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

User is offline   Master Fibbles 

  • I have the power!

#3001

 Micky C, on 23 June 2012 - 05:08 PM, said:

It it possible yet to have a map, some music, and a cfg file with the commands r_shadescale 1.0 & r_pr_lighting 0 load automatically from a zip file when chosen in the user maps section?

This question seems to have been lost. Is there an internal system in EDuke32 for loading map specific files with maps automatically? There was an app (Play Duke, I believe) that would do this among other things.

It would be cool to have this since it would save some hassle in loading levels with, for example, unique art files or music.

This post has been edited by Mr.Flibble: 24 June 2012 - 03:59 PM

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User is offline   The Commander 

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

#3002

If music files have the same name as the map then they will autoplay with the map and do not need to be defined;
Example, MYMAP.MAP will play music with the name MYMAP.mid or MYMAP.ogg

This post has been edited by Cody: 24 June 2012 - 09:46 PM

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User is offline   Micky C 

  • Honored Donor

#3003

What about the console commands that I mentioned? It would also be neater if everything was in a single zip.
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User is offline   Jblade 

#3004

Quote

Unassigned status numbers are reserved for future EDuke32 features. Please ask the developers to allocate an official user statnum range for CON-side features, should this be desired.

Would you guys be able to add a new STATNUM? It's for a waypoint system I want to code; using the headspritestat command and stuff seems like the best way to go about it and having a new statnum that I know nothing else will be using would be very useful.

EDIT: also just an FYI, the front page of the wiki has some text added by a bot about Casinos. I can't edit it out since the front page is locked. I know it's a pain but you guys might want to disable auto-registrations or something since there's a shitload of bots joining every day.

This post has been edited by James: 26 June 2012 - 12:35 AM

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User is offline   Mblackwell 

  • Evil Overlord

#3005

You can use any statnum you want. It's just that some are reserved. Just pick anything between (but not including) 14 and 1024.
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User is offline   Jblade 

#3006

 Mblackwell, on 26 June 2012 - 08:13 AM, said:

You can use any statnum you want. It's just that some are reserved. Just pick anything between (but not including) 14 and 1024.

Oh heh heh, that's good to know. I thought it just flat out wouldn't work. thanks.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3007

 Mblackwell, on 26 June 2012 - 08:13 AM, said:

You can use any statnum you want. It's just that some are reserved. Just pick anything between (but not including) 14 and 1024.


This is true, but let's split the range into reserved and user, because we might add some new ones too, like the recent STAT_LIGHT. How about giving you statnums starting from the end of the range, say 1000-1023 for a start?

edit: well how many is rather irrelevant practically speaking, my point is that CON statnums should be used up from the end.
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User is offline   TerminX 

  • el fundador

  #3008

 James, on 25 June 2012 - 11:58 PM, said:

EDIT: also just an FYI, the front page of the wiki has some text added by a bot about Casinos. I can't edit it out since the front page is locked. I know it's a pain but you guys might want to disable auto-registrations or something since there's a shitload of bots joining every day.

Nah, I needed some cash and got paid for that. LOL. :(
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User is offline   Mblackwell 

  • Evil Overlord

#3009

 Mblackwell, on 17 June 2012 - 05:13 PM, said:

I PMed Hendricks about this forever ago but it was never resolved:

Revision 2726 broke the ability to not use any grp at all (and may break the ability to use an entirely new grp file although that I have no way of testing that). This means most of my projects can't use anything past r2725.



This is still an issue for me with the latest revision. Using Ubuntu 12.04 with no duke3d.grp all .dat files and .art files present, and user_profiles_disabled. At this point I'd be happy if someone just reverted the check until it could be figured out what's wrong/how to make it work correctly. I believe TX already took a glance at the code and wasn't really sure what would cause it. I'd like to be able to move forward.

EDuke32 2.0.0devel rXXXX
Compiled Jun 26 2012 16:01:33
Application parameters: -map city4a.map 
Using /home/jon/games/mods/camera/dd/misc/parkour/ for game data
Initializing SDL system interface (compiled against SDL version 1.2.14, found version 1.2.14)
Using "x11" video driver
Searching for game data...
Found no recognized game data!
Warning: could not find main data file "DUKE3D.GRP"!
Duke Nukem 3D game data was not found.  A valid copy of "DUKE3D.GRP" or other compatible data is needed to run EDuke32.
You can find "DUKE3D.GRP" in the 'DN3DINST' or 'ATOMINST' directory on your Duke Nukem 3D installation CD-ROM.

EDuke32 will now close.

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User is offline   Hendricks266 

  • Weaponized Autism

  #3010

 Mblackwell, on 17 June 2012 - 05:13 PM, said:

I PMed Hendricks about this forever ago but it was never resolved:

Revision 2726 broke the ability to not use any grp at all (and may break the ability to use an entirely new grp file although that I have no way of testing that). This means most of my projects can't use anything past r2725.

I apologize for the error and my untimely absence and I will look at this ASAP.

 empy, on 24 June 2012 - 02:40 AM, said:

What about adding windowed borderless mode?

