EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5540 Posted 20 November 2016 - 10:08 AM
EDIT: Ok just tested it and taking out PROJECTILE RPG IMPACT made it do the damage I specified. Is this a bug or part of how that flag works?
Also another minor thing; if I fire a projectile directly from the player, its userdata flag isn't set.
#5541 Posted 15 December 2016 - 03:11 AM
Is there any way to implement the texture shifting part to weapon models? Basically I'd like to use it to implement a HL-style chrome effect on a part of a weapon model - I've split the chrome part into it's own model so there's no seperate surfaces to mess about with or anything.
#5542 Posted 15 December 2016 - 07:02 AM
Darth Slaughter, on 17 November 2016 - 05:37 PM, said:
If only shadows, dynamic lighting and specular effects weren't deactivating everytime I have to reload a game. If I restart the game from main menu, everything works fine, but if I die and reload, I lose the effects, even if they're turned on in the settings menu. Also, if I complete a level, the next level will start working perfectly, but if I die and restart or reload, effects disappear...
Also If I enter the game and load a save to continue playing, the game starts with the effects turned off. This happens in both HRP and old sprites/original textures. Frame-rate is 60 in all cases, except when the effects are working with HRP models and textures, when FPS drops to 40 sometimes.
The only way to keep the effects is if I don't die at all.
Here are screenshots of my problem:
same case with HPR on:
http://i.imgur.com/DK9gVDd.png
http://i.imgur.com/rYhIvK6.png
Thank you.
This post has been edited by Grand Admiral Thrawn: 18 December 2016 - 06:57 AM
#5543 Posted 23 December 2016 - 03:23 PM
Also, is there any way to turn off that disastrous optimization where models disappear when not directly viewed by the player?
#5544 Posted 24 December 2016 - 05:45 AM
No.
And that's not an "optimization". That goes back to the first implementations of models since there's nothing in the engine for objects other than Sectors, Walls, and Sprites (and the player entity which is really just hooked into sprites, for the most part). So models were simply set to draw in the position of the sprite (with offsets given from def) whenever the sprite it was tied to was rendered.
Design accordingly.
#5545 Posted 24 December 2016 - 01:59 PM
#5546 Posted 24 December 2016 - 02:24 PM
#5547 Posted 01 January 2017 - 12:57 PM
#5548 Posted 01 January 2017 - 01:07 PM
#5549 Posted 01 January 2017 - 02:15 PM
Kawa, on 01 January 2017 - 01:07 PM, said:
I understand there is no fix for it? It's been a while since I've played the game, but I think even years ago similar flickering existed.
#5550 Posted 01 January 2017 - 03:48 PM
#5551 Posted 01 January 2017 - 05:11 PM
This post has been edited by Och: 01 January 2017 - 05:11 PM
#5553 Posted 02 January 2017 - 09:08 AM
#5555 Posted 02 January 2017 - 03:38 PM
Hendricks266, on 02 January 2017 - 01:26 PM, said:
On my current build (2.0.0devel r5805 64-bit) that only enlarges the size of the console dropdown window. The test size remains the same. I have no idea what the latest version is though or how long ago I updated.
This post has been edited by MusicallyInspired: 02 January 2017 - 03:39 PM
#5556 Posted 02 January 2017 - 03:43 PM
#5558 Posted 07 January 2017 - 01:24 PM
Hendricks266, on 02 January 2017 - 03:43 PM, said:
Osdscale command did increase my font size. Not sure if it always worked or if its something that you quickly added to the newest version, which I downloaded before trying. In either case, much appreciation!
http://i.imgur.com/JIKql6L.jpg
See screenshot
This post has been edited by Och: 07 January 2017 - 01:24 PM
#5559 Posted 07 January 2017 - 01:58 PM
Och, on 07 January 2017 - 01:11 PM, said:
It's a prototype Lua scripting-enabled build.
#5560 Posted 07 January 2017 - 05:36 PM
#5561 Posted 07 January 2017 - 05:58 PM
MusicallyInspired, on 07 January 2017 - 05:36 PM, said:
osdtextmode 0
#5562 Posted 07 January 2017 - 06:51 PM
Hendricks266, on 07 January 2017 - 01:58 PM, said:
Wasn't Lunatic meant to have other changes, such as an extendable text-based map format, and (consequently) TROR that doesn't restrict ceiling/floor texture panning?
#5563 Posted 07 January 2017 - 07:00 PM
Micky C, on 07 January 2017 - 06:51 PM, said:
Give me a break, I'm trying to give a concise summary in simple terms to a newcomer.
#5564 Posted 07 January 2017 - 07:19 PM
Hendricks266, on 07 January 2017 - 05:58 PM, said:
Ah there we go. And OSDSCALE works now too.
This post has been edited by MusicallyInspired: 07 January 2017 - 07:20 PM
#5566 Posted 18 January 2017 - 10:12 AM
What blend tables are you using? (100% additive, etc).
#5567 Posted 18 January 2017 - 11:55 AM
Hendricks266, on 18 January 2017 - 10:12 AM, said:
What blend tables are you using? (100% additive, etc).
Yeah, additive.
#5568 Posted 18 January 2017 - 01:38 PM
blendtable 255
{
glblend { both { src ONE dst ONE } }
}This is functionally equivalent to
blendtable 255
{
glblend
{
forward { src SRC_ALPHA dst ONE alpha 1.0 }
reverse { src ONE dst SRC_ALPHA alpha 1.0 }
}
}but in this form, you can change the intensity value. 0.5 is 50%, etc.
I know this should be documented somewhere, but everything about palettes hinges on having better tools available for several steps in the process.
#5569 Posted 18 January 2017 - 01:39 PM
Hendricks266, on 18 January 2017 - 01:38 PM, said:
blendtable 255
{
glblend { both { src ONE dst ONE } }
}This is functionally equivalent to
blendtable 255
{
glblend
{
forward { src SRC_ALPHA dst ONE alpha 1.0 }
reverse { src ONE dst SRC_ALPHA alpha 1.0 }
}
}but in this form, you can change the intensity value. 0.5 is 50%, etc.
I know this should be documented somewhere, but everything about palettes hinges on having better tools available for several steps in the process.
Thank you!

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