
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5786 Posted 29 October 2017 - 02:26 PM
#5787 Posted 29 October 2017 - 04:40 PM
else ifrnd 32 { ifvare ally_subtitles 0 { state SOLDIER_NAMES qputs 7501 ^1%s: ^0We've got sierra tangos here. qsprintf 7501 7501 573 setvar ally_subtitles 60 } sound EDFS_PARA_2 }
else ifrnd 8 { ifvare ally_subtitles 0 { state SOLDIER_NAMES qputs 7501 ^1%s: ^0Enemies incoming. qsprintf 7501 7501 573 setvar ally_subtitles 45 } sound EDFS_INCOMING_2 }
The calls to state SOLDIER_NAMES specifically in these two places are what is causing the message. I'm not yet sure why.
#5788 Posted 29 October 2017 - 11:52 PM
#5789 Posted 02 December 2017 - 12:11 AM
Also, what's the correct way to hide/remove the default ingame huds? Since times of old I've just locked the screensize to the largest one possible but I'd rather not lock it anymore especially with the new events and stuff.
This post has been edited by Jblade: 02 December 2017 - 12:17 AM
#5790 Posted 10 December 2017 - 01:57 PM
Jblade, on 02 December 2017 - 12:11 AM, said:
Also, what's the correct way to hide/remove the default ingame huds? Since times of old I've just locked the screensize to the largest one possible but I'd rather not lock it anymore especially with the new events and stuff.
http://wiki.eduke32....ENT_DISPLAYSBAR
#5792 Posted 11 December 2017 - 03:43 AM
i have updated my installation to the latest synthesis build and noticed some changes in the polymer renderer regarding shadows and shading in general. I really like the new features, but is this still work in progress? In many areas of the levels the shadows fit perfectly, but in lot of cases it's too dark (my personal opinion). And it does help using the night vision goggles, cause the shader seems somehow to overlay it.
#5793 Posted 02 January 2018 - 02:14 AM
I just downloaded the latest eduke build, I noticed for some reason the vacation.grp wasn't listed on the startup thing along with duke3d.grp etc. Is it supposed to be this way?
#5794 Posted 04 January 2018 - 10:50 AM
darkprince227, on 02 January 2018 - 02:14 AM, said:
I just downloaded the latest eduke build, I noticed for some reason the vacation.grp wasn't listed on the startup thing along with duke3d.grp etc. Is it supposed to be this way?
That doesn't sound like a Polymer/rendering bug so this probably isn't the right thread to discuss that. But I downloaded the latest Synthesis build as well from 12/29 and I can't replicate the behavior. Everything looks good on my end.

#5795 Posted 04 January 2018 - 12:45 PM
enderandrew, on 04 January 2018 - 10:50 AM, said:

You're right, it wasn't an eduke problem


#5796 Posted 04 January 2018 - 02:25 PM
link to snapshot they stopped working properly:
http://dukeworld.duk.../20170623-6248/
link to last snapshot they did work in:
http://dukeworld.duk.../20170622-6242/
#5797 Posted 27 January 2018 - 08:40 PM
darkprince227, on 04 January 2018 - 12:45 PM, said:


