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

User is offline   Jblade 

#5480

View PostHendricks266, on 12 September 2016 - 03:17 AM, said:

xdim and ydim are available in CON, but are you asking for read access to r_usenewaspect?

Maybe your skybox problem is an oversight in the source. Could you show screenshots?

Sure - here's two pics of widescreen on and off showing the problem. When widescreen is off the skybox matches the player's horiz perfectly, but turned on it doesn't seem to take on the same horiz value or whatever. The purple building shows this in effect.

Attached thumbnail(s)

  • Attached Image: widescreenon.jpg
  • Attached Image: widescreenoff.jpg


This post has been edited by Jblade: 12 September 2016 - 03:53 AM

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User is offline   Apiai 

#5481

Hi,

I don't understand why sometimes I see some 3D models (pigcops gibs and ejected ammos) in classic mode (eduke r5811 + Dukeplus 2.40)

How is it possible ?
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User is online   Danukem 

  • Duke Plus Developer

#5482

View PostApiai, on 12 September 2016 - 10:57 AM, said:

Hi,

I don't understand why sometimes I see some 3D models (pigcops gibs and ejected ammos) in classic mode (eduke r5811 + Dukeplus 2.40)

How is it possible ?


That's Dukeplus, it's not EDuke32's fault. Pigcop jibs do not exist in sprite form, so you will still see models for those even without the HRP (by the way, you can't really mean classic, because there is no way that the classic 8-bit renderer is rendering models). You will also see some other models such as the shell casings and some of the new guns. If you go through the Dukeplus menu you can turn some of that stuff off.
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User is offline   Jblade 

#5483

Projectiles that are set to explode after bouncing a certain number of turns no longer explode now - they just bounce around until they stop and then bounce on the spot indefinitely.
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User is offline   Mblackwell 

  • Evil Overlord

#5484

turn off explodeontimer 16384

alternatively make sure both 16384 and 64 (timed) are set and define range.

This was broken before.
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User is online   Danukem 

  • Duke Plus Developer

#5485

View PostMblackwell, on 15 September 2016 - 09:07 AM, said:

turn off explodeontimer 16384

alternatively make sure both 16384 and 64 (timed) are set and define range.

This was broken before.


Just to be clear: what exactly was broken? Projectiles that explode after a certain number of bounces have worked for as long as I can remember.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5486

View PostMblackwell, on 15 September 2016 - 09:07 AM, said:

This was broken before.

"Bouncing in one spot" sounds pretty broken in its own right.
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User is offline   Mblackwell 

  • Evil Overlord

#5487

View PostTrooper Dan, on 15 September 2016 - 10:18 AM, said:

Just to be clear: what exactly was broken? Projectiles that explode after a certain number of bounces have worked for as long as I can remember.


Timed projectiles.
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User is offline   Mblackwell 

  • Evil Overlord

#5488

View PostHendricks266, on 15 September 2016 - 03:39 PM, said:

"Bouncing in one spot" sounds pretty broken in its own right.



If you have 16384 (EXPLODEONTIMER) set but not 64 (TIMED) set then the game doesn't read RANGE as the TIMER so it can't figure out when it should explode.
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User is online   Danukem 

  • Duke Plus Developer

#5489

View PostMblackwell, on 15 September 2016 - 09:19 PM, said:

If you have 16384 (EXPLODEONTIMER) set but not 64 (TIMED) set then the game doesn't read RANGE as the TIMER so it can't figure out when it should explode.


Got it. I'm pretty sure that I have always had both of those set on my timed projectiles because the documentation said to do so.

By the way, what would be the use case for having one flag set but not the other?

This post has been edited by Trooper Dan: 15 September 2016 - 10:48 PM

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User is offline   Jblade 

#5490

I don't know what the conclusion here is but the projectile in question isn't set to explode on any kind of timer, they're supposed to just bounce 6 times or whatever and then explode at the end. This isn't working anymore.
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User is online   Danukem 

  • Duke Plus Developer

#5491

View PostJblade, on 15 September 2016 - 11:47 PM, said:

I don't know what the conclusion here is but the projectile in question isn't set to explode on any kind of timer, they're supposed to just bounce 6 times or whatever and then explode at the end. This isn't working anymore.


I have been using the latest synthesis build (r5850, 64 bit) while playing Attrition, which has several different custom bouncing projectiles, and I have not seen the problem you described. It must be something more specific than just any bouncing custom projectile. Can you post the definitions on one of your problem cases so we can compare flags?
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#5492

I saw that timed AND bouncing projectiles (like grenades) will not explode on timer, but on bounces left, so i put a counter variable and coded projectile death-on-timer by myself.
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User is offline   Jblade 

#5493

defineprojectile 5375 PROJ_TRAIL GUNSMOKE
defineprojectile 5375 PROJ_WORKSLIKE 18510
defineprojectile 5375 PROJ_HITRADIUS 2048
defineprojectile 5375 PROJ_VEL 700
defineprojectile 5375 PROJ_DROP -140
defineprojectile 5375 PROJ_ISOUND 630
defineprojectile 5375 PROJ_BSOUND 629
defineprojectile 5375 PROJ_BOUNCES 3
defineprojectile 5375 PROJ_XREPEAT 32
defineprojectile 5375 PROJ_YREPEAT 32
defineprojectile 5375 PROJ_EXTRA 280
defineprojectile 5375 PROJ_EXTRA_RAND 125
defineprojectile 5375 PROJ_SPAWNS GROUNDEXPLOSION

it would bounce 3 times and then explode, now it just stops and bounces indefinitely on the spot.


