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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   LeoD 

  • Duke4.net topic/3513

#5371

View PostHendricks266, on 21 December 2015 - 11:47 AM, said:

The z offset should be in the same direction as it is without the floor-aligned bit set. Do you know which renderer is correct in this case?
Uhm, for not floor aligned sprites I use mdxoff/mdyoff to move them up or down. I could try with a 512-pitched one ....
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User is offline   LeoD 

  • Duke4.net topic/3513

#5372

View PostLeoD, on 21 December 2015 - 11:53 AM, said:

Uhm, for not floor aligned sprites I use mdxoff/mdyoff to move them up or down. I could try with a 512-pitched one ....
In that case both renderers do the same.
sprite  3049 mdzoff      -4000       // tile0052 sixpack
sprite  3049 pitch       -512        // tile0052 sixpack

Attached Image: red5-mhk-sixpack.jpg

Maybe it's not the mdzoff parameter, but a difference in how floor-alignment is implemented, respectively.
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User is offline   Jblade 

#5373

Any word on those increased sound limits btw? Right now we're at 3240 (and you know I'm actually using all of the stuff I ask to add in :thumbsup: )
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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#5374

View PostHendricks266, on 21 December 2015 - 10:32 AM, said:

Helix: If I were to expose spriteext[] to m32script, would you prefer that I add the members to sprite[] (like how the game lumps sprite, hittype, and spriteext into getactor and sprite[]) or would you prefer I add a spriteext[] to the language?

I'd go for the lumping, but that's just for simplicity's sake on your part. I don't really have any strong opinions regarding the evolution of the m32script language as its only use is to enable mappers getting done things quickly that would otherwise require manual labor. Users would have to know that the member is not part of sprite[], but I think we can assume this level of proficiency from the long-time mappers.
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User is offline   Mark 

#5375

As I was working on a bonus map for Decay, the E1L1 remake I showed some pics of last year, I noticed how fast and stuttering the film reels move in the projection room of the cinema. The easy fix if someone wants to add it in officially involves slightly modifying the highres/sprites/props.def file. It slows the reels way down to a more normal speed and by not using the last frame of the animation the stutter disappears. The only values changed were fps 65 to fps 6 and cineline 19 to cineline 18. Its a step in the right direction until it gets replaced with a better model. Hopefully nobody used this reel for something else and the slower speed will ruin their effect. In which case you can use it for yourself if it doesn't get added in officially.

// Cineline (1055)
model "highres/sprites/props/1055_cineline.md3" {
scale 22 shade 6
skin { pal 0 file "highres/sprites/props/1055_cineline.png" }
anim { frame0 "cineline00" frame1 "cineline18" fps 6 flags 0 }
frame { name "cineline00" tile0 1055 tile1 1056 }
}

This post has been edited by Mark.: 02 January 2016 - 04:54 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#5376

"al" and at least the r5505 short CON command versions do not seem like a good idea IMO. While they save typing a few characters, reading and understanding the CON code will become quite harder for others, especially newbies.

[EDIT:]Mark., the new definition will be added on my next checkin. (Wrong thread, btw. :thumbsup: )

This post has been edited by LeoD: 04 January 2016 - 05:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#5377

View PostLeoD, on 04 January 2016 - 04:46 PM, said:

"al" and at least the r5505 short CON command versions do not seem like a good idea IMO. While they save typing a few characters, reading and understanding the CON code will become quite harder for others, especially newbies.


I don't see the problem. Existing code will stay the same. It just gives people more options. There have always been plenty of ways to make code horribly unreadable.
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User is offline   Mblackwell 

  • Evil Overlord

#5378

Besides something like "al" (which is addlogvar, not frequently used by amateur coders) most of the changes are logical and actually help clarify the code somewhat. Instead of having to know and type "addvar" and addvarvar you can type "add" and it covers both.

getactor[THISACTOR].z temp
subvar temp player[THISACTOR].posz
mulvarvar temp vel_mod
shiftvarr temp 2
setactor[THISACTOR].zvel temp

vs
geta[].z temp
sub temp player[].posz
mul temp vel_mod
shiftr temp 2
seta[].zvel temp


Anyway, you can blame me if you'd like since I'd been complaining to TerminX about the amount of typing I've been doing over the years. Long names are still valid though. Also, you're welcome for "abs". :thumbsup:

Spoiler

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User is offline   Danukem 

  • Duke Plus Developer

#5379

Am I correct that CON has no way of detecting whether the player has sound or music turned on? I have looked though the userdef members and pre-defined/constantly updated gamevars listed in the wiki, and that seems to be the case.
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User is offline   Jblade 

#5380

No, there's no way IIRC - you can at least hack a way of detecting sounds by playing a silent sound and then checking to see if it's playing as ifsound returns false if sounds are disabled.

