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

User is offline   Danukem 

  • Duke Plus Developer

#5846

View PostFox, on 30 March 2018 - 11:47 PM, said:

Yes, it's a structure called "fogpal".


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...
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User is offline   Striker 

  • Auramancer

#5847

Palette Emulation possibly being forced in the future is troublesome for me. I'm using a combination of true-color and stock Duke3D textures in StrikerDM for various things in maps, and the palette emulation would cause a serious clash in appearance between the two, so I recommend to play the mod with it off. (Which is why I've considered asking for a DEF token to force pal emulation off. Unless there's one that exists that I'm unaware of.)

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5848

globalflags 1 will force palette emulation off.

View PostTrooper Dan, on 30 March 2018 - 11:58 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...

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.
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User is offline   Striker 

  • Auramancer

#5849

View PostFox, on 31 March 2018 - 08:59 AM, said:

globalflags 1 will force palette emulation off.

Ah, undocumented feature. I should check the source code and add some documentation on the wiki.
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User is offline   Gambini 

#5850

I want to make emphasis in these two questions I asked. I'm looking forward to know the answer.

View PostGambini, on 30 March 2018 - 07:31 PM, said:

Are model skyboxes featured already? If so, what i have to do to get one of myself working?

When will palette emulation apply on models and voxels?

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5851

These have not been implemented yet.
1

User is offline   Jblade 

#5852

Any chance of a command or something that'll essentially take a screen grab of the screen and put it into a temporary slot for a display event or whatever? I could use it for a few things (flashbangs, trippy screen effects .etc)
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User is offline   Jblade 

#5853

also I forgot to mention this but the new save stuff you did has made saving pretty much instant, it's really fantastic. Autosaves basically don't pause the game at all now, although now I get paranoid and worry that it didn't save :P
1

User is offline   Danukem 

  • Duke Plus Developer

#5854

If aim assist on hitscan is on, every single shotgun pellet hit the enemy in exactly the same spot, with zero spread? At first I thought this was due to autoaim, but apparently not. I will have to do some more investigation.

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

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User is offline   Jblade 

#5855

Is there any way to determine what difficulty setting the player has highlighted in the menu screen? I'd like to add some text that explains the currently 'selected' skill level (but NOT chosen, the current ones I've seen only hold what difficulty the player has chosen not the one they're looking at on the main menu)

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

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User is offline   TerminX 

  • el fundador

  #5856

Try the m_player_skill userdef. The ones with the m_ prefix are the ones selected in the menu, and the ones without are the ones used by the game in progress.
1

User is offline   Jblade 

#5857

Just tried it, no dice I'm afraid - it's just set to whatever the current skill level is set to (or it defaults to 2 when starting a new game) I have seen that userdef before in the wiki but it didn't do what I needed so I wasn't sure what was up.
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User is offline   Mike Norvak 

  • Music Producer

#5858

There have been improvements to Ion Maden performance in the past weeks right?

I was wondering if these changes have been ported to vanilla eduke, or each engine will be on its own branch.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5859

View PostMike Norvak, on 23 May 2018 - 05:40 AM, said:

There have been improvements to Ion Maden performance in the past weeks right?

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.
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User is offline   Phredreeke 

#5860

But those performance improvements would be limited to Polymost wouldn't they?

This post has been edited by Phredreeke: 23 May 2018 - 08:51 AM

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User is offline   Micky C 

  • Honored Donor

#5861

That depends what you’re talking about. Some of the optimisations were to the Ion Maiden game logic, which should increase the frame rate in all renderers.
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User is offline   TerminX 

  • el fundador

  #5862

View PostMicky C, on 24 May 2018 - 04:16 AM, said:

That depends what you’re talking about. Some of the optimisations were to the Ion Maiden game logic, which should increase the frame rate in all renderers.

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.
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User is offline   Gambini 

#5863

Hello!

Is there any command to debug clipshape? maybe something that renders a visible clipshape model?
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User is offline   Mark 

#5864

It may not be exactly what you are looking for but...

