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

#6271

View PostRADAЯ, on 21 May 2020 - 09:18 PM, said:

The recommended usage is not using it. I'm not being facetious. These are effectively abandoned projects.

Wouldn't it make sense to just include some of the new upscales in the HRP?
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User is offline   Mark 

#6272

If its easy to drop the HRP in there, give it a try. With 100's of new textures I wouldn't dismiss it before even trying it. That said, there is a whole lot not yet remade so including it would be wrong.

This post has been edited by Mark: 22 May 2020 - 10:50 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #6273

View Postenderandrew, on 21 May 2020 - 08:43 PM, said:

What is the recommended way to use the SW HRP pack with VoidSW?

I would recommend checking out the sw_hrp svn repository as a subfolder to your VoidSW folder and launching the exe with -jsw_hrp. You probably want to add your own sw.def to the root folder to include sw-widescreen.def and highres/sw_hrp.def. Or, you can use the -mh command line parameter to load individual def files in succession.
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User is offline   LeoD 

  • Topic #3513

#6274

View PostHendricks266, on 22 May 2020 - 02:02 PM, said:

I would recommend checking out the sw_hrp svn repository as a subfolder to your VoidSW folder and launching the exe with -jsw_hrp.
Considering how rarely the small HRPs are updated, dealing with the repo shouldn't be the way to go.

Therefore: Shadow Warrior High Resolution + Widescreen Pack
Spoiler

I have fixed a few sw_hrp warning messages; the broken clock might still be broken ... didn't check.
The SW HRP ain't that complete - Upscale + Voxel Pack might be the better alternative.

This post has been edited by LeoD: 22 May 2020 - 06:15 PM

2

User is offline   Jimmy 

  • 1776 World Wide

#6275

View Postenderandrew, on 22 May 2020 - 10:29 AM, said:

Wouldn't it make sense to just include some of the new upscales in the HRP?

Why would that make sense?
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#6276

A few years ago, I wanted to update my version of EDuke32 because it had some issues with ambient sound radius. But I never left the old version because of some weird rendering bugs with transparent surfaces and I can't recall what else (it was a couple of years ago after all). Then, recently, I decided to give a newer version a go again...

Previous version:
EDuke32 2.0.0devel r4240
Built Jan 01 2014 16:12:52

Tested version:
EDuke32 r9028-02eff8c8c
Built May 22 2020 14:18:57, GCC 9.3.0, 64-bit

- When cancelling a user map game and dying, E1L8 is loaded (I expected the level I died on to be reloaded instead). Here's how to reproduce that: launch a user map, go back to the main menu, select new game, confirm abort, select user map, pick any level (it doesn't matter). When you reach the skill selection menu, cancel all and return to the current game. Next time the player dies, E1L8 is loaded. Cancelling the current game when using normal levels doesn't trigger that bug.
- Rotating doors are returning to their original position when they hit something. I get why this was attempted but side effects include liztroops getting stuck in toilets and pretty much all enemies not being able to exit the room they're in if doors are pull instead of push. In one instance, I also got one sibling on a double-door being pushed in the wrong direction (I wasn't even trying to glitch it, I pinky swear). That's a huge change from the original game.

Found some oddities on Death Row: sprites are sometimes being drawn through floors. Blood splattered against the icon in the chapel was visible from the other side. There was also one shotgun drop I couldn't collect (due to the shading applied to the sprite, I suspect it was located in another sector but was rendered in such a way I though I was near it - it was around the curtain at the beginning of the level, which is probably a pretty tricky area in general). I also find it harder to get inside the control room opening at the beginning: in the original game and in the old version of the port I used, Duke could sneak through on his way up (probably hitting his head against the ceiling). With the latest version, Duke jumps, reaches the highest point of his leap, then go through the window when he's falling down. I don't know how many things are affected by this change in physics. I also can't tell when this happened for the first time since... well... I've been using an antique version of EDuke32 for the past 6 years.

Attached thumbnail(s)

  • Attached Image: duke0001.png

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#6277

Completely forgot another one: when squishing a shrunken enemy, it's still possible to move freely about...
I also have the feeling something's off with the behavior of spawned enemies. Not entirely sure what's going on there either.

(You can't edit posts anymore?)
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User is offline   Darkus 

#6278

View Postalias conrad coldwood, on 26 May 2020 - 11:30 AM, said:

Previous version:
EDuke32 2.0.0devel r4240
Built Jan 01 2014 16:12:52

Tested version:
EDuke32 r9028-02eff8c8c
Built May 22 2020 14:18:57, GCC 9.3.0, 64-bit


A lot of things happened since, clipping code was overhauled (that's why the physics seems different), sector-over-sector warp bug was fixed, polymost has some improvements (also some removals, like texture filtering), better TROR support, new features like sloped sprites and wall texture rotation, and many things I forgot about...

