EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5840 Posted 24 March 2018 - 07:08 PM
I will be insolent and ask: What is the problem of allowing users access those commands? Come to think of it: nobody will fuck up with them, it´s improbable and your action would save us hours of work, which would be fair to spare, since we always been on the rules when building this. Polymost has been on development for 14 years, claiming we should not have relied on an unfinished renderer is not a valid point.
#5841 Posted 24 March 2018 - 07:45 PM
Fox, on 24 March 2018 - 10:56 AM, said:
Sent you a PM asking for help on this, and yes as we said DNF 2013 uses the same base palette. Your expertise would be much appreciated.
A scripting solution could be made to work, but I'm pretty sure it will take trial and error, using different scripts on different groups of sectors and still fine tuning the result in many cases...it will probably take quite a few hours to get it perfect on all the maps, which are quite large and complex.
#5842 Posted 25 March 2018 - 01:21 AM
Gambini, on 24 March 2018 - 07:08 PM, said:
I will be insolent and ask: What is the problem of allowing users access those commands? Come to think of it: nobody will fuck up with them, it´s improbable and your action would save us hours of work, which would be fair to spare, since we always been on the rules when building this. Polymost has been on development for 14 years, claiming we should not have relied on an unfinished renderer is not a valid point.
"Palette Emulation" is r_usetileshades. The option is acting weird because of WIP code of the shader.
The console commands were never intended to serve as tools for modders, but an interface for the user. Meaning that console commands may be changed, removed, etc with no concern for backwards compatibility.
Polymost was in development for a long time, but it was still not working as intended. The purpose has always been to look like classic. It would be equivalent of using a poorly adjusted computer.
Anyway, here is a solution. Add this to the defs:
globalflags 1 shadefactor 47
Then adjust the visibility in USER.CON to your liking:
define DEFAULTVISIBILITY 512
This post has been edited by Fox: 25 March 2018 - 01:25 AM
#5843 Posted 25 March 2018 - 11:36 AM
Fox, on 25 March 2018 - 01:21 AM, said:
define DEFAULTVISIBILITY 512
Here's the thing I don't get, though. Even if the def commands plus changing DEFAULTVISIBILITY gets the correct result in game, how will that help in mapster? Mapster doesn't use settings in USER.CON
The mapper needs to see what the levels will look like in-game while mapping.
#5844 Posted 30 March 2018 - 07:31 PM
I haven't been following new features progress closely but i'm tempted to ask, because I know these have been subject of discussion in the past times, so they may be already available:
Are model skyboxes featured already? If so, what i have to do to get one of myself working?
Exists a way to use fog without changing the sector´s palette?
When will palette emulation apply on models and voxels?
Thanks for the response.
@Hendrics266: The sound problem I reported is fixed. If you are interested on reading what was it: it seems that (at least on my end) If sound SFX volume goes below 53% it wont work at all, and will abruptly begin to work when turned up to the next notch.
#5845 Posted 30 March 2018 - 11:47 PM
Gambini, on 30 March 2018 - 07:31 PM, said:
Yes, it's a structure called "fogpal".
#5846 Posted 30 March 2018 - 11:58 PM
Fox, on 30 March 2018 - 11:47 PM, said:
http://wiki.eduke32.com/wiki/Fogpal
Note for Gambini:
So it would require an effect sprite similar to an SE that specifies what the fogpal is for that particular sector. For example, you could set pal 0 to cause white fog instead of the default black fog -- then you just set visibility to determine how strong the fog is.
The code would not be complicated and I could add this pretty easily. All it has to do is read values off the effect sprite at map load time and apply them to the fogpal struct. EDIT: At least that's my understanding of how it would work -- the wiki link for the sector struct actually goes to the entry for the def command...
#5847 Posted 31 March 2018 - 08:50 AM
I would prefer if the option was still there. If anything, if the shading with palette emulation off is incorrect, something should be done about it. (Ie. The shade/differences in brightness should be as if what software would pull off if it were 32-bit, rather than 8-bit paletted. In short, using the same formula but without palette restriction.)
This post has been edited by Striker: 31 March 2018 - 09:02 AM
#5848 Posted 31 March 2018 - 08:59 AM
Trooper Dan, on 30 March 2018 - 11:58 PM, said:
Note for Gambini:
So it would require an effect sprite similar to an SE that specifies what the fogpal is for that particular sector. For example, you could set pal 0 to cause white fog instead of the default black fog -- then you just set visibility to determine how strong the fog is.
