EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#857 Posted 05 August 2009 - 03:16 AM
I've checked Haunted Castle and it appears that my earlier observations are correct - point lights work, but not spot lights.
cya
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#858 Posted 05 August 2009 - 10:25 AM
Now, for similar features (changing structure members of a large number of things) I'd point you to a scripting language for Mapster32 I wrote some time ago, but I haven't maintained it in a while...
#859 Posted 05 August 2009 - 12:40 PM
Helixhorned, on Aug 5 2009, 11:25 AM, said:
Now, for similar features (changing structure members of a large number of things) I'd point you to a scripting language for Mapster32 I wrote some time ago, but I haven't maintained it in a while...
I still think Mapster scripting would best be accomplished by using some subset of the EDuke32 CON language. Taking away everything explicitly game related (actions, AI, moving, etc) and just leaving the gamevar stuff and map interaction via structure member manipulation would go a long way. Give it its own set of events and give it access to some of the internal editor variables and people would probably come up with some clever mods.
#861 Posted 05 August 2009 - 05:00 PM
#862 Posted 05 August 2009 - 05:03 PM
What about projecting the ceiling´s texture of the sector as a shine in the metalic parts of the hud? The concept of cubemap would not be so easy to apply in duke since maps are not designed for it. But sector based engines have this advantaje of the ¨ceiling texture or parallax¨. So, the only thing to do would be projecting this texture on a specular map of the hud´s model.
Doomsday engine has a sort of this effect and looks really cool.
#863 Posted 05 August 2009 - 05:18 PM
Piano Man, on Aug 5 2009, 09:00 PM, said:
Illegal? Hardly.
#864 Posted 05 August 2009 - 07:57 PM
What I was wondering about was the drawing of sprites. In Duke3D, sprites seem to be drawn based on the player's viewpoint, so as you move your view about, the sprites move with you. In some other games, I've noticed that the rotation of sprites is based on the physical players themselves, and not their viewpoint. So if you stand still and look around, sprites stay rotated towards you on that one angle and do not move, but as you physically move about, they shift accordingly. This is a heck of a lot nicer looking than having them move with your viewpoint... Probably the best example of this I've seen is in Left 4 Dead. Almost all of the ground foliage (grass, reeds, that kind of stuff) moves with your physical body instead of with your viewpoint, and it gives the illusion that they're not even rotating at all, but rather that they're perhaps a solid, unmoving object within the gameworld (which I suppose they are to a degree, but you get what I mean) or some kind of 3d object or multi-faced sprite.
Is this something that can be applied to eDuke32? I suspect that it's deeply entrenched within the very code of the game, so it's not as if I expect miracles, but damned if this wouldn't make an incredible difference to the visuals.
#865 Posted 06 August 2009 - 12:36 AM
i have no idea what i pressed the other day but all the floors went a mask purple and i noticed some floors had changed to that blurring effect.
#866 Posted 06 August 2009 - 12:54 AM
DanM, on Aug 6 2009, 08:36 PM, said:
i have no idea what i pressed the other day but all the floors went a mask purple and i noticed some floors had changed to that blurring effect.
Thats used for making see through water and etc. See the "ROR" map.
#867 Posted 06 August 2009 - 07:33 PM
Captain Awesome, on Aug 6 2009, 09:18 AM, said:
Then can we get a Beta or Alpha test just to play about with it??? I'm sure I'm not the only one dying to give it a whirl.
Please???
This post has been edited by Piano Man: 06 August 2009 - 07:34 PM
#868 Posted 06 August 2009 - 08:59 PM
think his last post has the latest MinGW with all the addon stuff.
#869 Posted 07 August 2009 - 12:46 AM
I bet by the time it actually is released, everyone will already have a copy of it - it already feels like 90% of the Duke3D community already have it
This post has been edited by Chip: 07 August 2009 - 12:47 AM
#870 Posted 07 August 2009 - 12:51 AM
i notice my biggest frame hits from transparent stuff.
#871 Posted 07 August 2009 - 01:34 AM
1. Music keeps playing grabbag.mid or grabbag.ogg sometimes regardless of starting game or finishing a level, similar to a problem that was known about previously and goes away when entering music related commands in the console or quitting to title.
2. Black squares happen and the test is weird sizes, image attached.
3. textures are not tiling properly or tiling where they shouldn't be (like explosions appear as a large sprite made of 4 explosions).
Dunno what causes these, but i thought i should point them out.
Also, this doesn't only happen when running Duke Plus (I know someone would ask this you see) so I am aware that i was running that when i took the screenshot.