You shouldn't need to make a vacation.grp yourself. EDuke32 will accept VACA15.SSI as taken directly from the original CD release, as well as VACATION.GRP as found in Megaton and the Anthology / Kill-A-Ton 2015 entry on Steam.
Jblade, on 04 January 2018 - 02:25 PM, said:
Fixed in r6605.
#5798 Posted 29 January 2018 - 01:29 AM
Is there an ability to rename main menu commands yet btw? Specifically, I'm looking to replace the Help menu with something like 'Go to HQ' which'll load one of the AMC base maps up. I'm pretty sure I can already do the loading base thing, it's just the string name I need to change. I'm seeing all sorts of interesting stuff in the synthesis (including the ability to flat out remove it and credits* from the menu) but I'm not sure if what I'm asking is possible yet.
EDIT: Also, I'm not sure this is actually a bug but ambient sounds with a hitag over 32767 don't play anymore; was it always the case that sounds shouldn't of worked over that hitag value, or is it indeed a bug? I'll look into tracking down the snapshot if you think it's not intended behaviour.
This post has been edited by Jblade: 29 January 2018 - 01:32 AM
#5799 Posted 29 January 2018 - 03:33 AM
Jblade, on 29 January 2018 - 01:29 AM, said:
No, and this is not on my roadmap.
Jblade, on 29 January 2018 - 01:29 AM, said:
It has to be r6581. It may indeed be the case that those sounds did not work in the original game. However if there are no side effects I would be willing to re-allow them.
#5800 Posted 29 January 2018 - 04:25 AM
Quote
They worked fine and I didn't see any side effects but that's not to say there might not of been some issues around regardless. I can add some con code that will automatically set the volume back down to the max if it's higher, it's no big deal.
#5801 Posted 04 February 2018 - 10:45 AM
#5802 Posted 10 February 2018 - 09:08 PM
Jblade, on 29 January 2018 - 04:25 AM, said:
They should be fixed now. Please let me know if you find any other behaviors broken when hitags and lotags are > 32767 (aka < 0).
Jblade, on 04 February 2018 - 10:45 AM, said:
The autosaves only "fork" a new file when 1) you use the Save Game menu or F2 (as opposed to F6 quicksaving) to make a new manual save and then the `save` or `savenn` CON commands run, or 2) the `save` or `savenn` CON commands run with a different index than when you previously ran it.
I would recommend fixing your ID numbers.
#5803 Posted 11 February 2018 - 10:55 AM
#5804 Posted 11 February 2018 - 12:17 PM
#5805 Posted 14 February 2018 - 12:53 AM
There's the regular one which shows ammo count as a number, and then one notch "above" that there is the special EDuke32 one which show an ammo icon on the right side, etc., and it is still considered size 4 (there is also size 0 with no HUD at all).
My questions is, is it possible in CON to detect which of those two size 4 HUDs is being used? So far I have not found a way. In case it wasn't obvious, I want my display code to do different things depending on the HUD.
#5807 Posted 14 February 2018 - 11:01 AM
Hendricks266, on 14 February 2018 - 10:58 AM, said:
Ah. I saw that struct and I thought it meant that it would be set when the user has the alt hud as one of the huds that gets cycled through, I didn't realize it was only set when the hud was actually being displayed.
EDIT: If you look at the wiki entry, it clearly says that setting it to 0 disables that hud. Anyway I will go test this now.
This post has been edited by Trooper Dan: 14 February 2018 - 11:05 AM
#5808 Posted 15 February 2018 - 09:10 AM
#5809 Posted 15 February 2018 - 12:39 PM
Fox, on 15 February 2018 - 09:10 AM, said:
That makes sense. I updated it just now.
#5810 Posted 27 February 2018 - 01:57 AM
#5811 Posted 06 March 2018 - 01:48 PM
(I am playing the WT content with the stopgap thing)
#5812 Posted 23 March 2018 - 01:03 PM
I´m having some audiovisual issues with latest Eduke32 builds, which I hope someone can address.
I have been using Eduke32 4102 (from 2017) for eduke32 and a 2013 mapster32 build which already supports usetileshades, until Trooper Dan jumped onboard, who suggested to keep builds up to date, mostly for coding reasons.
Now I´m using 6788 and I´m having the following problems:
Sound doesn´t work, only music. Tried deleting eduke32.cfg and tinkering with sound values. I have a Realtek onboard audio, on a gigabyte mobo.
Visibility has changed drastically and console commands like r_usetileshades, r_shadescale, r_usenewshading don´t do anything when entered on the console.
This is how it looks like on mapster32 from 2013 (right after the usetileshades thingie was added):

This is how it looks on the 4102 build from 2017 (notice how dark things are at the distance):

And this is how it looks now on 6788, almost like before but now with a parallax glitch (notice the vertical strips of misalligned sky above the buildings on the distance)

This is what both autoexec.cfg and m32_autoexec.cfg read, at least the r_usetileshades command seems to work on the autoexec for Eduke32:
r_shadescale 0.65
r_usenewshading 2
r_novoxmips 1
r_usetileshades 2
Hope anything can be done about it.
This post has been edited by Gambini: 23 March 2018 - 01:04 PM
#5813 Posted 23 March 2018 - 01:28 PM
Ideally you should not touch r_usenewshading, r_usetileshades, r_shadescale from your autoexec. The defaults we ship with are designed for an experience as accurate to Classic as possible. The only reason the toggles even exist is for compatibility with things released in the past. For something still in development, fix your maps. Let us know if Polymost differs from Classic.
I have an idea of what the parallax issue is. I believe it is related to a change Fox made. As a test, I think you can disable r_parallaxskypanning (or something named similarly). However, do not add that to any autoexec files.
#5814 Posted 23 March 2018 - 01:43 PM
Are you saying I should not use custom values for a mod with custom content? I have these maps in the making from long ago and those are vaules I found fit for them after a lot of work. Not to mention the other mapper working on it has a notch less of a technical understanding of this kind of things, which means reversing 4/5 years of work would be suicidal for our project. It´s never been said before those parameters would eventually end in arbitrary fixed values. Please consider exceptions for experienced users.
This post has been edited by Gambini: 23 March 2018 - 01:43 PM