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

User is offline   Hendricks266 

  • Weaponized Autism

  #5690

You can up it to the AMC TC svn.
1

User is offline   Jblade 

#5691

Alrighty, done - you can find it as array bug.zip
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5692

I haven't looked at it yet, but TX has kept trying to push fixes. Does r6372 help?
0

User is offline   Jblade 

#5693

Unfortunately not - I just tested it in the example zip I provided and it's still producing the message.
0

User is offline   Chip 

#5694

I seem to be getting an almost consistent crash with my own personal mod at a particular point in the same map. The problem is the error reported in Eduke32.txt doesn't suggest it's a CON file error but the problem started occurring when I moved to Windows 10. However, at the same time I had made CON changes but still was using the same snapshot so I'm unsure what's exactly going on. I have coded something so badly that the game can't detect it being a CON error? Is Windows 10 not liking something? Has the error always been here but Windows 7 just ignored it?

Anyway, the error is just 2 lines and is only reported when running Polymer. If I run Polymost then it doesn't catch anything (in fact it even cuts out half way through writing the txt file when running Polymost and you can see the last line written is incomplete)

Here's what Polymer records:

current actor: 1103 (1250)
g_errorLineNum: 2027, g_tw: 124


Is this a CON error? Is the number 1250 the picnum of actor 1103? (Which would make it the horizontal steam sprite.)

I tried using the latest snapshot but the issue still occurs. Furthermore, this issue only happens late on in the map. The area that causes this crash is perfectly fine early on.

Update: While playing around I've managed to get to the exact location - it's a crack sector but it doesn't crash while viewing the map. Again, this sector was fine earlier on in the playthrough but now crashes and says the line mentioned above.

This post has been edited by Chip: 21 July 2017 - 03:10 AM

1

User is offline   Danukem 

  • Duke Plus Developer

#5695

Quote

r6372 | terminx | 2017-07-20 01:57:50 -0700 (Thu, 20 Jul 2017) | 1 line

Another attempt at fixing the problems caused by my recent changes to gamearrays]


Any reports on whether this attempted fix was successful? Jblade?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5696

It was not iirc.
0

User is offline   TerminX 

  • el fundador

  #5697

It fixed it for our use cases but not for his. I still need to analyze the crash test zip he put together.
1

User is offline   Mark 

#5698

This would be a nice feature to implement into Eduke32, which is why I posted here, but would probably glitch older maps so I'm wondering if maybe a con solution for the following is possible. Or maybe it could be worked into Eduke32.

I want to have more precise control over ambient sound placement. Take a look at the pic. As you enter A the sound starts at the beginning. As you exit A and enter B the sound starts over. If you have a generic looping wind or dripping sound or something similar the approach in the pic works fine. You can place many smaller sound sprites for more precise placement without crossing over boundaries you want silent.

But if the ambient sound is music there will be a very abrupt restarting of the song when going from A to B.

Is there a way through con ( or hard ) coding to sync the 2 music sprites together for a smooth transition from A to B?

EDIT: Would it be a nightmare to try and code an alternate sound sprite with a square box instead of circle for sound radius?

Attached thumbnail(s)

  • Attached Image: soundtest.jpg


This post has been edited by Mark.: 26 July 2017 - 10:54 AM

0

User is offline   supergoofy 

#5699

Which is the most recent stable release of eduke32 ? (considering the bugs of the latest build - for example saves are not Working on Attrition mod, eduke32 crashes - I haven't done further testing, maybe something else is also broken)

This post has been edited by supergoofy: 26 July 2017 - 10:36 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5700

View PostMark., on 26 July 2017 - 07:57 AM, said:

This would be a nice feature to implement into Eduke32, which is why I posted here, but would probably glitch older maps so I'm wondering if maybe a con solution for the following is possible. Or maybe it could be worked into Eduke32.

I want to have more precise control over ambient sound placement. Take a look at the pic. As you enter A the sound starts at the beginning. As you exit A and enter B the sound starts over. If you have a generic looping wind or dripping sound or something similar the approach in the pic works fine. You can place many smaller sound sprites for more precise placement without crossing over boundaries you want silent.

But if the ambient sound is music there will be a very abrupt restarting of the song when going from A to B.

Is there a way through con ( or hard ) coding to sync the 2 music sprites together for a smooth transition from A to B?

EDIT: Would it be a nightmare to try and code an alternate sound sprite with a square box instead of circle for sound radius?

The sound system is very rudimentary, so that sort of problem is no surprise. You may be able to fix it with a custom sprite playing sounds, however I believe that you would only be able to use the sound distance defined with definesound. Making the sound area a square would be a matter of adjusting the radius based on the player position.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5701

Probably somewhere in the 4000s before development became myopic for HTTKC, damage which we're still working on.

Crash logs always help. I think our synthesis compiler has caused debug crash logs to be useless lately, so it would be greatly appreciated if you can build your own with `make RELEASE=0`.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5702

View PostTrooper Dan, on 25 July 2017 - 05:50 PM, said:

Any reports on whether this attempted fix was successful? Jblade?

