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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

  #2761

Quote

r2493 | hendricks266 | 2012-03-18 03:48:32 -0500 (Sun, 18 Mar 2012) | 1 line

Buildtools: Add "unpackssi" and "Build Customization Suite" [Palette Importer/Extractor] (bsuite), both by JonoF. I have rewritten bsuite to use command-line arguments rather than a 16-bit real mode DOS UI. Both programs have had all warnings fixed and whitespace corrected.

New complete set of buildtools: http://hendricks266....dtools_r2495.7z

Quote

r2495 | hendricks266 | 2012-03-18 03:50:41 -0500 (Sun, 18 Mar 2012) | 2 lines

New "-clipmap" command-line switch to specify sector collision clip maps. This switch works in an additive fashion like -mx and -mh. _clipshape0.map through
_clipshape9.map remain loaded by default.
Also, a very minor change in the con/def module code. (int --> int32_t)

Please let me know if there are any problems with this.

This post has been edited by Hendricks266: 18 March 2012 - 01:19 AM

0

User is offline   Mark 

#2762

GADZOOKS. Its a good thing I have a fast internet connection. I just downloaded the latest HRP and maphacks from the svn and it was just under 900MB. From a quick glance at files and folders it looks like seperate Polymer and Polymost resources are included. Which one is the default or is there program checking included these days to determine which def's will run depending on the Polymer box being checked or not?

Or should shut up and go look for an included readme file that explains it all? :)

This post has been edited by Marked: 18 March 2012 - 05:14 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#2763

 Marked, on 18 March 2012 - 05:11 AM, said:

GADZOOKS. Its a good thing I have a fast internet connection. I just downloaded the latest HRP and maphacks from the svn and it was just under 900MB. From a quick glance at files and folders it looks like seperate Polymer and Polymost resources are included. Which one is the default or is there program checking included these days to determine which def's will run depending on the Polymer box being checked or not?

Or should shut up and go look for an included readme file that explains it all? :)

Polymer HRP is the default like before, no matter if you check Polymer renderer on startup or not. (This might change with future EDuke32 versions.) The Polymost HRP contents is activated by either by the command line parameter -hduke3d_hrp_polymost.def (not recommended though and not compatible with mods like DukePlus) or by putting the Polymost Override Pack into the autoload folder. Use r323 for playing since r324 has a bug which I'm going to fix as soon as I have understood why it's broken. README not updated but you might browse the SVN logs for more information.
EDIT: Update to r326.

This post has been edited by LeoD: 18 March 2012 - 11:07 AM

0

User is offline   Jblade 

#2764

So maybe I'm missing something, but movement lock is not working for me. I put this:
setplayer[THISACTOR].movement_lock 12
in my code and the player can still strafe. Any ideas?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2765

Try unsetting the input flags of extbits.

This post has been edited by Hendricks266: 18 March 2012 - 02:22 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2766

(Mainly directed at Helixhorned)

I compiled EDuke32 with USE_LIBPNG=1 having changed the Makefile to link to libz and having compiled and installed the libraries and headers for the latest libpng and libz and the resulting PNGs appear problematic in all classic resolutions, windowed at least (Polymost is fine):

Posted Image
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2767

Looks like it was my fault with PNGs all along, [edit] yxdim shouldn't be assumed to be the same as bytesperline. Does r2505 fix it?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2768

 Fox, on 17 March 2012 - 03:49 PM, said:

I am a little confused, but why fogpal overwrite my lookup palettes?

Essentially I am trying to make this:

Posted Image

Looks like this:

Posted Image

However the second picture is a mock-up, I can't actually make the fog work in conjunction with a pallette.

DEF's fogpal is just a wrapper around makepalookup(), which creates palette lookups that can either be remap-only (black "visibility fog"), or ones that blend to a particular color with increasing distance. Note though, that the 256 colors of the currently active base palette is all you have with palookups; creating a fogpal with a color that isn't well represented by the palette will be accompanied with ugly quantization and/or hue artifacts. You're overwriting old pals because that's how the system works: there's no real distinction between colored and black-fogged ones.

