EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#961 Posted 13 September 2009 - 11:30 PM
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?
#962 Posted 13 September 2009 - 11:55 PM
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
#963 Posted 14 September 2009 - 12:54 AM
DanM, on Sep 14 2009, 07:30 PM, said:
Console in Mapster.
"setrendermode 4"
This post has been edited by The Commander: 14 September 2009 - 12:55 AM
#964 Posted 14 September 2009 - 06:13 AM
DanM, on Sep 14 2009, 09:30 AM, said:
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.
#965 Posted 14 September 2009 - 08:11 AM
Helixhorned, on Sep 14 2009, 07:13 AM, 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) ?
#966 Posted 14 September 2009 - 08:48 AM
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.
#967 Posted 14 September 2009 - 08:50 AM
Maybe that's what the Mapster32 CON-Based stuff is for?
#968 Posted 14 September 2009 - 09:22 AM
DeeperThought, on Sep 14 2009, 06:11 PM, said:
Not yet. But I definitely plan to have some kind of key access by way of scripting.
#969 Posted 15 September 2009 - 09:07 AM
Dr. Kylstein, on Sep 7 2009, 05:53 PM, said:
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
#970 Posted 15 September 2009 - 12:12 PM
#971 Posted 16 September 2009 - 01:56 AM
> 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.
> I take it that usage of the "unstable" build on the snapshots page is not to be recommended?
#972 Posted 16 September 2009 - 03:27 AM
#973 Posted 16 September 2009 - 07:25 AM
Helixhorned, on Sep 15 2009, 01:07 PM, said:
Mapster crashes X when I do that. Even if it worked, it limits me to the 8-bit renderer and makes everything slow.
#974 Posted 16 September 2009 - 11:56 PM
NightFright, on Sep 16 2009, 02:56 AM, said:
> 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.
> 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
#975 Posted 17 September 2009 - 12:50 PM
What about that request I put in for auto-blocking on models?
#976 Posted 17 September 2009 - 09:46 PM
Tea Monster, on Sep 18 2009, 08:50 AM, said:
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.
#977 Posted 18 September 2009 - 04:44 PM
Wouldn't that be the day!
#978 Posted 18 September 2009 - 05:36 PM
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.
#979 Posted 19 September 2009 - 09:40 AM
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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