
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6211 Posted 12 January 2020 - 11:40 PM
#6213 Posted 29 January 2020 - 11:57 AM
Here is the code I have been using, pretty much for the last 10 years, to lock the player down while setting cursor position for my in game menus:
state in_menu setp[].knuckle_incs 0 setp[].crack_time 0 setp[].movement_lock 31 seta[].htextra -1 setp[].kickback_pic 0 setp[].jumping_counter 0 setp[].weapon_pos -9 setp[].quick_kick 0 getp[].ang temp getp[].oang tempb set cmode 0 getincangle angvar temp tempb div angvar 3 sub cursorx angvar setp[].ang player[].oang ifl cursorx 0 set cursorx 0 ifg cursorx 320 set cursorx 320 getp[].horiz temp getp[].ohoriz tempb sub temp tempb getuserdef[].mouseflip tempc ife tempc 0 add cursory temp else sub cursory temp ifl cursory 0 set cursory 0 ifg cursory 200 set cursory 200 setp[].horiz 100 ends
A quick investigation shows that the player ang and oang are always the same now. .oang is supposed to be the player's ang from the previous tic. That explains why my cursor doesn't move. Likewise .horiz and .horiz are the same. It also explains why setting the player's .ang to .oang doesn't lock the angle in place. It seems that they are now instantly both updated to the same value.
This post has been edited by Trooper Dan: 29 January 2020 - 12:03 PM
#6214 Posted 30 January 2020 - 06:10 AM
I was told its been reported and being looked into.
#6215 Posted 14 February 2020 - 02:13 AM
- I assume VoidSW and Deadly Kiss for Shadow Warrior;
- I've heard Nuke.YKT is planning to reverse engineer the new stuff from World Tour ? Is this correct ?
- What's the future of EDuke32 and the different ports ? NBlood, Rednukem, PCExhumed ? Will there be a merger in the future or will these ports continue to exist all together ?
- Will the upcoming Raze port have any influence on future development ? I assume not since Raze itself is based on EDuke32...
My apologies if these questions were already posted previously.
#6216 Posted 14 February 2020 - 03:17 AM
axl, on 14 February 2020 - 02:13 AM, said:
True. Someone said Nuke.YKT was working on that and EDuke32 will get full WT supports.
axl, on 14 February 2020 - 02:13 AM, said:
Raze's code may not all useful to EDuke32(as most of low level parts/assembly shit has been replaced or removed, Graf didn't want to deal with them so he had to take them out, also the OpenGL 1.1 related code too so ancient hardware will not working wit Raze) and right now it's aiming as possible to close as original DOS version of Build games(may rejected some recently EDuke32 "fixes" that broken things) with some enchanted EDuke32 things, but still too early to be stable. But who knows what will happens if future after it went stable...like Graf's plans for brand new polymer-like renderer which can using modern graphic cards' capability...but again it's still too early to say anything.
This post has been edited by Player Lin: 14 February 2020 - 03:25 AM
#6217 Posted 16 March 2020 - 09:56 PM
#6218 Posted 17 March 2020 - 06:16 AM
#6219 Posted 17 March 2020 - 12:46 PM
I tried Bashe's eawpats.sf2 from a "soundfonts" subdir and it worked like a charm. Is there any way to go outside of the EDuke32 folder through the menu or do you have to edit the cfg for that? I actually store all my SF2s on a separate drive and would like the game to access that instead of having to copy the files into the game folder. In my case, the game is in D:\Duke3D and the soundfonts are in E:\Soundfonts.
This post has been edited by NightFright: 17 March 2020 - 01:59 PM
#6220 Posted 18 March 2020 - 03:20 AM
Attached File(s)
-
EDuke32 + VirtualMIDISynth - GeneralUser GS v1.471.flac.zip (2.82MB)
Number of downloads: 334 -
EDuke32 - GeneralUser GS v1.471.flac.zip (2.3MB)
Number of downloads: 361
#6221 Posted 18 March 2020 - 07:10 AM
#6222 Posted 18 March 2020 - 08:15 AM
This post has been edited by NightFright: 18 March 2020 - 08:16 AM
#6223 Posted 19 March 2020 - 03:50 AM
NightFright, on 18 March 2020 - 08:15 AM, said:
We're using a library called TinySoundFont that we glued directly to the Apogee Sound System. TBH, you may still generally get a better result using more complex external solutions like VirtualMIDISynth, but the built-in support is still pretty nice to have--you can drop a .sf2 file into your directory and it will Just Work with no additional configuration of anything beyond selecting .sf2 support as your MIDI driver in the menu.
I don't think reverb and chorus are supported yet but we're going to be looking at that soon. My understanding (which could be wrong) is that the actual workings of the reverb and chorus effects aren't really fleshed out very thoroughly in the SoundFont format specs originally published by E-mu Systems, beyond specifying how much to attenuate the notes before sending them to whatever your specific synthesizer setup is using to process them and produce the effect, so the end result is kind of implementation-defined. I'm not sure yet what our implementation will be.
#6224 Posted 19 March 2020 - 04:05 AM
I can still recommend one of these soundfonts to use with EDuke32 in general:
8MBGM Enhanced 1.8
Patch93's SC-55 Soundfont 2.2
EAWPats Soundfont
This post has been edited by NightFright: 19 March 2020 - 04:13 AM
#6226 Posted 20 March 2020 - 12:58 AM
NightFright, on 19 March 2020 - 04:05 AM, said:
...
EAWPats Soundfont
...
Just ask...
I do have EAWPats on my system but not in SF2 format(directories with *.pat and some *.cfg files, since I used that for GZDooM's built-in Timidity++ and can be loaded), is that anything different between sf2 and pat format?(Since looks like EDuke32 can only load *.sf2)
This post has been edited by Player Lin: 20 March 2020 - 12:59 AM
#6227 Posted 20 March 2020 - 07:06 AM
#6228 Posted 20 March 2020 - 11:33 AM
NightFright, on 20 March 2020 - 07:06 AM, said:
Understood, I would try that if I have some time, thanks your explanation.

