EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#946 Posted 06 September 2009 - 04:31 PM
#947 Posted 06 September 2009 - 04:53 PM
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.
#948 Posted 06 September 2009 - 05:37 PM
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.
#949 Posted 06 September 2009 - 06:50 PM
The Commander, on Sep 6 2009, 06:37 PM, said:
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.
#950 Posted 06 September 2009 - 07:42 PM
#951 Posted 06 September 2009 - 11:18 PM
#952 Posted 07 September 2009 - 07:53 AM
This is r1491 on Ubuntu 9.04 amd64.
#953 Posted 07 September 2009 - 11:38 AM
#954 Posted 07 September 2009 - 12:09 PM
#955 Posted 07 September 2009 - 03:09 PM
#956 Posted 07 September 2009 - 08:49 PM
DeeperThought, on Sep 8 2009, 08:09 AM, said:
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
This post has been edited by The Commander: 07 September 2009 - 08:56 PM
#957 Posted 09 September 2009 - 01:23 PM
the sound stop playing error has been fixed and is just me or does the widescreen mode look and feel better
#958 Posted 09 September 2009 - 01:56 PM
TX, on Sep 7 2009, 03:38 PM, said:
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?
#959 Posted 11 September 2009 - 11:46 AM
I guess this er..."sound" issue is being looked into first due to the above objections.
#960 Posted 11 September 2009 - 05:53 PM
I do remember it got taken out a while back but im sure I saw it pop back in as well.