It sounds simple enough in theory, just setting a windowed resolution to the current desktop size and repositioning the window just right. Could someone point me in the right direction of an open source app that has this feature to see non-hackish implementations?

 Micky C, on 23 June 2012 - 05:08 PM, said:

It it possible yet to have a map, some music, and a cfg file with the commands r_shadescale 1.0 & r_pr_lighting 0 load automatically from a zip file when chosen in the user maps section?

As already pointed out, map.map + map.ogg/map.mid currently exists. Adding support for a .cfg file that runs console commands on map load sounds simple and workable but specifics would have to be worked out, such as the potential reservation of the ".cfg" extension. Finally, having .zip files show up in user map warrants independent discussion.
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User is offline   Mblackwell 

  • Evil Overlord

#3011

Maybe something like .prp, or .mcx (or something less generic than .cfg).
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User is offline   Helixhorned 

  • EDuke32 Developer

#3012

 Hendricks266, on 26 June 2012 - 03:54 PM, said:

As already pointed out, map.map + map.ogg/map.mid currently exists. Adding support for a .cfg file that runs console commands on map load sounds simple and workable but specifics would have to be worked out, such as the potential reservation of the ".cfg" extension. Finally, having .zip files show up in user map warrants independent discussion.

Indeed, and such a thing is planned in the long term.

 Mblackwell, on 26 June 2012 - 04:10 PM, said:

Maybe something like .prp, or .mcx (or something less generic than .cfg).

Gee, these sound like designer drugs or something :(. High Treason suggested .edz once, and I'm happy with that because it has both EDuke and ZIP in there.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3013

 Hendricks266, on 26 June 2012 - 03:54 PM, said:

It sounds simple enough in theory, just setting a windowed resolution to the current desktop size and repositioning the window just right. Could someone point me in the right direction of an open source app that has this feature to see non-hackish implementations?

Maybe VLC has such a thing?
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User is offline   Hendricks266 

  • Weaponized Autism

  #3014

Mblackwell, your problem should be fixed as of r2789.
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User is offline   Mblackwell 

  • Evil Overlord

#3015

Just for public record: Everything seems to work now.
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User is offline   Micky C 

  • Honored Donor

#3016

 Helixhorned, on 27 June 2012 - 04:56 AM, said:

Indeed, and such a thing is planned in the long term.


Damn, no chance of anything happening in two weeks then? Or how would we work around that in the mean time? Will something with a .bat file do it?
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User is offline   Hendricks266 

  • Weaponized Autism

  #3017

 Micky C, on 27 June 2012 - 01:35 PM, said:

Will something with a .bat file do it?

If you can ninja rename autoexec.cfg, yes.
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#3018

So... Can Autoexec.cfg be loaded from a .zip or does it have to be in the root directory of EDuke32?

If it can't be loaded from a zip I might have some ideas on a temporary workaround.
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User is offline   Micky C 

  • Honored Donor

#3019

Wasn't there code that allowed properties of SE lights to be changed the shade of a sector? What ever happened to that? If there's no real reason for it to be excluded could it be put back in?
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User is offline   TerminX 

  • el fundador

  #3020

 High Treason, on 27 June 2012 - 02:46 PM, said:

So... Can Autoexec.cfg be loaded from a .zip or does it have to be in the root directory of EDuke32?

If it can't be loaded from a zip I might have some ideas on a temporary workaround.

It can likely be loaded from a zip, if that zip is initialized into the game's virtual filesystem before the point where autoexec.cfg is loaded. So, as a grp file.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3021

For the sake of the recent progress in Duke 64 mod I think I should be asking this now... I had like to work a bit more in the favor of Polymer renderer, but there is one big issue preventing me from doing so: how the game chooses what paralaxed sky will be displayed.

Not sure if I can put it in words, but normally I just "temporarily" change the ceiling texture to a blank texture in order to ommit the paralaxed sky. And by temporarily I mean changing it in EVENT_DISPLAYROOMS and reverting back in EVENT_DISPLAYREST, so it only displays a different texture, but doesn't affect the gameplay. In some sense it is the equivalent of EVENT_DISPLAYSPRITES for sectors and walls.

The reason why I only change the texture temporarily is because I still want side-effects of the paralaxed skies, like being killed while in a sector using BIGORBIT texture. That works just fine in Classic or Polymost modes, but not so much for Polymer. The problem is, the Polymer rendered doesn't decides what paralaxed sky texture it will display in the background based on the temporary display.

For example, let's say I "temporarily" change BIGORBIT to another texture with palette 1. In Classic or Polymost modes everything will works as it should: I will be seeing another texture in the sky with pal 1, but I will still be killed if I go outside. But the very problem is that in Polymer mode BIGORBIT will still be displayed despite I changing the sky texture.

So if you can understand my problem, Polymer doesn't display the paralaxed sky based on the "temporarily" display as I would expect it to, but instead it uses the "real" texture being used (in my example it is BIGORBIT) as a reference.

