EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3363 Posted 31 January 2013 - 09:49 AM
This post has been edited by Fox: 31 January 2013 - 09:50 AM
#3364 Posted 31 January 2013 - 11:38 AM
#3365 Posted 31 January 2013 - 12:22 PM
#3366 Posted 01 February 2013 - 06:11 AM
A really old video, I have no idea if these bugs even exist still.
#3368 Posted 01 February 2013 - 01:34 PM
How should I go around to pack voxels inside a grp file? I know they have to be defined in the def file. But never saw def files inside a grp. Is this possible? I´d like to avoid faggy things like zips and autoload folders. I want one manly, tough and straight grp.
edit: Maybe voxels inside the grp and the def file outside? Does that work?
This post has been edited by Gambini: 01 February 2013 - 01:36 PM
#3369 Posted 01 February 2013 - 08:02 PM
What you can do is put your definitions inside duke3d.def inside your GRP file. If there are no copies of duke3d.def elsewhere in the EDuke32 installation, with luck it should pick up and use the one inside the GRP file.
#3370 Posted 01 February 2013 - 08:45 PM
#3372 Posted 03 February 2013 - 09:43 AM
Gambini, on 01 February 2013 - 08:45 PM, said:
AFAYSK some people will always install mods to a duke folder that contain con files and other various files screwing up your intentions even if you warn them well before to install to a clean install.
#3374 Posted 03 February 2013 - 01:05 PM
Cody, on 03 February 2013 - 09:43 AM, said:
They are going to copy the content of the CON files and paste it at the end of already existing CONs.
This post has been edited by Fox: 03 February 2013 - 01:05 PM
#3375 Posted 05 February 2013 - 09:28 AM
I could swear my maps aren't looking as they did before. Most of my subtle ambient shading work is gone; some areas that should be in the dark are now quite visible. No matter what I set r_usenewshading to, it doesn't look as it did before.
I hope I'm not gonna have to re-do the shading in all the maps I had made so far because I'd rather trash them
This post has been edited by Diaz: 05 February 2013 - 09:48 AM
#3376 Posted 05 February 2013 - 11:44 AM
#3377 Posted 05 February 2013 - 12:37 PM
No matter if I set r_usenewshading to 1, 2, or 3, things apear lighter than they should, and it gets worse the darker the area is. I can't seem to get it to look 100% like before by tweaking the values in r_usenewshading, r_shadescale and r_ambientlight.
This post has been edited by Diaz: 05 February 2013 - 12:42 PM
#3378 Posted 05 February 2013 - 02:14 PM
Diaz, on 05 February 2013 - 09:28 AM, said:
Yes, it is "1". The cvar's behavior wasn't changed, but a new mode "2" was introduced and made the default. Later, the default for r_shadescale was changed from 1.3 to 1.0. So, setting r_shadescale to 1.3 and r_usenewshading to 1 should give the pre-classic-fog-for-OpenGL look.
Diaz, on 05 February 2013 - 12:37 PM, said:
No matter if I set r_usenewshading to 1, 2, or 3, things apear lighter than they should, and it gets worse the darker the area is. I can't seem to get it to look 100% like before by tweaking the values in r_usenewshading, r_shadescale and r_ambientlight.
I can't reproduce this under Mapster32: the "r_usenewshading.map" test map looks the same throughout r3300..r3303 and SVN HEAD. By the way, r_ambientlight is a game-side variable and affects the global visibility, like DEFAULTVISIBILITY from CON (only reciprocally instead of multiplicatively). Maybe you were running mode 0 before? C programmers tend to start counting at zero, so the modes are
0 - old Polymost GL_EXP2 fog,
1 - the GL_EXP2 mode with tweaked constants that I first thought was an improvement, but was later shown to be deficient too and
2 - the new GL_LINEAR mode emulating the classic look.
#3379 Posted 05 February 2013 - 05:57 PM
#3380 Posted 05 February 2013 - 05:59 PM
#3381 Posted 05 February 2013 - 06:02 PM
#3382 Posted 06 February 2013 - 03:18 AM
#3383 Posted 06 February 2013 - 03:30 AM
Diaz, on 05 February 2013 - 06:02 PM, said:
Hmmm, it seems to work fine here without a map/vid restart.
#3384 Posted 06 February 2013 - 04:18 AM
No big deal anyways, I just set the default to 1.3 and all is well
#3385 Posted 06 February 2013 - 05:02 AM
TerminX, on 31 January 2013 - 11:38 AM, said:
Have another tab in the startup window that asks for a server to connect to. When connected, a separate folder is set up where the client downloads the modified resources from the server.
#3386 Posted 06 February 2013 - 05:08 AM
Mikko_Sandt, on 06 February 2013 - 03:30 AM, said:
For me it does need the restartvid. That was using polymer though. I think sprites seems to change instantly, however it's the map geometry that requires the restartvid.
Alan, on 06 February 2013 - 05:02 AM, said:
I don't think you'll really have to download anything. At least with map files, when the host starts up a map, you can join it even though you don't have the map yourself. Although I'm not really sure about TCs, but then again you should really have the TC anyway before you start an online game for the actual TC.
#3387 Posted 06 February 2013 - 05:41 AM
#3388 Posted 06 February 2013 - 02:06 PM
Fox, on 06 February 2013 - 03:18 AM, said:
Not really, no. It would need to be an engine feature and would require the model to be UV-mapped a very specific way to work. What do you want to do?
#3389 Posted 06 February 2013 - 02:26 PM
It would solve the problem if the spriteext x or y panning worked for the model textures. And it doesn't need to be a detailed effect, simply a "flat panning" of the texture.
I could reproduce the effect by having a set of multiple texture with a 1-px offset from each other, but that would be a ugly hack and would suck.
This post has been edited by Fox: 06 February 2013 - 02:27 PM
#3390 Posted 06 February 2013 - 06:47 PM
onevent EVENT_SPAWN ifactor PIGCOP spritepal 21 endevent onevent EVENT_SPAWN ifactor PIGCOP ifspawnedby RECON spritepal 22 endevent
The intended effect would be that Pig Cops would have palette 21, except those spawned by a Recon Patrol Vehicle which would have palette 22. However this is not what actually happens, instead all Pig Cops would have palette 21 because the first onevent is called later.
The second problem is with the break command, which run across all the multiple onevent. Example below:
onevent EVENT_SPAWN ifactor PIGCOP spritepal 21 endevent onevent EVENT_SPAWN ifactor PIGCOP break endevent
This sample code is meant to make all Pig Cops have palette 21, but nothing will happen because of the break command in the second onevent. And I don't think this should happen, since when used in a state the break command only affects the code of the state.