EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5966 Posted 11 November 2018 - 02:24 PM
This post has been edited by Gambini: 11 November 2018 - 02:51 PM
#5967 Posted 11 November 2018 - 02:54 PM
#5968 Posted 15 November 2018 - 11:31 AM


Well, that's a new one. I wonder what the hell is going on here.
#5971 Posted 15 November 2018 - 12:53 PM
#5972 Posted 15 November 2018 - 01:26 PM
#5974 Posted 15 November 2018 - 01:32 PM
TerminX, on 15 November 2018 - 01:26 PM, said:
You coy mother fucker.
#5975 Posted 15 November 2018 - 01:45 PM
#5976 Posted 15 November 2018 - 01:51 PM
This post has been edited by Mark: 15 November 2018 - 01:53 PM
#5977 Posted 15 November 2018 - 01:59 PM
#5978 Posted 15 November 2018 - 02:32 PM
#5980 Posted 18 November 2018 - 10:54 AM
https://dukeworld.du...uke32_latest.7z
https://dukeworld.du.../20181118-7238/
Come get some new trims !
Thanks TX for bringing this major mapping milestone to fruition !
Edit: Thanks Jblade for reminding, use R on a wall !
This post has been edited by oasiz: 18 November 2018 - 11:09 AM
Reason for edit: R to rotate!
#5981 Posted 18 November 2018 - 11:08 AM
#5982 Posted 18 November 2018 - 11:36 AM
#5983 Posted 18 November 2018 - 11:52 AM
I would say that in duke scene this matters more since generally there is a much lower entry barrier and a bigger audience when you can just pop an usermap from the menu vs. loading few extra assets in. Don't ask why but that seems to be the case.
Not saying that using custom textures are automatically SATAN 666 but I guess it's the lack of good packaging possibilities (vs. WAD) that kind of does it.
This does suddenly allow a LOT more to be done with the stock texture set, especially trimming with various textures as duke doesn't have too many of those. Let's be honest, many mappers have been quite desperate on milking out the current set quite dry over the years, me included
Rotation is a simple thing but it's been on a wishlist for years personally, next step would be flipping sprites.
#5985 Posted 18 November 2018 - 05:23 PM
This post has been edited by Mark: 18 November 2018 - 08:22 PM
#5986 Posted 18 November 2018 - 08:13 PM
1. If player starts on a sector with a "killing texture" they should start weaponless. Thats not working. Player starts with a gun.
2. The backround screen shown during the texture loading process is the wrong tile.
3. Polymer needs to be manually chosen each time you load the game. That setting doesn't stick.
So its looking like only a few minor things which is darn good considering how many dozens and dozens of updates were applied to the latest revisions.
This post has been edited by Mark: 18 November 2018 - 08:15 PM
#5987 Posted 19 November 2018 - 06:08 AM
#5988 Posted 19 November 2018 - 06:32 AM
#5989 Posted 19 November 2018 - 07:06 AM
Awesome! i just wish it did come BEFORE i made dozens of copies for tiles only to rotate them!
#5990 Posted 19 November 2018 - 07:09 AM
Gambini, on 19 November 2018 - 07:06 AM, said:
Awesome! i just wish it did come BEFORE i made dozens of copies for tiles only to rotate them!
Can always go and delete them to make the maps smaller and faster to load
#5991 Posted 19 November 2018 - 07:46 AM
This post has been edited by Mark: 19 November 2018 - 08:05 AM
#5992 Posted 07 December 2018 - 08:31 PM
This post has been edited by Micky C: 07 December 2018 - 08:32 PM
#5993 Posted 07 December 2018 - 09:02 PM
Micky C, on 07 December 2018 - 08:31 PM, said:
It's possible. You will need a function that loops through the selected sectors, spawns an effector using insertsprite for each one, calculates the "center" of each selected sector and then sets coords on the new sprite and gives it whatever other properties you need it to have. I've done something like that in CON before, but not mapster script.
As you know, sectors come in many shapes, and some of them have void space in the middle. Some of them are very irregular, too, and you can define "center" in different ways.
EDIT: Depending on what you are trying to do, you may not require the overhead of having an actual sprite in each sector.
This post has been edited by Trooper Dan: 07 December 2018 - 09:11 PM
#5994 Posted 07 December 2018 - 09:23 PM
#5995 Posted 08 December 2018 - 07:01 AM
Micky C, on 07 December 2018 - 09:23 PM, said:
If it doesnt need to be centered just cycle through x,y coords by 5 or 10s and check to see if that sector has your necessary sprites added. If not add them, if it does move on. Very uneffiecient but practicle.

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