What you'd want instead is to create a new base palette like those used for the other full-screen tinting effects (goggles, underwater, under-slime). Currently, this involves editing lookup.dat and replacing one of the non-game palettes: for the title, 3D Realms logo, or ending. I'm sure Lezing has some experience with this.

While I'm on the subject, this post shows that there's room to allow for more user-friendly modding: one thing is that it should be possible to specify base palettes more easily. Another is that a while ago, the question of different blending modes came up. With classic, it should be possible to have an arbitrary blending table in the place of the translucency one, since all it does is to take two color indices and return the result index. This would even be a somewhat exclusive features to 8-bit lovers, since OpenGL only has a couple of hard-specified blending modes (not counting anything you could do with shaders, of course).

edit: don't mind the horrible Ynglish.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2769

Is the blending table loaded from disk right now, or generated? I know BLOOD loads it from disk.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2770

It's loaded from disk and the transpal utility looks like it can generate them.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2771

I posted this in the TROR thread but I guess nobody saw it.

I'm working on a map here and the polymer lights aren't reacting how I expect them to. I've created a structure with "window" frames on the ceiling and walls. However, I didn't use the glass texture. I used a orangeish texture to give the appearance of dirty glass and made it transparent. I realize that polymer lights work consistently and properly with textures with the transparency colour (255,0,255), but I was wondering if it were possible, per my example, to allow polymer spotlights to shine through a texture (ceiling, floor, or wall) if it has a transparency setting. Perhaps even the intensity of which is proportionate to the level of transparency setting. Is this possible? Below is an image of my example map where the light is shining down through the semi-transparent ceiling and through the semi-transparent wall as well but the shadow that is cast is completely solid when light "should" be shining through to the inside of the structure and also through to the outside area around the structure as well. I could probably get around this problem by creating an alternate semi-transparent alpha-channel texture, could I not?

Posted Image

I've also discovered the inverse problem with polymer point lights. The point light will shine through a ceiling or floor whether it is transparent or not, though I reckon this might be intended behaviour to some degree?
0

User is offline   Jblade 

#2772

 Hendricks266, on 18 March 2012 - 02:22 PM, said:

Try unsetting the input flags of extbits.

That doesn't work, and setting EVENT_STRAFELEFT's RETURN value to 1 doesn't disable strafing either.
0

User is online   Danukem 

  • Duke Plus Developer

#2773

 James, on 22 March 2012 - 01:23 PM, said:

That doesn't work, and setting EVENT_STRAFELEFT's RETURN value to 1 doesn't disable strafing either.


Oh, you are still having this problem?

setplayer[THISACTOR].movement_lock 31


Apparently, some of the locking bits are not documented in the wiki.

Protip for others who make suggestions: Check to see if they work!
1

User is offline   Jblade 

#2774

Cool, that worked - it was that and I had code over-riding the movement lock later in the APLAYER code that I overlooked heh heh. thanks!
0

User is offline   Micky C 

  • Honored Donor

#2775

 MusicallyInspired, on 22 March 2012 - 01:12 AM, said:

I posted this in the TROR thread but I guess nobody saw it.

I'm working on a map here and the polymer lights aren't reacting how I expect them to. I've created a structure with "window" frames on the ceiling and walls. However, I didn't use the glass texture. I used a orangeish texture to give the appearance of dirty glass and made it transparent. I realize that polymer lights work consistently and properly with textures with the transparency colour (255,0,255), but I was wondering if it were possible, per my example, to allow polymer spotlights to shine through a texture (ceiling, floor, or wall) if it has a transparency setting. Perhaps even the intensity of which is proportionate to the level of transparency setting. Is this possible? Below is an image of my example map where the light is shining down through the semi-transparent ceiling and through the semi-transparent wall as well but the shadow that is cast is completely solid when light "should" be shining through to the inside of the structure and also through to the outside area around the structure as well. I could probably get around this problem by creating an alternate semi-transparent alpha-channel texture, could I not?

