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

User is offline   Jblade 

#5396

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® 

#5397

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 

#5398

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 online   Danukem 

  • Duke Plus Developer

#5399

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 

#5400

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 online   Danukem 

  • Duke Plus Developer

#5401

 Jblade, 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 

#5402

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

  #5403

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 online   Danukem 

  • Duke Plus Developer

#5404

 Hendricks266, 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!

#5405

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

 Trooper 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 online   Danukem 

  • Duke Plus Developer

#5406

 Fox, 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

#5407

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

#5408

 Tea 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

#5409

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

#5410

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 

#5411

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

#5412

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 

#5413

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

#5414

From Plagman - the gloss map goes into the alpha of the spec map.
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User is offline   Jblade 

#5415

Quote

Pause and resume sounds instead of just stopping them when opening menus or pausing the game.

Just saw this in the synthesis, fucking amazing! :dukeaffirmative: Just tested it ingame and it works great.
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User is offline   Mblackwell 

  • Evil Overlord

#5416

Should save you a few thousand sound files eh? :dukeaffirmative:
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User is offline   Jblade 

#5417

I've already gone through most of the cutscenes and condensed sound files into one longer one, so sadly not :dukeaffirmative: this is still really useful though, even from just making playing in general more pleasent. Having to pause whilst a long sound is playing and then having it silent always sucked but I thought it just one of those things.
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User is online   Danukem 

  • Duke Plus Developer

#5418

Speaking of the new sound pausing feature: would it be possible to add a flag for sound definitions so that sounds work the same way when stopping/starting for reasons other than pausing or menu access? Here is my use case: I have the star wars cantina song replacing the bar music, and the replacement is about 2 minutes long. If the player steps outside the range of the sound, and then steps back into range, the sound stops and then starts over from the beginning. It would be better if it resumed from the last point (maybe better still if it resumed from the place it _would_ have been if it had been playing the whole time, but I have a feeling that is asking too much).
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User is offline   Hendricks266 

  • Weaponized Autism

  #5419

 Trooper Dan, on 02 February 2016 - 11:03 AM, said:

(maybe better still if it resumed from the place it _would_ have been if it had been playing the whole time, but I have a feeling that is asking too much).

This way makes much more sense, and it sounds feasible. We would just need to internally setmusicposition based on totalclock when the sound comes in range. Effectively, it would be like the sound starts when the level starts and keeps playing/looping silently for the duration of the map.
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User is online   Danukem 

  • Duke Plus Developer

#5420

 Hendricks266, on 02 February 2016 - 12:06 PM, said:

Effectively, it would be like the sound starts when the level starts and keeps playing/looping silently for the duration of the map.


I suppose that would be fine, although there is a case to be made that the sound should remain at time 0 until the player is in range for the first time. Imagine that the sound is a looping announcement over an intercom. It might be important that the player hears the first part of it when entering the airport terminal (or whatever) but after that point it's fine if it just keeps looping.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5421

I suppose there are use cases for both ways of playing a sound. I don't see why we can't expand the flags part of definesound and start adding more bits.
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User is online   Danukem 

  • Duke Plus Developer

#5422

 Hendricks266, on 02 February 2016 - 12:24 PM, said:

I suppose there are use cases for both ways of playing a sound. I don't see why we can't expand the flags part of definesound and start adding more bits.


Yes, our options for sound manipulation are very basic and limited compared with our options for other aspects of the game.
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User is offline   Jblade 

#5423

Yeah it would be nice for better support for stuff like echo and reverb effects as well (current one is kinda limited)

EDIT: also an aside, just checked DAMAGEHPLANE and it's very useful although setting RETURN to 131072 doesn't seem to do anything despite the wiki saying this should spawn glass and the glass breaking sound.

This post has been edited by Jblade: 02 February 2016 - 03:00 PM

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User is offline   Micky C 

  • Honored Donor

#5424

Any chance of getting flipping, floor alligning and pitching working for voxels in the classic renderer through some kind of coordinate transformation?
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User is offline   Micky C 

  • Honored Donor

#5425

I have some complaints I've been meaning to make for a while about the 'new' features to use left and middle mouse buttons to select things without holding anything on the keyboard.

1. There have been many times where I went to click and drag a wall, however the cursor was just far enough from the point that it creates a brand new selection box as I drag, therefore losing my selection.
2. The middle mouse button actually already had a use: When you held it in isometric view mode it allowed you to shift the z coordinate of the player which was very useful for greying out various layers in TROR. Yes there's still page up/down for that but it's much more discrete and often misses the mark.

IMO unless good work-arounds for the above points can be implemented, it's entirely feasible to revert to the old behaviour. IMO the new features haven't been explicitly documented yet (and if they have then they weren't advertised at all), and I'd bet good money that 95% of mappers out there are still using shift and alt for these functions anyway. I know I am.
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