The latest snapshot seems to mess with alignto since it now seems to set the sector's lotag if you mess with that. As far as I know it was temporarily being used for fog pal stuff in the GL modes right? (Also I didn't get a response about the sound limit increase, it would be insanely useful for us if it was increased)
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User is offline   Hendricks266 

  • Weaponized Autism

  #5381

View PostJblade, on 09 January 2016 - 02:14 PM, said:

No, there's no way IIRC - you can at least hack a way of detecting sounds by playing a silent sound and then checking to see if it's playing as ifsound returns false if sounds are disabled.

I added userdef[].musictoggle at one point but I guess I didn't add one for sound. I just wrote a commit (which took all of three lines) and it will be in my next push.

View PostJblade, on 09 January 2016 - 02:14 PM, said:

The latest snapshot seems to mess with alignto since it now seems to set the sector's lotag if you mess with that.

Alignto will forever and always be fogpal. What are some steps I can take to reproduce lotag getting clobbered?

View PostJblade, on 09 January 2016 - 02:14 PM, said:

(Also I didn't get a response about the sound limit increase, it would be insanely useful for us if it was increased)

I would sooner add a redefinesound that you can call from a state, much like redefinequote. In this way I envision none of our limits ever being raised again--I'd like Lunatic to be able to load, unload, and rewrite ART and palette data on the fly.
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User is offline   Jblade 

#5382

Quote

Alignto will forever and always be fogpal. What are some steps I can take to reproduce lotag getting clobbered?

If you make a sprite or something and tell it to set the alignto of a sector, it'll end up setting the lotag as well. I'm not sure of the details beyond that, but I do know that when I played with the latest snapshot last night I was suddenly stepping into water when I stepped into sectors with an alignto of 1.

Quote

I would sooner add a redefinesound that you can call from a state, much like redefinequote. In this way I envision none of our limits ever being raised again--I'd like Lunatic to be able to load, unload, and rewrite ART and palette data on the fly.

I remember you saying as much earlier, if this could be added I'd appreciate it a lot since we're at about 3340 sounds (release version of ep2 had about 3000 iirc)
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User is offline   m210® 

#5383

Hi all! After update to newest version of eDuke32 my doors in BloodCM doesn't works since r5501. I think "dragpoint" command for walls was broken

And one request...there is "setinterpolation" command for smooth sectors moving in x/y surfaces, but what about Z coordinate? For smooth moving for Z I must insert SE31/32 sprite to such moving sector

This post has been edited by M210: 23 January 2016 - 11:48 PM

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User is offline   Jblade 

#5384

I've noticed that if you play the same sound again multiple times from the same actor than rather than overlapping each other it'll just basically play the sound again from the start (so basically a high ROF gun will just play the initial bit of the firing sound over and over ) I just thought that I can probably circumvent this by making the actor spawn another actor that'll play the sound for it but I just thought I'd ask if it's possible for a flag or something to do this as well.

EDIT: Alright just to clarify here, I think what the 'problem' (not really a problem of course since it's a minor thing) is that firing sounds from the player don't overlap each other. There's a few workarounds I can use for this (spawning an actor infront of the player so it's positioned correctly and playing the sound works great) so just ignore this request but I'll leave it here anyways so I don't just leave a blank post for no reason :dukeaffirmative:

This post has been edited by Jblade: 25 January 2016 - 03:23 PM

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User is offline   Danukem 

  • Duke Plus Developer

#5385

View PostJblade, on 25 January 2016 - 02:34 PM, said:

EDIT: Alright just to clarify here, I think what the 'problem' (not really a problem of course since it's a minor thing) is that firing sounds from the player don't overlap each other.


That's because each actor can only have one instance of a sound at a given time. So when you play the sound while an instance is still running, it becomes a new instance and starts over. Changing that would be major, and would break the ifactorsound command and probably other stuff.

What happens if you use globalsound instead?
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User is offline   Jblade 

#5386

Yeah I suspected as much, as I said it's not really a problem just something I found interesting.

I've already found a solution where at the firing frame the player spawns an actor in front of them that plays the desired sound and then is removed instantly. This works perfectly and means machineguns and stuff have a roaring crescendo of sound rather than the kinda unnatural stuttering they had before. This only works with sound though and not globalsound, so I had to put the sprite in front of the player so it appears to come from the right direction.

Here's a video demonstrating what I was banging on about :dukeaffirmative:

This post has been edited by Jblade: 26 January 2016 - 02:26 AM

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User is offline   Danukem 

  • Duke Plus Developer

#5387

View PostJblade, on 26 January 2016 - 12:20 AM, said:

Yeah I suspected as much, as I said it's not really a problem just something I found interesting.