#6229 Posted 21 March 2020 - 02:01 AM
https://youtu.be/kv4lwVWkYlo
According to Bashe, volume and decay/release times of many instruments have been "optimized". Graf Zahl, who is a determined fan of the patches, considers this a sacrilege which ruins the general character of the package. Anyway, there is a slight chance Bashe will get back to working on the project and considers doing a vanilla version without any personal adjustments.
This post has been edited by NightFright: 21 March 2020 - 02:19 AM
#6230 Posted 21 March 2020 - 02:45 AM
Listened the comparison video, the RotT music, soundfont version sounds a little off to me when I prefer patches version, other music...well, I'm not sure if I'm old or something but I found soundfont version was more clear but patches version was...very unique feel.
But, OPL3 still sounds better to me, at least for Duke3D music...(Yeah, I downloaded soundfont and tried that already.)

#6231 Posted 21 March 2020 - 03:08 AM
#6232 Posted 21 March 2020 - 04:30 AM
#6233 Posted 21 March 2020 - 04:57 AM
BTW if you are looking for a small, compact and yet nice-sounding smallfont to ship with EDuke32, Synthoridity over at VOGONs made this nice conversion of a 5MB Turtle Beach soundfont, with some minor tweaks to make it sound better. Maybe not all instruments are top-notch, but for a soundfont of this size it's pretty well balanced and all instruments can be heard clearly. My personal favorite remains 8MBGM Enhanced, however. Was made for Descent and classic LucasArts adventures, but also performs admirably in Doom, Dark Forces and Duke3D.
This post has been edited by NightFright: 21 March 2020 - 06:06 AM
#6234 Posted 21 March 2020 - 01:23 PM

#6235 Posted 21 March 2020 - 03:56 PM
#6236 Posted 21 March 2020 - 10:35 PM
This post has been edited by Newken: 21 March 2020 - 10:37 PM
#6237 Posted 21 March 2020 - 11:24 PM
#6239 Posted 24 March 2020 - 05:47 AM

#6240 Posted 25 March 2020 - 07:36 AM
This post has been edited by NightFright: 25 March 2020 - 07:39 AM