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

User is offline   Hendricks266 

  • Weaponized Autism

  #920

That's a really good idea.
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User is offline   TerminX 

  • el fundador

  #921

There's already a cvar that controls how many lights can be cast on a plane at once, and there's already a light priority system in place as well as another cvar which controls which priority levels of lights to render. Eventually they will be exposed in new menus. What more is needed?

So yeah, this is one of those things we've already thought of/already implemented.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#922

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#923

Hmm, back to the hard-coded sprite lightning question.

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

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#924

I just had a small idea, and it wouldn't only be a good thing in the Polymer version.
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.
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User is offline   lycanox 

#925

Doesn't it already do that in the log?
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#926

View Postlycanox, on Aug 21 2009, 04:11 PM, said:

Doesn't it already do that in the log?


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.
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User is offline   TerminX 

  • el fundador

  #927

OpenAL isn't required anymore in EDuke32 2.0. That hack has been removed for good.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#928

Hurray!
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#929

Nice one! now we don't have to worry about OpenAL any more :blink:

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#930

This is something I think is up for a non-8bit renderer.

Just that screen tints affects the entire screen, including status bar and menus.

Posted Image

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

Posted Image Posted Image

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

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User is offline   Danukem 

  • Duke Plus Developer

#931

I don't think it makes sense to have the status bars and menus get smeared with color because they are not part of the game world. It's also annoying, because you can't read the text (depending on the intensity of the color). That's especially bad if you can't read the menu and you want to save, change settings etc
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#932

Phew, it's obviously like that just because the palette is limited. Not just damage tint, but underwater and nightvision also affect the screen color.
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User is offline   Danukem 

  • Duke Plus Developer

#933

View PostIlovefoxes, on Aug 25 2009, 11:03 AM, said:

Phew, it's obviously like that just because the palette is limited. Not just damage tint, but underwater and nightvision also affect the screen color.


I guess I misunderstood. Are you talking about having something like setgamepalette that would work on hi-res art/models?
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User is offline   TerminX 

  • el fundador

  #934

Well, damage tint in GL modes is handled by drawing a translucent colored surface on top of the whole screen IIRC, so making certain rotatesprite calls affected by it but not others isn't really something that's going to be happening any time soon.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#935

View PostDeeperThought, on Aug 25 2009, 03:08 PM, said:

I guess I misunderstood. Are you talking about having something like setgamepalette that would work on hi-res art/models?

Nooo, I am just saying that the tints affect the status bar in 8-bit mode because there is a palette limit.


View PostTX, on Aug 25 2009, 04:41 PM, said:

Well, damage tint in GL modes is handled by drawing a translucent colored surface on top of the whole screen IIRC, so making certain rotatesprite calls affected by it but not others isn't really something that's going to be happening any time soon.

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

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User is offline   Sobek 

  • There's coffee in that nebula!

#936

I was just curious if anyone would care to speculate when/if we might see Normal Map support for models? It's not critical (at least not for me) to have it implemented, but I'd love to see it in action. With some fine tuning, it could be a great way to cut back on the polycount on some models, while still retaining nice detail levels.

This post has been edited by Sobek: 31 August 2009 - 08:02 PM

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User is offline   Chip 

#937

I was just curious if anyone would care to speculate when/if we might see a public release soon? I don't really care about all those bonus features like light maps, I just would like to actualy own a copy of this and actually see lighting in Duke3D to see how my models get shaded. :blink:

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

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User is offline   Devon 

#938

id like to know exactly that too. all of it actually.. :blink:
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User is offline   TerminX 

  • el fundador

  #939

There will probably be a build with Polymer enabled released as-is sometime soon. Plagman has been swamped with real work lately so Polymer development has been at a standstill for a while now... I think he's also supposed to be moving from France back to the US this month so the problem with free time is likely to get worse before it gets better.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#940

TX, is it possible to you add that Eduke HUD as a completely new HUD, instead of replacing the original small HUD?

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.
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User is offline   Jblade 

#941

View PostIlovefoxes, on Sep 2 2009, 06:42 PM, said:

TX, is it possible to you add that Eduke HUD as a completely new HUD, instead of replacing the original small HUD?

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)
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User is offline   TerminX 

  • el fundador

  #942

There's already a menu option to toggle between the new/old HUD.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#943

Yes, but I mean just using + and -
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User is offline   Tea Monster 

  • Polymancer

#944

Hey, I was thinking of building a part of a level out of an MD3 model (UTIII style!) and I was considering that putting in all the blocking sprites to make parts of it block the player's progress would take the better part of a million years.

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#945

One request: I noticed some commands return an error log if used in a state. This happens at least with settspr and getticks while I am using state in the correct event. Can it be disabled error logging in states?

This post has been edited by Ilovefoxes: 04 September 2009 - 05:34 PM

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User is offline   TerminX 

  • el fundador

  #946

Anyone have any super huge major game crippling bugs in the current svn that absolutely need to be addressed before releasing a build with Polymer?
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User is offline   Stabs 

#947

asides from my black flash bug, which is happening at lot less now and even less with DP realistic running on, not really anything i can think off, i reckon this one will resolve itself in time anyway.

i was having a sound problem the other day, smashed glass/vending machine and it would stop playing the sound before it finished, nothing really game breaking.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#948

I still get the popping sound when using the highest bit rate possible with .OGG music. This may just be on my end though, I did notice a few people talking about it last month IRC.

Just on a side note: If you use say use, "gametextz" for example and try to make it display a quote number that does not exist it will crash out with the "send con's to you" error.
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User is offline   Danukem 

  • Duke Plus Developer

#949

View PostThe Commander, on Sep 6 2009, 06:37 PM, said:

Just on a side note: If you use say use, "gametextz" for example and try to make it display a quote number that does not exist it will crash out with the "send con's to you" error.


It crashes for me too. I have a whilevarn loop that displays quotes within a range of quote numbers. I thought displaying nonexistent quotes would just leave blanks but instead it crashes, so I had to define a lot of blank quotes.
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