EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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: 327
#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.
#5336 Posted 25 September 2015 - 09:42 AM
Quote
sector[].extra is used in Duke3D game logic: it's the lotag of the GPSPEED sprite found in it, or 256 by default.
Fox, on 24 September 2015 - 03:02 PM, said:
If you have the sectors of the water area in one bunch, the floor textures will be aligned to each other, although they will have "arbitrary" global alignment, assuming no wall-relative alignment. I agree that it's a bug that the renderer still regards the panning value when it's actually a bunch index -- it could be made to have a fixed panning such as 0 then. Even if you have to split one sector into multiple bunches (for example because you want every one of them to be convex for the classic renderer's sake), if you end up small panning differences (say 1 to 5), it shouldn't be noticeable at a casual glance.
#5337 Posted 25 September 2015 - 10:05 AM
Helixhorned, on 25 September 2015 - 09:42 AM, said:
AFAIK, after the map is loaded the sector bunchs are stored in the floorbunch and ceilingbunch structures, so it should't conflict with GPSPEEDs.
This post has been edited by Fox: 25 September 2015 - 10:06 AM
#5338 Posted 25 September 2015 - 10:41 AM
Fox, on 25 September 2015 - 10:05 AM, said:
Well, these structures are present in the Lunatic build. The GPSPEED sprites are deleted after premap, sector[].extra stays.
#5339 Posted 25 September 2015 - 10:57 AM
This post has been edited by Fox: 25 September 2015 - 10:59 AM
#5340 Posted 27 September 2015 - 12:59 AM
------------------------------------------------------------------------ r5352 | hendricks266 | 2015-09-23 10:55:31 -0700 (Wed, 23 Sep 2015) | 1 line Remove NULL checks before calling free(): they are unnecessary as per the C standard. Other cleanup includes factoring code into DO_FREE_AND_NULL() macros. ------------------------------------------------------------------------ r5351 | hendricks266 | 2015-09-23 10:55:19 -0700 (Wed, 23 Sep 2015) | 1 line Defs: Add basepalette, palookup, and blendtable tokens. ------------------------------------------------------------------------ r5350 | hendricks266 | 2015-09-23 10:55:15 -0700 (Wed, 23 Sep 2015) | 1 line Defs: Prevent tilefromtexture from ever assigning index #255 (the transparent color) to the processed image. ------------------------------------------------------------------------ r5349 | hendricks266 | 2015-09-23 10:55:11 -0700 (Wed, 23 Sep 2015) | 1 line Internally, work with 24-bit palettes instead of 18-bit. ------------------------------------------------------------------------ r5348 | hendricks266 | 2015-09-23 10:55:02 -0700 (Wed, 23 Sep 2015) | 1 line Restructure the basepaltable subsystem to support up to 256 palettes and use dynamic allocation like palookup and blendtable.
Just curious, what stuff can this be used for?