EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6151 Posted 06 July 2019 - 11:55 AM
This post has been edited by Trooper Dan: 06 July 2019 - 12:00 PM
#6152 Posted 13 July 2019 - 05:59 AM
pogokeen, on 26 June 2019 - 04:55 AM, said:
I'll take a look & get that fixed. Once I have a solution in place, I'll let you know here.
Any update on this? Ion Fury has priority of course, and this is a non-urgent albeit critical bug.
I also see that Ion Fury will be released on Mac as well next month. Does this mean that eduke32 will have mod support on Mac that works largely out-of-the-box?
#6153 Posted 15 July 2019 - 11:01 PM
#6154 Posted 23 July 2019 - 12:05 PM
Quote
Don't lock out cheats in skill 4 if FURY
I've always hated that in Duke, too, but I guess you want to preserve the original behavior.
#6155 Posted 25 July 2019 - 07:48 AM
Micky C, on 26 June 2019 - 03:59 AM, said:
Using r7750 64-bit mode, the AMC TC crashes upon startup when using polymost but not classic. Using debug eduke32, the last line in the log reads as follows:
tilepacker: kdtree_reserveNode(): out of nodes
pogokeen, on 26 June 2019 - 04:55 AM, said:
I'll take a look & get that fixed. Once I have a solution in place, I'll let you know here.
any idea what may be causing this?
I get:
gltexinvalidateall()
gltexinvalidateall()
polymost_glreset()
tilepacker: kdtree_reserveNode(): out of nodes
tilepacker: kdtree_reserveNode(): out of nodes
windows10x64
fx 8320
nvidia gtx 650 ti
polymost mode
eduke32_win64_debug_20190724-7842
Pretty sure it has something to do with the number of art files.
Appreciate the juggling act the dev team is doing for us. Really.
This post has been edited by Forge: 25 July 2019 - 09:17 AM
#6156 Posted 25 July 2019 - 10:47 AM
#6157 Posted 25 July 2019 - 11:08 AM
TerminX, on 25 July 2019 - 10:47 AM, said:
The AMC svn repo?
Yes. It is actively updated and has the most current content.
That is what I used to test & what gave me the error message in my last post.
#6158 Posted 26 July 2019 - 08:02 PM
Hendricks266, on 15 July 2019 - 11:01 PM, said:
Hi Hendricks, I've come across a collision problem that was never present in older builds and now is present. In my map The Rock I have a TROR sos stairwell. Duke is getting caught on an invisible white wall in one direction. Going down the stairs. Going up the stairs Duke doesn't get blocked. Bullets appear to pass through this invisible wall just not the player.
I'll try to collect more information for you about the problem and i'll post back here.
*** UPDATE *** Okay somewhere in download r7831 introduces the problem with Duke being blocked by an invisible wall. Or a wall that perhaps maybe overlapping due to SOS. This looks like an update by Terminx. My guess is the problem lays somewhere between R7826 - R7831
While I'm mentioning things. You guys might already be aware of this problem but climbing sprite ladders in these newer builds is no where near as good and sometimes not possible. This does impact the game play where levels rely on this function to work.
On the plus side I have noticed great improvements in FPS and game performance. As well improvements with TROR in Polymost and water surfacing SE 7 TROR sectors. Keep up the good work everyone! One day this engine will be able to handle my new overly used TROR map. Oops did I just spill the beans. =P
This post has been edited by Paul B: 26 July 2019 - 08:56 PM
#6159 Posted 27 July 2019 - 02:05 AM
I have also been looking into a TROR clipping issue. This involves a TROR layer above the player that the player should (and normally can) jump through, where the ceiling is 11264 units above the floor. When the player is standing on the floor, or on a floor-aligned blocking sprite that is on the floor, the player can jump through no problem. However, if you lower the floor, and place either a floor-aligned blocking sprite or a view-aligned sprite such that the player is standing at the same height as before, the player cannot jump through.
I guess it's something to do with the player's height being exact that of the TROR ceiling? To simplify the above paragraph, the player can jump fine from a sector, but not from a sprite, if there's exactly that amount of room.
This post has been edited by Micky C: 27 July 2019 - 02:07 AM
#6160 Posted 02 August 2019 - 04:17 PM
#6161 Posted 02 August 2019 - 08:50 PM
I see over at dukeworld that 7874 is still the latest. Any idea when the next release will be available?
#6163 Posted 04 August 2019 - 05:22 AM
The height of the ceiling firstwall seems to dictate the maximum height of the sector when you're trying to jump or jetpack into it. Looking at the image below, the player isn't able to pass above the red line. Ignore the TROR, this happens even without it. I've attached an example map. This is using 7885, currently the latest available.
