EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5570 Posted 29 January 2017 - 03:44 PM
I have two humble requests that could come VEEEEEEEEERY handy for the DNF update mod:
enabling usetileshades precaching, just like with the HRP
adding the same usetileshades system for model skins (something like a new r_usetileshadesmodels) this would work on models of which skins are saved as indexed 8bits (just like tilefromtexrure tiles).
The first would of been almost mandatory if we´re gonna use it on the mod, as right now it runs very choppy despite the framerate count being up all the time.
The second would line up with the look of the mod perfectly as everything should have the same oldschool look.
If i´d say i´m not desperate for them, i´d be lying!
This post has been edited by Gambini: 29 January 2017 - 03:44 PM
#5571 Posted 29 January 2017 - 04:31 PM
2. Fortunately I understand what you actually want because what you described (a new cvar) does not make sense.
Hendricks266, on 01 October 2016 - 03:25 PM, said:
See above for why this is not done yet.
#5572 Posted 30 January 2017 - 07:12 PM
About your quotation: is that from another topic? i couldn´t find the post and i don´t understand what it means.
#5573 Posted 30 January 2017 - 08:02 PM
#5574 Posted 31 January 2017 - 09:14 AM
#5575 Posted 31 January 2017 - 09:48 PM
Mark., on 31 January 2017 - 09:14 AM, said:
Yep
#5576 Posted 31 January 2017 - 11:01 PM
This post has been edited by MusicallyInspired: 31 January 2017 - 11:02 PM
#5577 Posted 05 February 2017 - 05:41 AM
#5578 Posted 05 February 2017 - 11:09 AM
#5579 Posted 05 February 2017 - 08:06 PM
If so. Is there a good reason?
If there isn´t a good reason. Could it be made so it reads all kind of compatible files from a GRP?
#5581 Posted 06 February 2017 - 01:06 AM
#5583 Posted 06 February 2017 - 11:10 AM
Hendricks266, on 06 February 2017 - 03:05 AM, said:
It's a nostalgia thing. He wants the file types visible in the directory be ones that would have been distributed with a Duke mod in 1998.
Out of curiosity: what does prevent files with certain extensions from being loaded from a GRP?
#5584 Posted 06 February 2017 - 01:56 PM
Trooper Dan, on 06 February 2017 - 11:10 AM, said:
I have no sympathy for that rationale. It's like Beta Bryan demanding that the Bombshell prequel come in a big box and run on DOS. You're already using Polymost, 3D models, and a source port. Deal with it.
I probably shouldn't tell you this, but you can rename a .zip file to .grp and the game will not know any difference from it being named .zip.
Trooper Dan, on 06 February 2017 - 11:10 AM, said:
Good question, since zip files go through mostly the same handling as GRPs. I recall working with the code that caused this at some point but I don't remember the details. It's just another artifact of the complexity of code written by amateurs 20 years ago and with 20 years of functionality bolted on also by amateurs without proper redesign and cleanup over time.
At some point when I revisit that code once and for all I will fix it, because there is no reason that it has to be this way.
#5585 Posted 06 February 2017 - 06:51 PM
Now i have two new questions:
How i can reduce the mouse speed in 2d mode? it´s crazy fast (ok, i have a fast mouse of which i had to reduce the speed in windows) but in 2d mode it´s still factory speed. Mapster32.cfg has only the option to reduce 3d mode sensibility.
And the other and more important: how i can create an autoexec.cfg or something similar for mapster? everytime i launch it i have to type manually things like r_usetileshades and other specific visual values. Adding those commands to mapster32.cfg doesnt work, they get deleted every time the tool is launched.
#5586 Posted 06 February 2017 - 08:19 PM
2. m32_autoexec.cfg
#5587 Posted 06 February 2017 - 08:36 PM
Thanks for the tip about the cfg, that will save me years of typing!
#5589 Posted 07 February 2017 - 03:10 PM
This post has been edited by Gambini: 07 February 2017 - 03:10 PM
#5590 Posted 10 February 2017 - 09:40 PM
I have mistif model 3d, and npherno´s md3 compiler.
nevermind!! it´s a good luck charm to ask questions on a forum, as soon as i make a post i find the solution by my own!
This post has been edited by Gambini: 10 February 2017 - 09:47 PM
#5591 Posted 11 February 2017 - 05:21 AM
#5592 Posted 11 February 2017 - 07:51 AM
#5593 Posted 11 February 2017 - 08:17 AM
Gambini, on 11 February 2017 - 07:51 AM, said:
Run NPherno's MD3 Compiler (MD3Compile.exe), then load objects. Once loaded, check the scroll bar at the bottom of the display window. It will show the name of the currently displayed frame.
#5594 Posted 11 February 2017 - 10:08 AM
#5597 Posted 11 February 2017 - 03:31 PM
#5598 Posted 11 February 2017 - 03:58 PM
#5599 Posted 11 February 2017 - 05:52 PM
My model gets exported facing 90 degrees to the right no matter what i do, it´s most likely a problem in the 3dstudio md3 exporter plugin, but there is no way to fix it.

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