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

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 online   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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User is offline   TerminX 

  • el fundador

  #950

That one is easy enough to fix, but you really shouldn't be trying to display undefined quotes anyway. The fix just means you'll get the intended console error message spam instead of a crash.
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User is offline   XThX2 

#951

The bug commander mentioned with .OGG format music files happens to me too. I can't tell if it happens with specific tracks. That happens randomly to me though, when I restart eduke32, it sometimes doesn't occur. (I'm using r1491) It gets really annoying and the volume of that "tick tick" sound varies each time independant of the file.
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#952

Mapster32 won't run in fullscreen. I checked the box and set 3D mode to my desktop resolution of 1280x1024 (2d mode gets grayed out.) Mapster crashes saying that "1152 * 864 not supported in this graphics mode."

This is r1491 on Ubuntu 9.04 amd64.
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User is offline   TerminX 

  • el fundador

  #953

So add the video mode you attempted to use to your X server configuration... lol. 2d mode requires 8-bit video modes, none of which are present in a default xorg.conf and none of which will be generated automatically when no xorg.conf is present.
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User is offline   Danukem 

  • Duke Plus Developer

#954

It seems that there aren't any known crippling problems that should prevent an imminent release of Polymer.
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User is offline   Jimmy 

  • Let's go Brandon!

#955

I've had quite a few problems with both .OGGs and sound files. That clipping/popping noise, and also that weird Recon Car noise problem I mentioned in the bugs thread.
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User is offline   The Commander 

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

#956

View PostDeeperThought, on Sep 8 2009, 08:09 AM, said:

It seems that there aren't any known crippling problems that should prevent an imminent release of Polymer.

I would call that sound problem a crippling one myself. I could just imagine the forums being flooded with "WTF is wrong with my HRP Music"

Though I have just installed a new Sound Blaster 24 bit card, I will go and test my music now and see what happens.

EDIT: It's still there when using 48000 HZ but disapheres again when you switch to 44100 HZ, A temp fix could be to disable 48000 HZ :blink:

This post has been edited by The Commander: 07 September 2009 - 08:56 PM

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User is offline   Stabs 

#957

well i tried out 1492, i still get the odd flash here and there, some areas arnt as touchy now as they were before.

the sound stop playing error has been fixed and is just me or does the widescreen mode look and feel better
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#958

View PostTX, on Sep 7 2009, 03:38 PM, said:

So add the video mode you attempted to use to your X server configuration... lol. 2d mode requires 8-bit video modes, none of which are present in a default xorg.conf and none of which will be generated automatically when no xorg.conf is present.

:blink: :D
What part of "Ubuntu user" don't you understand?

But seriously, I looked at the man file and I still don't get it. Is there a guide for this sort of thing? Does it really need to be this hard to run Mapster32 in fullscreen?
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User is offline   Chip 

#959

Awe, when I heard polymer was practically ready for a public release I was hoping it would be out by the end of the week. :o
I guess this er..."sound" issue is being looked into first due to the above objections.
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User is offline   The Commander 

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

#960

Is it just me on the ATI card, or does Polymer lights no longer show in Mapster?
I do remember it got taken out a while back but im sure I saw it pop back in as well. :o
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