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

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User is offline   Gambini 

#5865

Thank you, but that´s not what i need.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#5866

View PostGambini, on 31 May 2018 - 03:03 PM, said:

Thank you, but that´s not what i need.

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

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User is offline   Gambini 

#5867

That is a good idea, but it´s not too far from what I can measure by shooting at the model, walking over and jumping on it. I can tell the shapes are right, and faithful to the clipshape map construction. But i´m more concerned about the technicism involved. The triangulation, and how some specific clipshape constructions affect it (for example, i have a hunch that slopes upwards are not as accurate as slopes downward). If there is no engine-level way of knowing this, at least your solution could help me to tell if -and how- the clipshape works on moving models.
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User is offline   Danukem 

  • Duke Plus Developer

#5868

View PostGambini, on 31 May 2018 - 05:26 PM, said:

at least your solution could help me to tell if -and how- the clipshape works on moving models.


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.
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User is offline   Gambini 

#5869

Thanks. That indeed saves me some research. I also can come up with some practical ways to do testing.

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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User is offline   Micky C 

  • Honored Donor

#5870

Heads up; I have no idea what I’m talking about here.

I have the feeling that there’s simply no mechanism in place that can be adapted to drawing equivalent models of the clipmaps. The 2D engine can’t spawn sector geometry for a spite that’s floating in the air or crossing multiple sectors. It can’t really be made of individual spites since those sprites would have to be sloped and of arbitrary, dynamically-generated shape, other than some kind of particle-based system not unlike what Trooper Dan suggested but spawned directly by the model on a per-frame basis.

Model support itself is also pretty limited. TX or someone has said that the engine doesn’t really know what a model is, simply that the renderer is told to show a certain asset. After all, the whole reason that Helixhorned implemented clipshape was because that the engine doesn’t intrinsically know model geometry in the first place. As such, it’s unlikely that the reverse process is going to be a thing. Yes, the engine does know the clipping going on in this case, but again there’s no good mechanism to draw it.

It doesn’t help that Helixhorned, who did the original implementation, is no longer around.

This post has been edited by Micky C: 01 June 2018 - 03:05 AM

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User is offline   Mark 

#5871

In Mapster under the wireframe mode it shows the model and its clipshape in polygons. It should be possible to get that in game too I would think.

This post has been edited by Mark.: 01 June 2018 - 06:06 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#5872

So I'm trying to figure out how to make cameras show the player as Bombshell when the player is Bombshell. There seems to be a dummy player sprite just for the purpose of showing the player next to the viewscreen, and it always shows APLAYER (tile 1405), regardless of what animation the player is actually in or what direction the player is facing. I don't know how to get access to that sprite.

Anyways, I thought to try EVENT_DISPLAYCAMERAOSD, which of course isn't documented. RETURN is 0 and setting it to -1 does nothing. Next I noticed that THISACTOR in that event has a value, so I thought maybe it was the value of the dummy player sprite. So I thought what the fuck let's just set the picnum of that sprite to Bombshell's picnum and see what happens. Fucking hilarious! Turns out it is the ID of the camera being viewed from, so doing that turned the camera into a Bombshell actor which started running around and shooting monsters. But, since it was still the ID of the active camera, you could see from her eyes through the viewscreen if you took a step back from it.
1

User is offline   Forge 

  • Speaker of the Outhouse

#5873

Funny side-effect.

If you want to get the result you were originally after, ask James. He has like 38 characters in his AMC TC and is able to get cameras to show the proper actor.
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User is offline   Danukem 

  • Duke Plus Developer

#5874

View PostForge, on 03 June 2018 - 02:44 PM, said:

Funny side-effect.

If you want to get the result you were originally after, ask James. He has like 38 characters in his AMC TC and is able to get cameras to show the proper actor.


I have a solution now; I'll check with James later to see if we're doing it the same way.
1

User is offline   Jblade 

#5875

IIRC I basically spawn in a dummy sprite when the player is looking through a camera; I came up with the code back when the mod was first being worked on so my solution probably isn't as elegant as it could be.
1

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