The code would not be complicated and I could add this pretty easily. All it has to do is read values off the effect sprite at map load time and apply them to the fogpal struct. EDIT: At least that's my understanding of how it would work -- the wiki link for the sector struct actually goes to the entry for the def command...
You can change the fogpal in the maps. I don't know if there's a command, but setting the fogpal in the console works.
#5849 Posted 31 March 2018 - 09:06 AM
Fox, on 31 March 2018 - 08:59 AM, said:
Ah, undocumented feature. I should check the source code and add some documentation on the wiki.
#5850 Posted 31 March 2018 - 05:25 PM
Gambini, on 30 March 2018 - 07:31 PM, said:
When will palette emulation apply on models and voxels?
#5852 Posted 12 April 2018 - 12:19 AM
#5853 Posted 12 April 2018 - 03:35 AM
#5854 Posted 22 April 2018 - 02:31 PM
But apparently, hitting an enemy with shotgun negates the shotgun spread. I'm sure this is nothing new.
This post has been edited by Trooper Dan: 22 April 2018 - 02:42 PM
#5855 Posted 27 April 2018 - 01:17 AM
EDIT: whilst I'm here, is there a way to lock out skill levels too?
This post has been edited by Jblade: 27 April 2018 - 01:18 AM
#5856 Posted 27 April 2018 - 12:22 PM
#5857 Posted 28 April 2018 - 06:45 AM
#5858 Posted 23 May 2018 - 05:40 AM
I was wondering if these changes have been ported to vanilla eduke, or each engine will be on its own branch.
#5859 Posted 23 May 2018 - 08:48 AM
Mike Norvak, on 23 May 2018 - 05:40 AM, said:
I was wondering if these changes have been ported to vanilla eduke, or each engine will be on its own branch.
They were in EDuke32 first.
#5860 Posted 23 May 2018 - 08:51 AM
This post has been edited by Phredreeke: 23 May 2018 - 08:51 AM
#5861 Posted 24 May 2018 - 04:16 AM
#5862 Posted 24 May 2018 - 10:30 AM
Micky C, on 24 May 2018 - 04:16 AM, said:
We've also been making improvements to the scripting system behind the scenes, which will improve performance for any EDuke32 content that suffers from the same slowdowns, in all renderers.
#5863 Posted 30 May 2018 - 08:53 PM
Is there any command to debug clipshape? maybe something that renders a visible clipshape model?
#5864 Posted 31 May 2018 - 05:03 AM
Load the 0_clipshape.map into Mapster. Then you can type into the console r_pr_wireframe. IIRC it requires being in the Polymer mode.
You can try turning off models from the menu and you will see the black 2D sprite with the model's dummytile dimensions. It should be about the same size as the model if its set up right in the defs.
This post has been edited by Mark.: 31 May 2018 - 05:09 AM
#5865 Posted 31 May 2018 - 03:03 PM
I have my doubts about the precision clipshapes have, and what happens when the model moves, etc. I thought there would be a way to make visible the collision model, just like in other engines, like Source.
#5866 Posted 31 May 2018 - 03:22 PM
Gambini, on 31 May 2018 - 03:03 PM, said:
I have my doubts about the precision clipshapes have, and what happens when the model moves, etc. I thought there would be a way to make visible the collision model, just like in other engines, like Source.
The first thing that comes to mind would be making a "wind tunnel" room with some coded projectiles. Projectiles would fire at the model from all directions and angles, and each hit would leave a small indicator sprite on the point of impact. Over a few seconds, the impact points would accumulate and show the outline of the clipshape.
EDIT: It would be more like a car wash, with shooter sprites set up in many places around the model. Then the shooters would spray it. This could be made pretty easily.
This post has been edited by Trooper Dan: 31 May 2018 - 03:31 PM
#5867 Posted 31 May 2018 - 05:26 PM
#5868 Posted 31 May 2018 - 05:34 PM
Gambini, on 31 May 2018 - 05:26 PM, said:
In many cases, clipshaped actors won't move at all: https://forums.duke4...aps-and-actors/
It may depend on how it is coded and the specific clipshape used.
#5869 Posted 31 May 2018 - 08:01 PM
Still, i am worried my initial question washes away, it´s mainly focused on knowing if there is such thing, or is it even posible to feature in the near future? I believe collision detection and render engine have a close relationship, and may feed from similar inputs. Drawing what the clipshape is like on wireframe should be relatively easy and very functional for testing.

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