Don't worry about it.
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6361 Posted 23 August 2021 - 06:03 AM
#6362 Posted 24 September 2021 - 02:20 AM
Is there a way to increase the maximum number of spawned sprites?
#6363 Posted 24 September 2021 - 10:16 AM
Jmoc, on 24 September 2021 - 02:20 AM, said:
Is there a way to increase the maximum number of spawned sprites?
#6364 Posted 07 October 2021 - 08:55 AM
r9710 observations:
- EDuke32 doesn't center a non-fullscreen window with r_vsync "1" in settings.cfg.
- Wangulator startup window needs update:
- source/kenbuild/src/game.cpp doesn't compile.
- ekenbuild-editor.exe doesn't link.
[EDIT:]
- eduke32.log and mapster32.log start with a useless empty line
- mapster32 bad default: should start with a centered window (started without cfg files)
- EDuke32 doesn't center a non-fullscreen window with r_vsync "1" in settings.cfg.
- Wangulator startup window needs update:
- source/kenbuild/src/game.cpp doesn't compile.
- ekenbuild-editor.exe doesn't link.
[EDIT:]
- eduke32.log and mapster32.log start with a useless empty line
- mapster32 bad default: should start with a centered window (started without cfg files)
Attached File(s)
-
make-ekenbuild.exe.log (11.22K)
Number of downloads: 321 -
make-ekenbuild-editor.exe.log (4.89K)
Number of downloads: 309
This post has been edited by LeoD: 07 October 2021 - 09:09 AM
#6365 Posted 13 March 2022 - 10:17 AM
Hey there, I have just a short question.
When I mapped whitenoise back then I could switch the polymer light on and off by using ACTIVATORLOCKED in the same sector.
But in the current version of eduke this method doesn't work. Is there now another way to make this work?
This was a very nice touch and don't want to use older versions either, because I was testing the map the whole time with newer versions
Thank you
When I mapped whitenoise back then I could switch the polymer light on and off by using ACTIVATORLOCKED in the same sector.
But in the current version of eduke this method doesn't work. Is there now another way to make this work?
This was a very nice touch and don't want to use older versions either, because I was testing the map the whole time with newer versions
Thank you
#6366 Posted 13 March 2022 - 10:51 AM
There are a few threads in the bug reports section concerning recent Polymer. TX is in the middle of implementing changes/improvements and he mentioned some things may break. And they have. Its also going to be a long process so you might have to use an older version for a while.
Try 9782 from January of this year. It is right before the version that broke the flashlight too. Maybe you'll have good luck with that and not have to go back too far.
Try 9782 from January of this year. It is right before the version that broke the flashlight too. Maybe you'll have good luck with that and not have to go back too far.
This post has been edited by Mark: 13 March 2022 - 10:55 AM
#6367 Posted 13 March 2022 - 11:52 AM
Mark, on 13 March 2022 - 10:51 AM, said:
There are a few threads in the bug reports section concerning recent Polymer. TX is in the middle of implementing changes/improvements and he mentioned some things may break. And they have. Its also going to be a long process so you might have to use an older version for a while.
Try 9782 from January of this year. It is right before the version that broke the flashlight too. Maybe you'll have good luck with that and not have to go back too far.
Try 9782 from January of this year. It is right before the version that broke the flashlight too. Maybe you'll have good luck with that and not have to go back too far.
thanks for pointing that out, I missed that :-)
with older versions this works now.
but unfortunately the lighting effects of the drones and domelite aren't working in the older versions. and they are really good and an improvement for the atmosphere
#6369 Posted 19 March 2022 - 07:32 AM
Just a short question :-)
Is there a way to turn off the polymer light especially of the tripbombs?
Tried a few things but it hadn't worked out.
Is there a way to turn off the polymer light especially of the tripbombs?
Tried a few things but it hadn't worked out.
#6370 Posted 19 March 2022 - 01:29 PM
gamevar temp 0 0
state nolight
getactor[THISACTOR].htflags temp
orvar temp 256
setactor[THISACTOR].htflags temp
ends
onevent EVENT_GAME
ifactor TRIPBOMBSPRITE state nolight
endevent
Here is the original discussion... https://forums.duke4...dpost__p__40634
It looks like this will work if those tripbombs are in the map at the start, not spawned in later.
state nolight
getactor[THISACTOR].htflags temp
orvar temp 256
setactor[THISACTOR].htflags temp
ends
onevent EVENT_GAME
ifactor TRIPBOMBSPRITE state nolight
endevent
Here is the original discussion... https://forums.duke4...dpost__p__40634
It looks like this will work if those tripbombs are in the map at the start, not spawned in later.
This post has been edited by Mark: 19 March 2022 - 02:18 PM
#6371 Posted 19 March 2022 - 03:11 PM
Thanks for the advice and code snippet.
But this is not working with TRIPBOMBSPRITE or TRIPBOMB. So I thought I did something wrong. But this works fine with the ATOMICHEALTH or DOMELITE so the code is actually right
Then I figured out I had to disable it using the LASERLINE "actor.". Now this works as I wish. Even the tripbombs I put myself on the wall
But this is not working with TRIPBOMBSPRITE or TRIPBOMB. So I thought I did something wrong. But this works fine with the ATOMICHEALTH or DOMELITE so the code is actually right
Then I figured out I had to disable it using the LASERLINE "actor.". Now this works as I wish. Even the tripbombs I put myself on the wall
#6372 Posted 15 April 2022 - 03:23 AM
It seems that entire voxels are drawn at a constant shade. Is there any way to make the shading variable with distance across the voxel, if only in polymost? The issue becomes quite noticeable for larger voxels. I’d be surprised if this isn’t possible given that they’re rendered as models.
#6373 Posted 06 November 2022 - 09:42 AM
Hello everyone, I was playing through World Tour through EDuke32, and I noticed that there are no visible dynamic shadows, even though turning that option on in the menus causes a big performance hit in some areas... I am running the 26th October build of EDuke32