EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#917 Posted 17 August 2009 - 07:07 AM
#918 Posted 17 August 2009 - 03:14 PM
#919 Posted 17 August 2009 - 05:57 PM
I was reading that there is currently a maximum of 5 light sources that can be cast on a surface and this in the future would likely be tied to a configurable setting under renderrer settings in the future. well if you do that i would also think it would be useful to be able to conditionally use light sources based on this value set.
so for example set you define 3 settings low, medium, high. low has 3 lights per surface , medium has 6 lights per surface and high has 10 lights per surface.
now imagine a room that has a bunch of lights(not light sources) in it,
for low you might just want to define one strong light source in the room to light the entire room. where as on medium you might have 3 or 4 weaker light sources and high even more. it would also make sense to be able to define a light source that can be used for multipule settings where there are cases where there would be the same lighting requirement regardless of the configurable setting set.
This gives people who put in the time and effort to make very detailed lighting setups but not remove an entire chuck of users whos machines cant handle it.
ps: is there anywhere that documents the features of the eduke32 /polymer engine/renderrer particularlly around textureing filtering/mapping etc and the ligthing side of things, im keen to do some research into these different aspects and contribute something to a project thats doing some kick arse work!
Cheers
#921 Posted 18 August 2009 - 08:13 AM
So yeah, this is one of those things we've already thought of/already implemented.
#922 Posted 18 August 2009 - 09:45 PM
R_PR_MAXLIGHTPASSES
Equals five by default. Increase the value if you want more lights as such.
This post has been edited by The Commander: 18 August 2009 - 09:45 PM
#923 Posted 19 August 2009 - 02:29 AM
I just don't feel right to it not been through DEFs... May I ask if it was implemented that way because:
1) That's the better way found;
2) Couldn't figure which commands and how it would be defined through DEFs;
3) Beyond current coders ability or not worth time and effort;
This post has been edited by Ilovefoxes: 19 August 2009 - 02:29 AM
#924 Posted 21 August 2009 - 05:02 AM
A lot of people (me included) don't realise you need OpenAL for the High Res music at first. Perhaps a link could be added to EDuke32 startup screen, perhaps it will only show up if OpenAL is not installed, it could have text like "OpenAL not installed, High Res music will not work, Click Here to get OpenAL" or something.
Just a thought.
#926 Posted 21 August 2009 - 07:40 AM
lycanox, on Aug 21 2009, 04:11 PM, said:
Yes, but not everybody reads that or even knows it is there.
It's probably in the ReadMe somewhere as well, but i expect that few people read that either.
#927 Posted 21 August 2009 - 11:12 AM
#929 Posted 21 August 2009 - 05:16 PM
That would explain why the Vorbis music was working on my server when i was sure there was no OpenAL on there - I just assumed i must have installed it ages ago and forgotten.
#930 Posted 25 August 2009 - 02:30 AM
Just that screen tints affects the entire screen, including status bar and menus.

Although it was removed from console port, since they don't use a palette limit

I suppose this is something that should be there, no?
1) Anything draw with rotatesprite should not be affected with it, excluding weapons (EVENT_DRAWWEAPON or EVENT_DISPLAYWEAPON).
2) Or if it was hard-coded so that the default stats bar won't be affected, and there was a orientation flag that would get rid of screen tinting.
This post has been edited by Ilovefoxes: 25 August 2009 - 02:30 AM
#931 Posted 25 August 2009 - 08:04 AM
#932 Posted 25 August 2009 - 10:03 AM
#933 Posted 25 August 2009 - 10:08 AM
Ilovefoxes, on Aug 25 2009, 11:03 AM, said:
I guess I misunderstood. Are you talking about having something like setgamepalette that would work on hi-res art/models?
#934 Posted 25 August 2009 - 11:41 AM
#935 Posted 26 August 2009 - 07:30 AM
DeeperThought, on Aug 25 2009, 03:08 PM, said:
Nooo, I am just saying that the tints affect the status bar in 8-bit mode because there is a palette limit.
TX, on Aug 25 2009, 04:41 PM, said:
Hmm can't the surface be draw after weapons but before the status bar?
This post has been edited by Ilovefoxes: 26 August 2009 - 09:14 AM
#936 Posted 31 August 2009 - 08:01 PM
This post has been edited by Sobek: 31 August 2009 - 08:02 PM
#937 Posted 01 September 2009 - 03:47 AM
Are we close to a release or will it be next year some time? How well are things going with it - are there massive problems or are things going well? Will it be released as soon as ....what ever is not making it released or will it only be released once it contains all the stuff people could ever want from a Duke port?
This post has been edited by Chip: 01 September 2009 - 03:49 AM
#939 Posted 01 September 2009 - 12:20 PM
#940 Posted 02 September 2009 - 09:42 AM
It is quite troublesome when it comes to add your own HUDs for your mod.
.screen_size values are incremented by 4, so you could add the new HUD as a value of 2. Sounds good for me.
#941 Posted 02 September 2009 - 03:05 PM
Ilovefoxes, on Sep 2 2009, 06:42 PM, said:
It is quite troublesome when it comes to add your own HUDs for your mod.
.screen_size values are incremented by 4, so you could add the new HUD as a value of 2. Sounds good for me.
I'm not sure what you mean by this, since it already is a new HUD that's activated/deactivated in the game options menu. You can access it in CONS with the userdef 'althud' (0 means it's off, 1 mean it's on IIRC)
#942 Posted 02 September 2009 - 03:09 PM
#944 Posted 04 September 2009 - 04:02 AM
Would there be any chance at all that someone could put an auto-blocking feature for imported MD3 meshes into EDuke32? So that if a blocking tag was activated on the sprite and you had put a model in there, the player would not be able to cross into the space of the model. But it wouldn't work on the sprite, but on the actual mesh of the MD3.
You could, for example, build a shattered office building, HL2 style in Blender or Max and have it be part of the level as the player would be able to stand on the floors and pass through the doors of the MD3 model that you had made of the building
This post has been edited by Tea Monster: 04 September 2009 - 04:04 AM
#945 Posted 04 September 2009 - 05:34 PM
This post has been edited by Ilovefoxes: 04 September 2009 - 05:34 PM

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