Posted Image

I've also discovered the inverse problem with polymer point lights. The point light will shine through a ceiling or floor whether it is transparent or not, though I reckon this might be intended behaviour to some degree?


From what I've seen, the light cast by spot lights will either be completely blocked, or not blocked at all. And it also seems that even the most transparent textures will still completely block the light. A good example of what I'm talking about is trying to shine a spot light through the standard glass texture.

About point lights, if a sector can 'see' the SE sprite, and is within the hitag distance, it will be affected by the light. This means it will bleed through most walls and ceilings and things. In order to stop the light bleeding, there needs to be some white walled invalid player space between the SE and the sector you don't want the light to shine on, so that if you imagine a straight line from the SE, it should never be able to touch the sector without first touching void player space. If you look at Duke Nukem Eternity, DanM has used this to his advantage in order to make columns cast shadows from point lights, as well as door frames.
The same also applies to TROR. If you create an extension, then make a sector above (or below) your current sector, and have a light in your current sector, the light will not enter the other sector. Here's an example of this in an old abandoned map that I posted in that thread helixhorned created: http://i734.photobuc...15-50-25-82.jpg
0

User is offline   Mia Max 

#2776

I realized that if bottom texture swap bit is on, then the bottom texture has differnt visibility (much brighter) than the top texture.
This is only in polymer.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2777

 Helixhorned, on 20 March 2012 - 12:20 PM, said:

DEF's fogpal is just a wrapper around makepalookup(), which creates palette lookups that can either be remap-only (black "visibility fog"), or ones that blend to a particular color with increasing distance. Note though, that the 256 colors of the currently active base palette is all you have with palookups; creating a fogpal with a color that isn't well represented by the palette will be accompanied with ugly quantization and/or hue artifacts. You're overwriting old pals because that's how the system works: there's no real distinction between colored and black-fogged ones.

What you'd want instead is to create a new base palette like those used for the other full-screen tinting effects (goggles, underwater, under-slime). Currently, this involves editing lookup.dat and replacing one of the non-game palettes: for the title, 3D Realms logo, or ending. I'm sure Lezing has some experience with this.

While I'm on the subject, this post shows that there's room to allow for more user-friendly modding: one thing is that it should be possible to specify base palettes more easily. Another is that a while ago, the question of different blending modes came up. With classic, it should be possible to have an arbitrary blending table in the place of the translucency one, since all it does is to take two color indices and return the result index. This would even be a somewhat exclusive features to 8-bit lovers, since OpenGL only has a couple of hard-specified blending modes (not counting anything you could do with shaders, of course).

edit: don't mind the horrible Ynglish.

Okay, I don't know much of the technical side of creating lookups, but all I can say is that I can use a lookup that is not default in conjunction with fog in Shadow Warrior.

Here is a screenshot of the player with different colors underwater.

Posted Image Posted Image
0

User is offline   Plagman 

  • Former VP of Media Operations

#2778

I just pushed fixes for two bugs that would cause lights to not correctly hit sprites in a variety of cases, both of them caused by r1676 as I had suspected. I know several people have been complaining about that lately; would you guys mind trying r2536 and reporting success/failure?
0

User is offline   Diaz 

#2779

I will try it right now!

Been waiting for this since I've started mapping for Duke again :)

EDIT: I confirm it does work. Great job!

This post has been edited by Diaz: 26 March 2012 - 06:04 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2780

 Fox, on 17 March 2012 - 03:49 PM, said:

I am a little confused, but why fogpal overwrite my lookup palettes?

Essentially I am trying to make this:
(pic)
Looks like this:
(pic)
However the second picture is a mock-up, I can't actually make the fog work in conjunction with a pallette.

Fox, I think I misread your post. Did you mean that you're trying to make the first pic (which you already achieved) make look like the second one? I read it as if you're trying to make the first one, and the second one is a mock-up of what you're seeing on the screen (which doesn't make much sense then, since you could have posted it).

