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

User is offline   LeoD 

  • Topic #3513

#6301

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

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User is offline   FAGGOT 

  • Duke4.net THOT Patrol

#6302

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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#6303

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.

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  • Attached Image: duke0001.png

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#6304

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 

#6305

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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#6306

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

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User is offline   Trooper Dan 

  • Duke Plus Developer

#6307

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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#6308

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

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User is offline   Trooper Dan 

  • Duke Plus Developer

#6309

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)
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