I'm gonna work through snapshots and let you know which one it breaks in.

EDIT:
http://dukeworld.duk.../20160704-5811/

This is the last snapshot it worked in. I couldn't test 5839 since it crashed on startup but in 5844 it stops working properly and just bounces as I've reported.

This post has been edited by Jblade: 16 September 2016 - 02:34 AM

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User is offline   Mblackwell 

  • Evil Overlord

#5494

Yes you have 16384 in WORKSLIKE. It's the flag EXPLODEONTIMER.

The reason it exploded after a few bounces before was because that bit (EXPLODEONTIMER) wasn't working.
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User is offline   Mblackwell 

  • Evil Overlord

#5495

View PostTrooper Dan, on 15 September 2016 - 10:47 PM, said:

Got it. I'm pretty sure that I have always had both of those set on my timed projectiles because the documentation said to do so.

By the way, what would be the use case for having one flag set but not the other?



I honestly have no idea! Let's find out!

Alright here's the skinny:

If WORKSLIKE flag 64 (TIMED) and not 16384 (EXPLODEONTIMER) is set then the sprite will delete itself when the timer reaches RANGE (without spawning anything). If you have BOUNCES (and appropriate flags) set then it will either try to reach max bounces and explode, or it will still get deleted after RANGE if it can't max out its bounces before then.
1

User is offline   Jblade 

#5496

View PostMblackwell, on 16 September 2016 - 06:33 AM, said:

Yes you have 16384 in WORKSLIKE. It's the flag EXPLODEONTIMER.

The reason it exploded after a few bounces before was because that bit (EXPLODEONTIMER) wasn't working.

alright, in my defence the circumstances did really make it come across like some kind of bug.
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User is offline   Mblackwell 

  • Evil Overlord

#5497

:D
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User is offline   Jblade 

#5498

A quick question about the cachesize command - it doesn't seem to work for mapster32 if used in a def file, is this intended? If I set it via a shortcut it works fine but putting cachesize into the def file doesn't seem to do anything. The rest of the def file is working and the console isn't giving me errors, it's just the log file still reports the default cache size being used. I don't know if this is a bug or whatever but I swore I've seen somebody say it can be set in the def file.

This post has been edited by Jblade: 25 September 2016 - 07:37 AM

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User is offline   Tea Monster 

  • Polymancer

#5499

Are those render issues likely to get fixed?
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User is offline   Hendricks266 

  • Weaponized Autism

  #5500

I just updated the SDL with which synthesis builds to 2.0.5. Let me know if you experience any problems. At the very least, the taskbar icon should look better while running either exe. ;)
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User is online   Danukem 

  • Duke Plus Developer

#5501

View PostHendricks266, on 19 October 2016 - 10:28 PM, said:

I just updated the SDL with which synthesis builds to 2.0.5. Let me know if you experience any problems. At the very least, the taskbar icon should look better while running either exe. ;)


So is there actually a build in synthesis right now that uses the updated SDL? I'm not seeing anything new there.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5502

As of this post I committed nine minutes ago. IIRC the synthesis check interval is 15 minutes. I'm not sure if automatic building is fixed yet or if we still have to kick the box. Time will tell.
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User is online   Danukem 

  • Duke Plus Developer

#5503

Looks like it needs a kick.
1

User is online   Danukem 

  • Duke Plus Developer

#5504

View PostTrooper Dan, on 19 October 2016 - 11:02 PM, said:

Looks like it needs a kick.


Bump. Please "kick the box" so that we can check out a build with the updated SDL.
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User is offline   TerminX 

  • el fundador

  #5505

Kick delivered.
2

User is offline   Apiai 

#5506

Hi,

I've got a render bug :
EVERY transparent texture is divided into two triangles which flash in a desynchronized way.
Tested with r5888 and r5905 (in polymost not polymer)

Posted Image
0

#5507

View PostApiai, on 20 October 2016 - 11:20 PM, said:

Hi,

I've got a render bug :
EVERY transparent texture is divided into two triangles which flash in a desynchronized way.
Tested with r5888 and r5905 (in polymost not polymer)

Posted Image

Yeah, I mentioned it in the World Tour EDuke32 thread. Really needs fixing. Using an old version of EDuke32 for now.
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User is offline   Tea Monster 

  • Polymancer

#5508

View PostAdrenalinDragon, on 22 October 2016 - 06:22 AM, said:

Yeah, I mentioned it in the World Tour EDuke32 thread. Really needs fixing. Using an old version of EDuke32 for now.

I take that as a no then ;)


EDIT: Why are you encouraging people to report bugs and then downvoting them for doing so? I'm not a programmer, otherwise I'd fix it myself.

This post has been edited by Tea Monster: 23 October 2016 - 03:39 AM

-1

User is offline   Jblade 

#5509

Completing a level in episode 6 or 7 with a standard nuke button now just takes you back to the first level of the episode rather than the next one. I'll see if I can track down when this change happened.


Just tested with some vanilla cons, problem is probably on my end. gonna do some more investigating.

This post has been edited by Jblade: 23 October 2016 - 11:00 AM

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