Attached File(s)
-
CLIPISSUE.zip (2.78K)
Number of downloads: 293
This post has been edited by Micky C: 04 August 2019 - 05:24 AM
#6164 Posted 04 August 2019 - 06:05 AM
In a basic sos/ror situation - if the ceiling height of the room below is higher than the floor height of the room above, the player will clip into the lower sector simply by "boating" upon the upper room's floor and crossing a sector line of the room below.
it doesn't do it except under certain circumstances & there were submersible tror water sectors on the same plane not far from the basic sos/ror
I amended my post because I went senile with my description. It still probably doesn't make any sense
This post has been edited by Forge: 04 August 2019 - 06:44 AM
#6165 Posted 04 August 2019 - 06:47 AM
Micky C, on 04 August 2019 - 05:22 AM, said:
The height of the ceiling firstwall seems to dictate the maximum height of the sector when you're trying to jump or jetpack into it. Looking at the image below, the player isn't able to pass above the red line. Ignore the TROR, this happens even without it. I've attached an example map. This is using 7885, currently the latest available.
This sounds like we all are explaining and experiencing the same problem. Well said Micky. I've submitted a sample map to the devs here: https://forums.duke4...599#entry326599
This post has been edited by Paul B: 04 August 2019 - 06:50 AM
#6166 Posted 04 August 2019 - 09:06 AM
This post has been edited by Lazy Dog: 04 August 2019 - 09:32 AM
#6167 Posted 05 August 2019 - 01:21 PM
Lazy Dog, on 04 August 2019 - 09:06 AM, said:
Also, you can enter through the window in e1l1
This post has been edited by Lazy Dog: 05 August 2019 - 01:24 PM
#6168 Posted 07 August 2019 - 11:31 AM
Lazy Dog, on 04 August 2019 - 09:06 AM, said:
Fixed in r7894, thanks.
#6169 Posted 07 August 2019 - 03:42 PM
Micky C, on 04 August 2019 - 05:22 AM, said:
The height of the ceiling firstwall seems to dictate the maximum height of the sector when you're trying to jump or jetpack into it. Looking at the image below, the player isn't able to pass above the red line. Ignore the TROR, this happens even without it. I've attached an example map. This is using 7885, currently the latest available.
Haven't checked in-game but should be fixed as of r7918 if the commit messages are accurate
This post has been edited by Sangman: 07 August 2019 - 03:43 PM
#6170 Posted 07 August 2019 - 03:52 PM
#6171 Posted 11 August 2019 - 01:33 PM
#6172 Posted 11 August 2019 - 08:25 PM
Some maps actually use that as a feature, and there was the alternate workaround added where if the sprite has a hitag, then it does not display this bug.
Is this the sort of thing which should be restricted to the standalone builds? It may make some maps unbeatable. Not many, sure, but some.
#6173 Posted 11 August 2019 - 09:02 PM
Micky C, on 11 August 2019 - 08:25 PM, said:
Some maps actually use that as a feature, and there was the alternate workaround added where if the sprite has a hitag, then it does not display this bug.
Is this the sort of thing which should be restricted to the standalone builds? It may make some maps unbeatable. Not many, sure, but some.
BobSP4 uses the feature so the player can get to the bottom of an under water chasm quickly to preserve some oxygen in the player's scuba tanks.
This is just one map of many.
There is a map or two that also uses the feature to simulate spacewalks on the sides of crafts and across scaffolding between spaceships.
This post has been edited by Forge: 11 August 2019 - 09:03 PM
#6174 Posted 12 August 2019 - 07:33 PM
#6175 Posted 12 August 2019 - 08:29 PM
#6176 Posted 12 August 2019 - 09:53 PM
Edit: Looks like giving the sprite an xvel of 1 rather than a hitag is what fixes the bug for individual sprites.
This post has been edited by Micky C: 12 August 2019 - 10:44 PM
#6177 Posted 13 August 2019 - 01:24 PM
#6178 Posted 16 August 2019 - 05:26 AM
When you're standing on a sprite floor, and there are sprite wall-alligned sprites that should block you from moving sideways, the wall-alligned sprites no longer block you moving if you crouch. See the image below for an example area. Clipping works normally when you're standing on a sector.
#6179 Posted 02 September 2019 - 01:21 PM
#6180 Posted 03 September 2019 - 12:04 AM
Don't notice anything special? Hint: I am running this in Polymost. Still don't get it? Look at the sky. It is f*ing FLAWLESS! No more screwed-up rendering of skies with that "flat paper" look, forcing you to use skyboxes or running Classic/Polymer.
Get r8075 or later for this beautiful fix. Thanks a lot to Nuke.YKT for this important and long overdue patch!
This post has been edited by NightFright: 03 September 2019 - 01:40 AM