EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5935 Posted 14 October 2018 - 09:38 PM
This post has been edited by Gambini: 14 October 2018 - 09:39 PM
#5939 Posted 14 October 2018 - 11:26 PM
But yeah, what was said, goal is to get software-like look going on with polymost.
Also remember that eduke stores configs in %appdata% nowdays with newer versions.
#5940 Posted 14 October 2018 - 11:33 PM
Just checked %appdata% and no eduke32 configuration was found.
#5943 Posted 15 October 2018 - 05:17 AM
globalflags 1 shadefactor 47
I commented them, and now it works!
Now that it is a shader, i guess it may be possible to apply the same effect to voxels and models (which skins are saveds as indexed duke palette png files)?
I have been waiting for something like that for so long, would love to see it some day before i release my mod, so i can adjust those assets to the intented look.
#5944 Posted 15 October 2018 - 07:06 AM
Gambini, on 15 October 2018 - 05:17 AM, said:
Have you tried this recently ? I think I just saw something...
However I'm not sure about models in this case.
Good to hear that you managed to fix it!
#5945 Posted 15 October 2018 - 07:39 AM
oasiz, on 14 October 2018 - 11:26 PM, said:
Was there a necessary technical reason for this? I dislike programs that spread themselves around. Or is %appdata% created inside the root folder where Eduke32 is placed?
#5946 Posted 15 October 2018 - 08:20 AM
#5947 Posted 15 October 2018 - 08:39 AM
#5948 Posted 15 October 2018 - 09:06 AM
This post has been edited by MusicallyInspired: 15 October 2018 - 09:06 AM
#5949 Posted 15 October 2018 - 09:45 AM
#5950 Posted 15 October 2018 - 09:58 AM
oasiz, on 15 October 2018 - 07:06 AM, said:
Please could this be featured? I have been looking forward for it 5 years now!
I will make a donation if it´s introduced!
#5951 Posted 15 October 2018 - 10:01 AM
OR... is it only the Eduke32 and Mapster32 generated cfg files ( not autoexec.cfg ) that are in %appdata% now?
MI: Just now I went to the %appdata% folder and dragged a shortcut to my desktop. No navigating to worry about now. When I run a newer version will the folder show up as "Eduke32"?
This post has been edited by Mark: 15 October 2018 - 10:27 AM
#5952 Posted 15 October 2018 - 11:16 AM
#5953 Posted 15 October 2018 - 12:06 PM
#5954 Posted 15 October 2018 - 12:44 PM
#5955 Posted 15 October 2018 - 03:50 PM
If that file is not present in my folders, would Eduke32 indeed share the appdata and keep overwriting from different projects? I don't have any appdata entries for eduke so it must have been implemented after 6927 which is the newest version I'm using right now.
This post has been edited by Mark: 15 October 2018 - 03:56 PM
#5956 Posted 19 October 2018 - 07:56 AM
Mark, on 15 October 2018 - 03:50 PM, said:
http://svn.eduke32.c...duke32&rev=6730
The %appdata% change was 6730, but...
I downloaded r7067(I forgot the last build I used was, guess it was early this year), and put that into my currently (and usually) eduke32 installation which in drive D, and runs it, and then it still loaded my eduke32.cfg well and put my savegame on the same directory of my eduke32 installation, like the past(I don't have the user_profiles_disabled file on my eduke32 installation at all) , I guess it only put eduke32.cfg and savegames on %appdata% if the directory is not write-able(like the goddamn "Programs Files" directory)?
And nothing about eduke32 in my %Appdata%, using Win7 SP1 64bits.
At least on my end, I don't needed to care because eduke32 will found my cfg and savegames on the same directory I use, just not sure about other mods, but the first release of Alien Armageddon mod which using r6969 seems still save its cfg and savegames on the same directory of the mod files, also just a sub-directory, inside of my currently eduke32 installation.
This post has been edited by Player Lin: 19 October 2018 - 07:58 AM
#5957 Posted 19 October 2018 - 11:14 AM
#5958 Posted 28 October 2018 - 09:57 AM
Besides, there's even weirder sort of glitches with polymost:
#5959 Posted 28 October 2018 - 10:29 AM
#5960 Posted 28 October 2018 - 10:44 AM
In the second shot the sky becomes pitch black. Also, the whole map is darker than it should be.
#5961 Posted 28 October 2018 - 10:54 AM
#5962 Posted 29 October 2018 - 01:41 PM
While playing with software, everything is fine. But once opengl is on, everyting turns into shit.
#5963 Posted 11 November 2018 - 06:59 AM
I know how to use them but i believe i may be missing something and would love to read what the creator said about them. For instance, the Tank sprite´s clipshape has some weird tags on walls and I would like to know what they are for. Any light into this would be very appreciated.
#5964 Posted 11 November 2018 - 10:42 AM
This post has been edited by Mark: 11 November 2018 - 10:44 AM

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