As of the latest synthesis featuring a fix from TX, Jblade and I have been in contact and so far it looks fixed. Please let us know if you encounter any issues.
2

User is offline   Danukem 

  • Duke Plus Developer

#5703

View PostHendricks266, on 28 July 2017 - 03:06 AM, said:

As of the latest synthesis featuring a fix from TX, Jblade and I have been in contact and so far it looks fixed. Please let us know if you encounter any issues.


Cool. I haven't actually touched EDuke32 in a while, but I'll let you know (as always) if and when I find anything.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5704

View PostTea Monster, on 04 September 2016 - 01:24 AM, said:

Something is definitely weird in how models are rendered in Polymer. Models appear correctly lit back in ver. 4593. In more recent versions (Can't remember the version No. But in August of this year), Models look very dark. This is not a model issue as the same models appear completely different in the two versions of the renderer.

Posted Image
Same model, same level, same lighting, different SVN version.

This bug is now fixed.
1

User is offline   Mark 

#5705

YAY

Attached thumbnail(s)

  • Attached Image: rejoicing.jpg

0

User is offline   TerminX 

  • el fundador

  #5706

Sorry guys, that problem was my bad. I optimized a bunch of code and didn't test it thoroughly enough.
0

User is offline   Mark 

#5707

Sorry doesn't grow back the hair I pulled out over the last couple of years. :thumbsup:

And Teamonsters tickets for kicking his dogs out of frustration won't come off his record.

Ahh... A bug fixed and I ordered out for the best tasting pizza I've had in months. Life is good.

This post has been edited by Mark.: 28 July 2017 - 02:50 PM

1

User is offline   Tea Monster 

  • Polymancer

#5708

I celebrated properly :thumbsup:

Mark, you are lucky you still have hair!

Posted Image

This post has been edited by Tea Monster: 28 July 2017 - 03:33 PM

0

User is offline   Mark 

#5709

I celebrated too but I'd rather not show how. :thumbsup:

Don't worry Jimmy. I'll send you a PM pic. :P

This post has been edited by Mark.: 28 July 2017 - 03:52 PM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #5710

View PostHendricks266, on 26 July 2017 - 12:33 PM, said:

Crash logs always help. I think our synthesis compiler has caused debug crash logs to be useless lately, so it would be greatly appreciated if you can build your own with `make RELEASE=0`.

As of r6407, we have worked around the problem and eduke32.crash.log files should once again be useful.
0

User is offline   Sanek 

#5711

Have 2 questions for Polymer cult:

1. Is it possible to turn off every single Polymer feature (guns firing, buttons lights, shrinker flickering etc) except the SE-Polymer lights?

2. Is it possible to place the Polymer light feature on a moving object, like that moving lights from Dukepus mod?

I'm working on a map right now that requires some kind of cost/size-efficent way to have lightning, and Polymer lights is the first thing I've been thinking of.
0

User is offline   Mark 

#5712

In the display menu under Polymer setup there is an option for dynamic lighting. Choose "map only"

If your map will be all or mostly indoors, you can use lots of SE49 point lights before frame rate gets tanked. And as long as SE50 lights aren't large or overlapping with other lighting you should be able to sprinkle those around the map too. Keep in mind that if you start to see some lighting disappear in areas with lots of lights you might have to bump up the setting of "max light passes" or whatever its called.

This post has been edited by Mark.: 17 August 2017 - 07:18 AM

0

User is offline   Micky C 

  • Honored Donor

#5713

There's a few large maps in the AMC TC where the framerate in polymost is almost a quarter of that in classic when viewing large areas. Is that normal? 64-bit executable.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5714

Yes, that is expected. I'm working on it.
3

User is offline   Hendricks266 

  • Weaponized Autism

  #5715

I bumped our Windows builds to the brand new SDL release, 2.0.6. Let me know if there are any regressions.
0

User is offline   Micky C 

  • Honored Donor

#5716

I see that 'show2dsector' is now exposed to con. Does that mean coders can do things like keep certain sectors hidden when people type in dnshowmap, and that a pickup item which allows the player to view parts of the map they haven't visited yet might be possible?
0

#5717

Build 6450 broke the ability to drop off from the crane, which I found the hard way. The map I released yesterday has a section where it's necessary to punch the crane in order to drop down the platform. As for now, you can only drop down from the initial sector with a pole sprite in it while the crane drags you up.
I distinctly remember this feature from the original game, and moreover both my testers, who I assume had different versions of EDuke32, were able to drop down.
I've decided to test it with previous builds: in 6444, 6443, 6428, 6411 and even older one like 5304 (which I have) it is possible to kick the crane and drop down, so I figure this is 6450 problem.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5718

 Mister Sinister, on 25 September 2017 - 04:29 AM, said:

Build 6450 broke the ability to drop off from the crane, which I found the hard way.

Nothing changed relating to cranes between 6444 and 6450.
0

#5719

It is the weirdest thing then, because dropping down mid-route definitely doesn't work in 6450. You can drop down from the starting sector, but not while the crane carries you.
0

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