This post has been edited by High Treason: 07 August 2009 - 01:35 AM
#873 Posted 07 August 2009 - 02:13 AM
#874 Posted 07 August 2009 - 04:46 AM
This post has been edited by Piterplus: 07 August 2009 - 04:46 AM
#875 Posted 07 August 2009 - 06:43 AM
It doesn't happen when i run it on my Athlon system though (or it hasn't yet) so maybe it could be related to the other system, but i can't see why, and i havent ran it much on the Athlon because Polymer doesn't mix well with Geforce 5 for obvious reasons - which reminds me, Framerate is vastly imrpooved in this build.
#876 Posted 07 August 2009 - 09:15 AM
There was a good case to be made for not officially releasing Polymer in the first few months after it was unveiled. There were major bugs and unfinished things. But AFAIK, the major problems have been fixed and what remains is optimization and adding new features. This by itself suggests it is time to consider releasing Polymer. But more importantly, the non-release of Polymer is now becoming a liability to the community. There have been a lot of changes and game fixes to EDuke32 in the last four months which have nothing to do with Polymer, and those changes have been held back along with Polymer, since they come with the package. There are new commands, such as stopactorsound, which I can't use with my released mods, because I can't distribute the eduke32.exe needed to use them. And with all the changes, I can't be sure that my mods work correctly with the last official snapshot. I barely have time to test things with the current build, let alone a build from 4+ months ago. I presume that other modders are having the same issues. I also think it would be good for the community's morale to have Polymer released, especially in the aftermath of DNF's demise. In my humble opinion, we have now reached the point where the considerations in favor of releasing Polymer outweigh those in favor of continuing to withhold it.
Releasing Polymer doesn't mean it has to be declared finished. In the startup window, where there is a checkbox for Polymer, there could be a warning that it is beta and may perform poorly etc. Polymost would still be the default renderer.
#877 Posted 07 August 2009 - 09:32 AM
DeeperThought, on Aug 7 2009, 09:15 AM, said:
There was a good case to be made for not officially releasing Polymer in the first few months after it was unveiled. There were major bugs and unfinished things. But AFAIK, the major problems have been fixed and what remains is optimization and adding new features. This by itself suggests it is time to consider releasing Polymer. But more importantly, the non-release of Polymer is now becoming a liability to the community. There have been a lot of changes and game fixes to EDuke32 in the last four months which have nothing to do with Polymer, and those changes have been held back along with Polymer, since they come with the package. There are new commands, such as stopactorsound, which I can't use with my released mods, because I can't distribute the eduke32.exe needed to use them. And with all the changes, I can't be sure that my mods work correctly with the last official snapshot. I barely have time to test things with the current build, let alone a build from 4+ months ago. I presume that other modders are having the same issues. I also think it would be good for the community's morale to have Polymer released, especially in the aftermath of DNF's demise. In my humble opinion, we have now reached the point where the considerations in favor of releasing Polymer outweigh those in favor of continuing to withhold it.
Releasing Polymer doesn't mean it has to be declared finished. In the startup window, where there is a checkbox for Polymer, there could be a warning that it is beta and may perform poorly etc. Polymost would still be the default renderer.
I totally agree with you and I'm sure many other people do, too.
The first public release of polymer was promised within about a week of it's 4/1 unveiling date, iirc.
At this point, the project really has become "the new DNF"- but in all the wrong ways.....
#878 Posted 07 August 2009 - 09:52 AM
#879 Posted 07 August 2009 - 10:43 AM
#880 Posted 07 August 2009 - 10:46 AM
High Treason, on Aug 7 2009, 10:52 AM, said:
No, in fact most people don't have it. It seems like everyone does because you hang out amongst the hardcore community members. And if in your opinion Polymer should be been released "ages ago", then I disagree. Only in the last month or so has Polymer been ready enough. Even now there will be serious problems for many people trying to use it.
#881 Posted 07 August 2009 - 10:50 AM
Captain Awesome, on Aug 7 2009, 11:43 AM, said:
Are you saying that 8bit and/or Polymost are broken in the current build due to changes made in Polymer? If that's the case, then by all means tell us about it. Otherwise, you have no valid point.
#882 Posted 07 August 2009 - 11:08 AM
Not a second sooner.
#883 Posted 07 August 2009 - 11:12 AM
DeeperThought, on Aug 7 2009, 02:50 PM, said:
I haven't noticed it myself, but it is not entirely impossible. The last build I received however had a very terrible issue with music, playing this loud blip noise over the music.

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