The swing door behavior was also modified to prevent the player from being crushed.

Quote

When cancelling a user map game and dying, E1L8 is loaded (I expected the level I died on to be reloaded instead).
when squishing a shrunken enemy, it's still possible to move freely about...

For the E1L8 bug, happened to me once, but I didn't know how to reproduce it until you mentioned it. The shrunk bug seems recent though.
I will also mention that, the player is able to look around when frozen...

Quote

(You can't edit posts anymore?)
No, after a certain period of time (24 hours, I think).
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#6279

View PostDarkus, on 26 May 2020 - 02:38 PM, said:

The swing door behavior was also modified to prevent the player from being crushed.

I get that but it's breaking other things in the process...

Another tweak: it seems that modifying anything in CON files breaks saved games. I can see why but the error message needs to be more specific to prevent some head scratching.

Attached thumbnail(s)

  • Attached Image: duke0004.png

1

User is offline   Danukem 

  • Duke Plus Developer

#6280

Quote

Author: Jordon Moss <mossj32@gmail.com>
Date: Mon Jun 1 23:54:14 2020 -0700

Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.


I wonder if that bad call was causing a lot of those bullshit clipupdatesector() errors.
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#6281

View PostTrooper Dan, on 02 June 2020 - 12:35 AM, said:

I wonder if that bad call was causing a lot of those bullshit clipupdatesector() errors.

No, this caused players to spawn in the wrong layer for TROR and overlapping sectors on map start.

This post has been edited by Doom64hunter: 02 June 2020 - 10:41 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#6282

Ok, the wording of the patch was ambiguous and I thought it referred to things that the player spawned, not the player being spawned (i.e. I thought it was saying that things spawned by the player should have an initial sectnum of the player's sector, which is true)
0

User is online   NightFright 

  • The Truth is in here

#6283

BTW, has it ever been considered to implement the saving system from World Tour (basically your game is recorded like a demo and you can jump back in time at any point with a slider)? Would be a nice alternative, even though the traditional save system should still be available in that case, of course.
0

User is online   MusicallyInspired 

  • Buy Mage's Initiation!

#6284

Yeah I loved that feature in WT and XBLA.
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User is offline   Mark 

#6285

I noticed this today in the latest revision's changelog.

editor: artdump console command

What do I type into the console? Just typing artdump does nothing. Is this performing the same function as the previous m32 addon script from years ago?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #6286

No, this is the function used to generate Ion Fury's Monolithic tiles000.art from tilefromtexture def files.
1

User is offline   Mark 

#6287

Thanks. :(
0

User is offline   Jimmy 

  • 1776 World Wide

#6288

View PostHendricks266, on 17 August 2020 - 11:04 AM, said:

No, this is the function used to generate Ion Fury's Monolithic tiles000.art from tilefromtexture def files.

Just thinking off the cuff here, are there any plans to expand upon this idea? After I get my new PC rig built I plan to start working on a project in a similar vein to the Doom Minor Sprite Fixing Project, but I want to be able to release it in both an old school format and a modern DEF format, so it's more easily usable by everyone in the community. Just from a pre-planning process, for me I think it would be easiest to work with ART files first because I'm a visual person and this would help me with fixing offsets. I realize this isn't really an expedient feature request, but if this has already been done somewhat, I would imagine expanding it's capabilities may not be too difficult. If I could create the project with ART and then just convert it to DEF, that'd be rad and save some work. Any thoughts? Or am I fuckgoof and something like this is already possible?

This post has been edited by Jimmy: 17 August 2020 - 09:33 PM

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#6289

This program can make def files from art files. https://forums.duke4...s-editor-bafed/ Is that what you want to do?

If you are doing offsets for enemies this program might help. https://forums.duke4...le-offset-tool/
1

User is offline   Jblade 

#6290

using glow maps to give enemy sprites a glow effect and got it working fine, except now the enemy's shadow sprite very obviously also has the glow tile visible too. Can you guys add some way of circumventing this if possible?
1

#6291

View PostJblade, on 02 September 2020 - 04:20 AM, said:

using glow maps to give enemy sprites a glow effect and got it working fine, except now the enemy's shadow sprite very obviously also has the glow tile visible too. Can you guys add some way of circumventing this if possible?


To make it more clear what the problem here is, see attached screenshot.

Attached thumbnail(s)

  • Attached Image: duke0003.png

0

User is offline   Hendricks266 

  • Weaponized Autism

  #6292

Could you add this to the issue tracker?
0

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