This post has been edited by Fox: 29 June 2012 - 07:51 PM

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#3022

@TerminX; That was the plan. I would usually just have tested but I've been too busy recently. Oddly I still haven't tested, preffering instead to opt for a batch file that renames any pre-existing autoexec.cfg and then rename the one included with the project this is for, before a small delay and starting EDuke32. Upon exiting it restores the original file names. As far as I am aware this was only required for a temporary workaround so it doesn't need to be very elegant anyway.

@Fox; Poylmer is a bit strange with it's skyboxes, I think it has somethng to do with how the renderer works and I know for a fact that you can only display one skybox per map and if you change it in the map you have to reset the video system (or something within it to which the console has no access as far as I know) for that change to take effect.

As the Duke 64 mod requires CON code already, could you not just replicate the effects in CON and have the map use whatever texture you wanted to from the start? I don't think it would be that hard to code, I would even be willing to attempt it if you wanted.

This post has been edited by High Treason: 29 June 2012 - 09:33 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3023

I could do that, but I don't want to. I want to stay faithful to the original.

I am not sure about Polymer. But I suppose the "right" way would be to display one skybox per scene, not per map. But I remember already seeing it working that way in some version, while I am not sure about the current one.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3024

I wish you could change the start position in Mapster easier than Build. Is it possible to make it so that the start position is displayed as an APLAYER sprite in 2D and 3D mode, and that you could change the position, height or attributes the same way you do with any other sprite? I guess it would have an ID of -1, since the sprite doesn't really exist but is just a representation.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3025

 Fox, on 03 July 2012 - 02:59 PM, said:

I wish you could change the start position in Mapster easier than Build. Is it possible to make it so that the start position is displayed as an APLAYER sprite in 2D and 3D mode, and that you could change the position, height or attributes the same way you do with any other sprite?

I think being able to manipulate it in 2D mode is possible and a great idea, including its own little menu to set the exact value of x, y, z, and ang. I don't think 3D mode is a possibility, because...

 Fox, on 03 July 2012 - 02:59 PM, said:

I guess it would have an ID of -1, since the sprite doesn't really exist but is just a representation.

It is just about never possible for something to have an ID of -1, whether it is a sprite or a level number. ID numbers are not just a convenience for referencing specific instances of an entity. They are actually indices for arrays, static memory structures which start at 0 and end at MAXTHINGS-1. Using negative numbers not only won't work, it will produce "out-of-bounds" errors which lead directly to crashes. Just ask Helix about those.

EDIT: My thinking is that you treat the start point as its own class of data (which it actually is) alongside sprites, walls, sectors, etc, so you don't bump into the sprite array. This would be very conducive to 2D mode but I don't know what it would entail to display something in 3D mode that is not a sprite yet still have sprite-like qualities of motion.

This post has been edited by Hendricks266: 03 July 2012 - 09:30 PM

2

User is offline   Helixhorned 

  • EDuke32 Developer

#3026

 Fox, on 03 July 2012 - 02:59 PM, said:

I wish you could change the start position in Mapster easier than Build. Is it possible to make it so that the start position is displayed as an APLAYER sprite in 2D and 3D mode, and that you could change the position, height or attributes the same way you do with any other sprite? I guess it would have an ID of -1, since the sprite doesn't really exist but is just a representation.

startpox{x,y,z} and startsectnum are available from m32script. Just insert a dummy sprite, tweak its position to your liking, and set the starting position from the console:
seti <YOUR_DUMMY_SPRITE_INDEX>, set startposx .x, set startposy .y, set startposz .z, set startsector .sectnum, set startang .ang

script_expertmode needs to be enabled.

edit: fixed typo in code.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3027

 Hendricks266, on 03 July 2012 - 09:20 PM, said:

I think being able to manipulate it in 2D mode is possible and a great idea, including its own little menu to set the exact value of x, y, z, and ang. I don't think 3D mode is a possibility, because...


It is just about never possible for something to have an ID of -1, whether it is a sprite or a level number. ID numbers are not just a convenience for referencing specific instances of an entity. They are actually indices for arrays, static memory structures which start at 0 and end at MAXTHINGS-1. Using negative numbers not only won't work, it will produce "out-of-bounds" errors which lead directly to crashes. Just ask Helix about those.

EDIT: My thinking is that you treat the start point as its own class of data (which it actually is) alongside sprites, walls, sectors, etc, so you don't bump into the sprite array. This would be very conducive to 2D mode but I don't know what it would entail to display something in 3D mode that is not a sprite yet still have sprite-like qualities of motion.

My point is that it is not a sprite, but is just displayed as one.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3028

There are newer Ogg/Vorbis versions available, libogg 1.3.0 and libvorbis 1.3.3, which should be put into sources/jaudiolib/third-party/mingw32.

Spoiler

Spoiler

Attached File(s)


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User is offline   TerminX 

  • el fundador

  #3029

Cool, thanks. They were never updated because we were too lazy to build new copies I guess. Did you build these yourself or download them somewhere?
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User is offline   LeoD 

  • Duke4.net topic/3513

#3030

 TerminX, on 06 July 2012 - 10:00 AM, said:

Cool, thanks. They were never updated because we were too lazy to build new copies I guess. Did you build these yourself or download them somewhere?

Built myself. MinGW gcc 4.7
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