EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5905 Posted 27 July 2018 - 12:03 PM
#5906 Posted 27 July 2018 - 10:04 PM
Phredreeke, on 27 July 2018 - 12:03 PM, said:
No, the real help is sent the exe file to those antivirus companies(whose AV program detected) and complain about these kind of false alerts to them I think...
Unless someone already did and they don't give a shit...
This post has been edited by Player Lin: 27 July 2018 - 10:05 PM
#5907 Posted 27 July 2018 - 11:44 PM
#5908 Posted 28 July 2018 - 02:52 AM
Player Lin, on 27 July 2018 - 10:04 PM, said:
Of course false positives are a problem. But even without them, running the 32-bit version on a 64-bit system is suboptimal. I did so myself for the longest time without realising it
#5909 Posted 28 July 2018 - 07:21 AM
Player Lin, on 27 July 2018 - 10:04 PM, said:
Unless someone already did and they don't give a shit...
But EDuke32 gets several new versions a week... wouldn't it just repeat with each new release?
#5910 Posted 29 July 2018 - 01:28 AM
necroslut, on 28 July 2018 - 07:21 AM, said:
Normally it should be fine just a verison of EDuke32 should work fine for analyzing, based what TX was said, but I'm not expert of AV so I'm not sure. I don't think those problematic code will keep changes on every version of EDuke32, if it does, then I can only suggest keep sent them the new files (still detected) or just change your AV software if it acting too sensitive. The world is already so sensitive I don't need my AV keeping to do the same shit to me so often.
Better keep bother the AV's support team/devs if still want using the AV and EDuke32 the same time if you ask me.
This post has been edited by Player Lin: 29 July 2018 - 01:38 AM
#5911 Posted 29 July 2018 - 05:06 AM
Player Lin, on 29 July 2018 - 01:28 AM, said:
...or use the 64-bit build
#5912 Posted 29 July 2018 - 05:13 AM
This post has been edited by Forge: 29 July 2018 - 05:14 AM
#5913 Posted 29 July 2018 - 05:38 AM
#5914 Posted 29 July 2018 - 10:15 AM
Here's the log, there was literally about 9000 lines of similar error messages which I didn't include:
This post has been edited by Jblade: 29 July 2018 - 10:16 AM
#5915 Posted 29 July 2018 - 10:46 AM
#5916 Posted 31 July 2018 - 03:35 PM
This post has been edited by necroslut: 31 July 2018 - 03:36 PM
#5917 Posted 31 July 2018 - 03:49 PM
necroslut, on 31 July 2018 - 03:35 PM, said:
It's for the Duke 64 mod. In Duke 3D it functions for the Shrinker and Expander.
#5918 Posted 31 July 2018 - 03:52 PM
Hendricks266, on 31 July 2018 - 03:49 PM, said:
Yeah, I noticed it worked with the Expander. It seemed weird to include a special keybind just from toggling between those two weapons though.
So, does that mean "no"? Just a special keybind for mods to use without overwriting an existing one?
#5919 Posted 31 July 2018 - 03:57 PM
This bind functions correctly as-is. It is not part of anything larger, though it will work well with whatever ends up being implemented in the future.
I am irritated by "finally".
#5920 Posted 31 July 2018 - 04:19 PM
Hendricks266, on 31 July 2018 - 03:57 PM, said:
This bind functions correctly as-is. It is not part of anything larger, though it will work well with whatever ends up being implemented in the future.
I see. Yeah, SWP/Redux came to mind, but Shadow Warrior has five guns like that and Duke only one, so it seemed a bit overkill if just for Duke - which I assumed it was related to IM.
Quote
Uh, why?
"Finally" doesn't necessarily mean "I can't believe you assholes let us wait this long!".
This post has been edited by necroslut: 31 July 2018 - 04:19 PM
#5921 Posted 31 July 2018 - 04:48 PM
#5922 Posted 31 July 2018 - 04:52 PM
#5923 Posted 31 July 2018 - 04:53 PM
Phredreeke, on 31 July 2018 - 04:48 PM, said:
Yeah, I forgot the port/mod allows you to switch between ammo types manually unlike the console version.
Fox, on 31 July 2018 - 04:52 PM, said:
Makes sense then.
#5924 Posted 31 July 2018 - 05:41 PM
necroslut, on 31 July 2018 - 03:35 PM, said:
I guess it depends on what you mean by "proper support". It's a royal pain to hook additional weapons into the existing structures, especially when shoehorning in new weapon switch logic so that all the added weapons work correctly with the next/previous weapon keys. BUT, for anyone willing to put in the work, it's quite possible to ignore the hardcoded structures entirely and make your own system with an unlimited number of weapons, or any system you like. One could argue that providing gamevars and all the other fundamental features needed to make a new system from scratch is all the proper support that we could ask for.
#5925 Posted 31 July 2018 - 06:53 PM
Trooper Dan, on 31 July 2018 - 05:41 PM, said:
I know it's possible, I've played around with that myself and I'm not complaining But I'm pretty sure Hendricks or TX have talked about implementing a simpler way to add more weapons, I even seem to remember the word "proper" being used.
Well, at least we have been saved from Doom wads with 10 guns per slot...
#5926 Posted 16 August 2018 - 03:10 PM
This post has been edited by December Man: 16 August 2018 - 03:14 PM
#5927 Posted 04 September 2018 - 05:45 PM
#5928 Posted 06 September 2018 - 02:50 PM
This post has been edited by December Man: 06 September 2018 - 02:50 PM
#5929 Posted 06 September 2018 - 03:33 PM
December Man, on 06 September 2018 - 02:50 PM, said:
That's interesting. I have never experienced this problem myself, but I have seen similar reports from players on Mod DB regarding Alien Armageddon, and in those cases it is 6969 that is being used.
I think there was a recent change in which compiled script is no longer included in saved game files, and it may have something to do with that.
#5930 Posted 07 September 2018 - 03:20 AM
Don't invalidate saves based on the compiled script CRC if the script hasn't been compiled yet ------------------------------------------------------------------------ r6972 | terminx | 2018-09-01 12:36:05 -0700 (Sat, 01 Sep 2018) | 1 line
#5931 Posted 14 October 2018 - 05:22 PM
I know this may sound similar to a previous question i made before. But is there any way to control the render parameters via console? like if there´s a replacement for r_usetileshades (which doesn´t seem to work) or any other visibility/shading command i can use for testing purposes at least.
Apart from that, I have been reading the changelogs on latest builds but didn´t find consistent information regarding stuff I may care/understand. Could someone list what new improvements/features have been added in the latest months? Polymer exclusive information is irrelevant to me.
#5932 Posted 14 October 2018 - 09:03 PM
There is no need for this toggle as the performance penalty now is virtually zero. If there are accuracy concerns then I'm sure that those can be checked out if pointed out. As for the "off" method: It was never really correct and was just a quick & dirty approximation using basic functions to get something closer to it.
There have been various adjustments like a smoother mouse movement in GL (no longer chained to fixed steps in Y axis) and I believe this was applied to X axis as well, giving a more true "free camera" instead of being bound to engine supported angles. Tons of perf improvements overall. Classic now supports pixel doubling / quadrupling etc.. Other major render work is being done by pogokeen. Most of it is way overdue so kudos to him
#5933 Posted 14 October 2018 - 09:14 PM
I have a big project which relies its visuals (and was inspired by too) on the palette emulation look. I´m very concerned about this. Would you care to explain me more?

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