion from 'const void*' to 'void*' [-fpermissive] for (i=joynumbuttons-1; i>=0; i--) Bfree(buttondefs[i].name); ^ In file included from build/src/winlayer.c:31:0: C:/Progs/mingw64/x86_64-w64-mingw32/include/malloc.h:77:16: note: initializing argument 1 of 'void free(void*)' void __cdecl free(void *_Memory); ^ build/src/winlayer.c:1171:58: error: invalid conversion from 'const void*' to 'void*' [-fpermissive] for (i=joynumhats-1; i>=0; i--) Bfree(hatdefs[i].name); ^ In file included from build/src/winlayer.c:31:0: C:/Progs/mingw64/x86_64-w64-mingw32/include/malloc.h:77:16: note: initializing argument 1 of 'void free(void*)' void __cdecl free(void *_Memory); ^ Failed building build/obj/winlayer.o from build/src/winlayer.c! makefile:626: recipe for target 'build/obj/winlayer.o' failed mingw32-make: *** [build/obj/winlayer.o] Error 1
This post has been edited by LeoD: 24 September 2015 - 11:50 AM
#5335 Posted 24 September 2015 - 03:02 PM
TerminX, on 21 September 2015 - 11:04 AM, said:
But wouldn't it make sense if you could only open ROR maps with Eduke/Mapster? As a last resort, Mapster could have the option to export ROR maps without the ROR data. The lack of y-xpannign is what prevents me from releasing a ROR map. You may think it's nitpicking, but I want my E1L3 with transparent water to have the correct texture alignment.
Also I don't understand why it has to use x-ypanning instead of the sector extra, since it's a structures unused by the map editor and has the same amount of bits. The only reason I can think of is that it was thought at the time that some existing mod could be using it. But that wouldn't have been a good decision, since the alternative is to prevent textures from being properly aligned, and the sector extra is not accessible via CON (the value is overwritten before any game event can read it) so no mod has ever used it.