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

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 

  • Outta jail, back in rehab

#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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User is offline   Stabs 

#961

cant seem to compile 1494

Failed building m32vars.o from m32vars.c

tried with mingw 4.3 and the newer 4.4 one

hmm didnt know i could see poly lights in mapster, whats the cmd for that?
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User is offline   supergoofy 

#962

I have not tested or compiled the last builds. So I don't know if the prerequisites for compilation are changed.

From a quick look in changelog it seems that r1494 has test code. Maybe something is broken.

try to use gcc 4.4.1 but I doubt that it will work either

This post has been edited by supergoofy: 14 September 2009 - 12:07 AM

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User is offline   The Commander 

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

#963

View PostDanM, on Sep 14 2009, 07:30 PM, said:

hmm didnt know i could see poly lights in mapster, whats the cmd for that?

Console in Mapster.

"setrendermode 4"

This post has been edited by The Commander: 14 September 2009 - 12:55 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#964

View PostDanM, on Sep 14 2009, 09:30 AM, said:

cant seem to compile 1494


Oops, my bad.. it's fixed now.

P.S.
The new code is the CON-based scripting for mapster... feel free to play around with it (see a.m32), but don't count on any kind of compatibility to future versions, since this is all WIP.
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User is offline   Danukem 

  • Duke Plus Developer

#965

View PostHelixhorned, on Sep 14 2009, 07:13 AM, said:

The new code is the CON-based scripting for mapster... feel free to play around with it (see a.m32), but don't count on any kind of compatibility to future versions, since this is all WIP.


Can we use that to create new key combinations for automated tasks, and create a pop-up menu with new options (kind of like the current 'F menu) ?
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User is offline   Stabs 

#966

working fine again

but when are flashing light effects going to emerge? its just hard to create atmosphere in some places with static lights

and rendermode 4 shows me no lights either.
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#967

Flashing lights had to be done in CON if I remember correctly.

Maybe that's what the Mapster32 CON-Based stuff is for?
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User is offline   Helixhorned 

  • EDuke32 Developer

#968

View PostDeeperThought, on Sep 14 2009, 06:11 PM, said:

Can we use that to create new key combinations for automated tasks, and create a pop-up menu with new options (kind of like the current 'F menu) ?


Not yet. But I definitely plan to have some kind of key access by way of scripting.
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User is offline   Helixhorned 

  • EDuke32 Developer

#969

View PostDr. Kylstein, on Sep 7 2009, 05:53 PM, said:

Mapster32 won't run in fullscreen. (...)
This is r1491 on Ubuntu 9.04 amd64.


Setting DefaultDepth to 8 in the "Screen" section did it for me, although you'll obviously have an 8-bit desktop and all fonts disappear :o (8.04 here). But Mapster works like a charm then...
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User is offline   Jimmy 

  • Outta jail, back in rehab

#970

Hey, this was mentioned in another thread, how about an event for cheating to get weapons? There already is one for inventory.
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User is offline   NightFright 

  • The Truth is in here

#971

Just a quick question - mainly because I don't come here so often lately (unfortunately) and I keep receiving user requests about this via email:

> At which state is the current Polymer build? Meaning: What is done, what still needs to be done and stuff like that. I don't need a release date. :o
> I take it that usage of the "unstable" build on the snapshots page is not to be recommended?
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User is offline   lycanox 

#972

Well, it was supposed to be released at any time now, ready or not.
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#973

View PostHelixhorned, on Sep 15 2009, 01:07 PM, said:

Setting DefaultDepth to 8 in the "Screen" section did it for me, although you'll obviously have an 8-bit desktop and all fonts disappear :o (8.04 here). But Mapster works like a charm then...

Mapster crashes X when I do that. Even if it worked, it limits me to the 8-bit renderer and makes everything slow.
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User is offline   Stabs 

#974

View PostNightFright, on Sep 16 2009, 02:56 AM, said:

Just a quick question - mainly because I don't come here so often lately (unfortunately) and I keep receiving user requests about this via email:

> At which state is the current Polymer build? Meaning: What is done, what still needs to be done and stuff like that. I don't need a release date. :o
> I take it that usage of the "unstable" build on the snapshots page is not to be recommended?


well it would be nice if poly lighting affected hud models, is one thing i can think off, but that could be a HRP issue

and polymer RoR is not implemented yet only polymost RoR

shadow maps <== not sure what if anything is happening with that, basically a point light in front of a pillar will still push light through the pillar instead of making the pillar cast a shadow properly, now a spotlight would do this but its just to proc intensive to use that everywhere as its done on the fly where as a shadow map would spend some time compiling (like a quake map) and make a texture overlay which can be just be put over the top of textures and not actually a rendering task which would free up alot of CPU for other things. TX said something awhile ago about mapster having a different map file system in the future so this is what it could be there for.

really the last two things are just engine upgrades (and wishes heh) that have no real effect on the original game

still it would be good to have a polymer release soon, if only to liven up the community
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User is offline   Tea Monster 

  • Polymancer

#975

All the modellers are waiting for normal map support on models.

What about that request I put in for auto-blocking on models?
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User is offline   The Commander 

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

#976

View PostTea Monster, on Sep 18 2009, 08:50 AM, said:

All the modellers are waiting for normal map support on models.

What about that request I put in for auto-blocking on models?


Auto-blocking? You mean something like collision detection? If so that has been requested for a very long time.
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User is offline   Sobek 

  • There's coffee in that nebula!

#977

Collision-detecting normalmapped auto-tilting polymer lit high detail models.

Wouldn't that be the day!
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User is offline   Stabs 

#978

it would be quite a day, invisble blocking sprites work alright, but yes time consuming and annoying

helix how on earth do i bring up the mapster script editor thing, i think i read stuff in the latest code about a menu and accepting key binds and such, i just cant seem to bring it up.
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User is offline   Helixhorned 

  • EDuke32 Developer

#979

You just give mapster-script commands on the console, prefixed by "do". The syntax is similar to CON, but with some sugar here and there. It's really best if you look at the examples in a.m32 (which you (re)load with "include a" at the console)...
As far as keybindings are concerned, they're in, but you'll have to write code here too. This is mainly because there is no "user-friendly" key-binding facility in Mapster: key presses are simply checked for in the main loop.
For reference on what all those variables etc mean you can take a look at the docs of my previous mapster scripting system: here and here.

Edit 20150218: updated URLs.
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