So, how do you achieve the effect in the first pic? By setting the pals of all sectors/walls/sprites and HUD elements to a custom palswap that maps into whitish colors in reverse?
0

User is offline   Mark 

#2781

 Plagman, on 25 March 2012 - 04:59 PM, said:

I just pushed fixes for two bugs that would cause lights to not correctly hit sprites in a variety of cases, both of them caused by r1676 as I had suspected. I know several people have been complaining about that lately; would you guys mind trying r2536 and reporting success/failure?


Shake your tambourines everybody. I've got lit up wall sprites again. WOO HOO. :)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2782

View PostHelixhorned, on 26 March 2012 - 07:46 AM, said:

Fox, I think I misread your post. Did you mean that you're trying to make the first pic (which you already achieved) make look like the second one? I read it as if you're trying to make the first one, and the second one is a mock-up of what you're seeing on the screen (which doesn't make much sense then, since you could have posted it).

So, how do you achieve the effect in the first pic? By setting the pals of all sectors/walls/sprites and HUD elements to a custom palswap that maps into whitish colors in reverse?

I want to use a specific palette with a fogpal, however if I use fogpal it will reset my custom palette to pal 0. However in OpenGL mode it works fine, I can use the tint command in conjunction with fogpal.

This post has been edited by Fox: 26 March 2012 - 05:49 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2783

In the GL modes, tinting and fogging are independent. In classic, both are combined in one 256x32 table per palookup. If your problem is that sprites and HUD elements take on the pal of the fogged floor, see this commit:

r2517 | helixhorned | 2012-03-22 15:47:29 -0700 (Thu, 22 Mar 2012) said:

New game def token "nofloorpal <pbeg> <pend>", disabling sprites taking on floor pals.

It has always annoyed me how floors with "shirt-color" type palookups like 21
affected the color of its containing sprites and HUD-drawn stuff. This commit
allows one to specify an inclusive range of pals for which this should be
disabled for sprites (...).


It's nofloorpalrange though, the commit message has it wrong.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2784

No, my problem is that when I set a fogpal it resets my pals to the default palette.

For example, palette 21 replaces blue by red. If I set a fogpal, it will no longer replace blue by red in the floors or walls.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2785

Because it will overwrite the old palette lookup completely.

Edit: maybe you just need to wait before the aforementioned user interface to more interesting palette handling becomes available.
Edit2: it finally got through to me. Why didn't you say "blue by red in the floors or walls" in the first place? I thought you wanted to do the "berseker" effect from DOOM when you posted the first set of screenshots and were confused when you proceeded to show the pics from SW.
0

User is offline   Diaz 

#2786

I've got a question... is it possible to remove the savegame screenshot at all via CON code? Even though I'm running Polymer, the screenshot is saved as software mode, and since I'm working with 32-bit assets only, it looks pretty bad :S

This post has been edited by Diaz: 28 March 2012 - 09:55 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2787

View PostHelixhorned, on 27 March 2012 - 09:40 AM, said:

Because it will overwrite the old palette lookup completely.

Edit: maybe you just need to wait before the aforementioned user interface to more interesting palette handling becomes available.
Edit2: it finally got through to me. Why didn't you say "blue by red in the floors or walls" in the first place? I thought you wanted to do the "berseker" effect from DOOM when you posted the first set of screenshots and were confused when you proceeded to show the pics from SW.

"Blue by red" is just an example. By the screenshots I wanted to say that I want to use a lookup (all colors replaced by inverted gray) in conjunction with fogpal.

I guess I will wait.
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User is offline   Diaz 

#2788

I see the savegame screenshot has been fixed in the current snapshot. Thank you Helixhorned!

This post has been edited by Diaz: 29 March 2012 - 01:28 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2789

View PostDiaz, on 29 March 2012 - 01:27 PM, said:

I see the savegame screenshot has been fixed in the current snapshot. Thank you Helixhorned!

Hey, that was quick! You didn't even leave me time to post a super-awesome screenshot! :)
That means you're an IRC lurker?

Fox: wait no more.
1

User is offline   Plagman 

  • Former VP of Media Operations

#2790

Ideally we'd want to do a full pass to an FBO for that render tile so that viewscreens could work right too.
0

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