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

User is online   Phredreeke 

  • 147

#5911

View PostPlayer Lin, on 29 July 2018 - 01:28 AM, said:

Better keep bother the AV's support team/devs if still want using the AV and EDuke32 the same time if you ask me. :unsure:


...or use the 64-bit build :rolleyes: (sorry if I'm starting to sound like a broken record)
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User is offline   Forge 

  • 6,684

#5912

or just add eduke32.exe to the av exception list so it'll stop alerting every time you run it, and move on

This post has been edited by Forge: 29 July 2018 - 05:14 AM

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User is online   MusicallyInspired 

  • 2,921

#5913

All good points. I agree with the idea of putting a popup notice on the screen if you're running the 32-bit version on 64-bit OS's. A lot of people are stupid and ignorant of these things.

Roland SC-55 Music Packs
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Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
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User is offline   Jblade 

  • 1,620

#5914

I'm getting a "ERROR: Too many objects in cache! (cacnum > MAXCACHEOBJECTS)" crash on certain level loads...normally if I do a few consecutively; is this due to the cache size being set too low or too high? it's set to 262144 currently; but I also got crashes with double that.

Here's the log, there was literally about 9000 lines of similar error messages which I didn't include:
Spoiler



This post has been edited by Jblade: 29 July 2018 - 10:16 AM

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User is online   Mark. 

  • Honored Donor
  • 2,540

#5915

Looks like its long overdue to run Mapster scripts and find out what assets are not being used and delete them. You couldn't pay me enough to do it. ;)
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User is offline   necroslut 

  • 199

#5916

I noticed that there's an "alternate weapon" keybind now - a carryover from Ion Maiden, I assume... Does that mean we're finally getting proper support for defining new (more than 11) weapons?

Blue barrels are heavier than regular barrels

This post has been edited by necroslut: 31 July 2018 - 03:36 PM

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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,035

  #5917

View Postnecroslut, on 31 July 2018 - 03:35 PM, said:

I noticed that there's an "alternate weapon" keybind now - a carryover from Ion Maiden, I assume... Does that mean we're finally getting proper support for defining new (more than 11) weapons?

It's for the Duke 64 mod. In Duke 3D it functions for the Shrinker and Expander.
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User is offline   necroslut 

  • 199

#5918

View PostHendricks266, on 31 July 2018 - 03:49 PM, said:

It's for the Duke 64 mod. In Duke 3D it functions for the Shrinker and Expander.

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?

Blue barrels are heavier than regular barrels
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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,035

  #5919

The idea is modeled after a similar bind that was added to SWP. Such a bind would be useful for any Build game that has multiple weapons or weapon modes per numeric key slot, including new games.

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".
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User is offline   necroslut 

  • 199

#5920

View PostHendricks266, on 31 July 2018 - 03:57 PM, said:

The idea is modeled after a similar bind that was added to SWP. Such a bind would be useful for any Build game that has multiple weapons or weapon modes per numeric key slot, including new games.

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

I am irritated by "finally".

Uh, why? :blink: Such functionality has been mentioned as being, not in development or really planned AFAIK, but as wanted and on the horizon somewhere. Since it didn't have it already, but it would be welcome to have it, that would make it "finally".
"Finally" doesn't necessarily mean "I can't believe you assholes let us wait this long!".

Blue barrels are heavier than regular barrels

This post has been edited by necroslut: 31 July 2018 - 04:19 PM

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User is online   Phredreeke 

  • 147

#5921

I requested that feature. Duke64 has three weapons with different forms of ammo in addition to the shrinker/expander
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,859

#5922

It's not just for mods. I add features to Eduke32 as if it supported all Build games.
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User is offline   necroslut 

  • 199

#5923

View PostPhredreeke, on 31 July 2018 - 04:48 PM, said:

I requested that feature. Duke64 has three weapons with different forms of ammo in addition to the shrinker/expander

Yeah, I forgot the port/mod allows you to switch between ammo types manually unlike the console version.

View PostFox, on 31 July 2018 - 04:52 PM, said:

It's not just for mods. I add features to Eduke32 as if it supported all Build games.

Makes sense then.

Blue barrels are heavier than regular barrels
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User is offline   Trooper Dan 

  • Duke Plus Developer
  • 2,949

#5924

View Postnecroslut, on 31 July 2018 - 03:35 PM, said:

I noticed that there's an "alternate weapon" keybind now - a carryover from Ion Maiden, I assume... Does that mean we're finally getting proper support for defining new (more than 11) weapons?


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.
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User is offline   necroslut 

  • 199

#5925

View PostTrooper Dan, on 31 July 2018 - 05:41 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.

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...

Blue barrels are heavier than regular barrels
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User is offline   December Man 

  • 39

#5926

Nvm

This post has been edited by December Man: 16 August 2018 - 03:14 PM

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