I've already found a solution where at the firing frame the player spawns an actor in front of them that plays the desired sound and then is removed instantly. This works perfectly and means machineguns and stuff have a roaring crescendo of sound rather than the kinda unnatural stuttering they had before. This only works with sound though and not globalsound, so I had to put the sprite in front of the player so it appears to come from the right direction.

Here's a video demonstrating what I was banging on about :dukeaffirmative:


That's a good demonstration of the difference, and I'm glad you have it working the way you want it. Personally, I think the normal system is fine. I like being able to hear each individual shot clearly -- on your system, the sound gets kind of muddled. Maybe that's because in the sound itself, the part after the initial bang is too loud and doesn't drop off quickly enough. I dunno.
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User is offline   Jblade 

#5388

Yeah I can appreciate that - personally I favour more choatic gunfire sounds like in Heat or games like Insurgency - I do agree that some sounds will need tweaking a bit so they work better though.

This post has been edited by Jblade: 26 January 2016 - 03:11 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5389

Has that property of sounds always existed in Duke? I need to know whether the situation means I have a bug to fix or a new feature to implement.
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User is offline   Danukem 

  • Duke Plus Developer

#5390

View PostHendricks266, on 26 January 2016 - 10:39 AM, said:

Has that property of sounds always existed in Duke? I need to know whether the situation means I have a bug to fix or a new feature to implement.


It was certainly like that when I started modding in 2006. I don't see any reason why the sound system would have been downgraded to its current state if it used to be able to handle multiple instances of a sound per actor.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5391

It's more of a limitation than a bug. But it wouldn't hurt to change it.

View PostTrooper Dan, on 25 January 2016 - 09:41 PM, said:

Changing that would be major, and would break the ifactorsound command and probably other stuff.

I don't see any problem that could result of it. Soundonce or ifactorsound would check for any instance of the sound playing within the actor.
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User is offline   Danukem 

  • Duke Plus Developer

#5392

View PostFox, on 26 January 2016 - 05:55 PM, said:

It's more of a limitation than a bug. But it wouldn't hurt to change it.


I don't see any problem that could result of it. Soundonce or ifactorsound would check for any instance of the sound playing within the actor.


I guess it could be made to work in a way that doesn't break the current commands. ifactorsound should be true if there are any instances of the sound being played by the actor, and stopactorsound should stop all instances of the sound being played by that actor (if it doesn't stop all instances, then it definitely will break my mods)

However, given that it has always worked the other way, I would err on the side of caution. It's very frustrating when your mod gets broken by changes if you don''t want to be trapped in a perpetual cycle of mod maintenance. Here's an example of how the change could brake a lot of mods: some sounds may be played frequently, often before a previous instance is finished (e.g. enemies using machine guns). But there is a limited number of voices that can play at once. If multiple instances per actor are now allowed, other sounds may be forced out, leaving moments where only machine gun fire can be heard, whereas before other important sounds were still played.

Finally, considering that there are serious bugs in the current build (apparently including sector lotag manipulation being broken), changing the sound system and possibly adding more bugs should be the lowest priority.
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User is offline   Tea Monster 

  • Polymancer

#5393

Does anyone remember how to add gloss maps to Polymer materials?
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User is offline   Kyanos 

#5394

View PostTea Monster, on 30 January 2016 - 01:46 PM, said:

Does anyone remember how to add gloss maps to Polymer materials?

   pal 0 { file "texture.png" specpower 25 specfactor 2 }
   specular { file "gloss.png" }


Is this what you're after?? I don't think we have true gloss maps per say, as in per pixel spec power gloss maps.

This post has been edited by Drek: 30 January 2016 - 02:05 PM

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User is offline   Tea Monster 

  • Polymancer

#5395

I thought we did, and it was an alpha in one of the other maps.
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User is offline   Kyanos 

#5396

Yes you're right, alpha channel on the normal map will modulate specfactor.

I read here.. https://forums.duke4...dpost__p__17998

This post has been edited by Drek: 30 January 2016 - 09:48 PM

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User is offline   Mark 

#5397

Also in that thread Parkar said: " The height map is the alpha channel of the normal map. " and that gloss info can be stored in a greyscale layer in each of the RGB texture?? or something like that.

After all this time I'm still confused over the language and application of the various texture maps. Between conflicting statements and my lack of technical knowledge I've never been able to create the exact results I want. I've had limited success here and there but never the eye-popping, Mark you're great, standout textures I want.

This post has been edited by Mark.: 31 January 2016 - 07:01 AM

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User is offline   Tea Monster 

  • Polymancer

#5398

Normally (pun not intended), it's the height map that goes into the normal map alpha, to get parallax mapping.
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User is offline   Mark 

#5399

So there is my issue. We have conflicting statements on what goes in the alpha channel.
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User is offline   Tea Monster 

  • Polymancer

#5400

From Plagman - the gloss map goes into the alpha of the spec map.
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