EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5425 Posted 13 February 2016 - 02:46 AM
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.
#5426 Posted 10 March 2016 - 10:33 PM
-----------------------------------
On another topic:
I already ask this in another thread so I quote my self:
"Concerning EDuke32 how viable is to make a mod that can be played inside another mod. For example there's a map in a mod where you find a huge screen where you can actually play another map of this same mod without leaving the first iteration, once you leave or finish the map you can continue through the original one.
Is it possible or too complex? Does it really worth to code something like that if the game plot is actually exploiting this feature?
EDIT:
What about playing exactly the same mod you are playing and even use the menu to continue playing from any specific saved file? it would be really hilarious if for example you find your self playing the mod in that screen, and even you can kill your self!!!!
Thanks.
This post has been edited by Mike Norvak: 10 March 2016 - 10:37 PM
#5427 Posted 11 March 2016 - 11:43 AM
Mike Norvak, on 10 March 2016 - 10:33 PM, said:
"Concerning EDuke32 how viable is to make a mod that can be played inside another mod. For example there's a map in a mod where you find a huge screen where you can actually play another map of this same mod without leaving the first iteration, once you leave or finish the map you can continue through the original one."
It's possible but not exactly as described. The other map would have to be loaded, so you would be leaving the first iteration. However, you could create the illusion that you had never left by using the map caching feature, so that when you step away from the screen, the original map is reloaded and everything is back the way it was. As for difficulty: in any mod that allows map caching (there are a few), you should already be able to do pretty much what you are describing. If you want an image of the"destination map to appear on the view screen, though, you would have to duplicate a small part of the map and set up a camera.
Mike Norvak, on 10 March 2016 - 10:33 PM, said:
No. Well...I suppose with a lot of work you could kind of fake something like that, but not using actual saved files.
#5428 Posted 11 March 2016 - 01:41 PM
Trooper Dan, on 11 March 2016 - 11:43 AM, said:
It was almost a philosophical question and about what the engine is capable to do more than actually a CON coding question.
Trooper Dan, on 11 March 2016 - 11:43 AM, said:
This answer is already all that is needed to practical purposes
Anyway as mere curiosity: I was testing opening multiple iterations of EDuke32 and the saved files work on the other running engines obviously as far as you open the saved file in a new iteration, so you can keep playing it on the next iteration and so on, if the initial applications are closed this works flawlessly.
Concerning EDuke32 possibilities and as a technical fact, my question is if the engine is capable to call a .bat file through an action in game without taking in account visual effects.
#5429 Posted 15 March 2016 - 03:56 AM
#5431 Posted 15 March 2016 - 12:58 PM
Jblade, on 15 March 2016 - 03:56 AM, said:
TerminX, on 15 March 2016 - 11:31 AM, said:
Voxels interact weird with the memory limit, especially in polymost, try setting the cache higher??
This post has been edited by Drek: 15 March 2016 - 12:59 PM
#5432 Posted 15 March 2016 - 03:06 PM
#5434 Posted 16 March 2016 - 02:17 AM
This post has been edited by Jblade: 16 March 2016 - 02:17 AM
#5435 Posted 18 March 2016 - 01:52 AM
#5436 Posted 18 March 2016 - 05:14 AM
This post has been edited by Jblade: 18 March 2016 - 05:14 AM
#5437 Posted 18 March 2016 - 11:23 AM
Jblade, on 18 March 2016 - 05:14 AM, said:
Was the sound actually playing when the game saved? Maybe when you restart the game, the sound is still "playing", but it never ends because it isn't actually playing, so it never starts again.
#5438 Posted 20 March 2016 - 06:06 PM
Spiker, on 18 March 2016 - 01:52 AM, said:
You set the base specular power/factor of your material with the specularpower / specularfactor DEF tokens in the specular map definition, and then the RGB channels modulate the RGB components of the factor separately, while the Alpha channel modulates the power.
#5439 Posted 20 March 2016 - 10:09 PM
#5440 Posted 21 March 2016 - 02:51 AM
#5441 Posted 21 March 2016 - 05:48 AM
#5442 Posted 21 March 2016 - 06:10 AM
gamevar i 0 0
gamevar j 0 0
defstate jbladeshade
for i selsectors
{
set sector[i].floorshade 0
set sector[i].ceilingshade 0
for j wallsofsector i
{
set wall[j].shade 0
}
for j spritesofsector i
{
set sprite[j].shade 0
}
}
endsOr, a more robust version if you'd like to also be able to select individual sprites and walls with RSHIFT:
gamevar i 0 0
gamevar j 0 0
defstate jbladeshade
for i selsectors
{
set sector[i].floorshade 0
set sector[i].ceilingshade 0
for j wallsofsector i
{
set wall[j].shade 0
}
for j spritesofsector i
{
set sprite[j].shade 0
}
}
for i selwalls
{
set wall[i].shade 0
}
for i selsprites
{
set sprite[i].shade 0
}
endsThird version, has a variable setshade that you can do set setshade 10 from the console instead of changing and reloading the script:
gamevar i 0 0
gamevar j 0 0
gamevar setshade 0 0
defstate jbladeshade
for i selsectors
{
set sector[i].floorshade setshade
set sector[i].ceilingshade setshade
for j wallsofsector i
{
set wall[j].shade setshade
}
for j spritesofsector i
{
set sprite[j].shade setshade
}
}
for i selwalls
{
set wall[i].shade setshade
}
for i selsprites
{
set sprite[i].shade setshade
}
ends\
#5443 Posted 21 March 2016 - 06:12 AM
#5444 Posted 21 March 2016 - 06:29 AM
#5445 Posted 21 March 2016 - 09:57 AM
Spiker, on 20 March 2016 - 10:09 PM, said:
If the wall is marked as a mirror it should do the right thing. The map was changed for that wall to be a mirror for these screenshots.
#5447 Posted 22 March 2016 - 06:01 AM
#5449 Posted 01 April 2016 - 06:03 AM
This bug was introduced in build 5400. 5395 worked OK.
Flyspray won't authenticate my login, so I've PM'd Plagman and Mark has started a thread in the bug thread.
For all of you asking about gloss maps, this is probably why. I tested it with the HUD pistol and it seemed to work.
This post has been edited by Tea Monster: 01 April 2016 - 06:05 AM
#5450 Posted 08 April 2016 - 02:07 AM
#5451 Posted 15 May 2016 - 01:37 PM
This post has been edited by Gambini: 15 May 2016 - 01:37 PM
#5452 Posted 15 May 2016 - 01:40 PM
Should do it for you.
(added;)
You can set the window position manually in mapster32.cfg
Line 59...
; Window positioning, 0 = center, 1 = memory windowpositioning = 1 windowposx = 3 windowposy = 30
That will be top left corner.
This post has been edited by Drek: 15 May 2016 - 01:53 PM

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