EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3752 Posted 17 May 2013 - 05:56 PM
Fox, on 16 May 2013 - 01:18 PM, said:
Yes, but we haven't always had polymer, which has weapon-spawned dynamic lights that make the traditional visibility flash redundant. If a toggle for that was to be added, not only could people use it for polymer maps, but also maps with fog in the other renderers where it breaks atmosphere. So it's got all the bases covered.
#3753 Posted 17 May 2013 - 06:22 PM
#3754 Posted 17 May 2013 - 06:54 PM
Fox, on 17 May 2013 - 06:22 PM, said:
The limited radius (not to mention the colour) is more realistic, and less atmosphere-breaking in large outdoor areas. I'm saying having them both at the same time makes one of them redundant. I know we have to keep legacy support which is why a toggle is ideal.
This post has been edited by Lunick Prime: 17 May 2013 - 06:59 PM
#3755 Posted 17 May 2013 - 07:01 PM
#3756 Posted 17 May 2013 - 07:12 PM
Fox, on 17 May 2013 - 07:01 PM, said:
Most maps don't even have lightning, and shooting weapons is far more frequent than explosions, so yes it would still make a big difference.
I don't recall whether explosions clear visibility in polymer. Arguably they should not, since they already emit lights.
#3757 Posted 18 May 2013 - 06:04 PM
Fox, on 01 May 2013 - 07:40 AM, said:
By the way, I want specifically to reproduce the Bonus screen, which the sound BONUSMUSIC is only played if the Music option is On.
if (!(ud.config.MusicToggle == 0 || ud.config.MusicDevice < 0)) S_PlaySound(BONUSMUSIC);
I don't know if MusicDevice is still used in Eduke32, or if it isn't redundant in the above case.
Alternatively a gamevar that returns if the music is on or off would be acceptable too.
This post has been edited by Fox: 18 May 2013 - 06:06 PM
#3758 Posted 20 May 2013 - 07:17 AM
It looks so bad fireing this gun, pistol and freezer.
+it drops framerate.
This post has been edited by Mia Max: 20 May 2013 - 07:22 AM
#3759 Posted 20 May 2013 - 08:07 AM
Does the old logo use a different palette, or are special settings applied to make the new logo look correctly? It's only a minor issue, but I was still wondering why it doesn't seem to work.
This post has been edited by NightFright: 20 May 2013 - 08:09 AM
#3761 Posted 20 May 2013 - 08:32 AM
NightFright, on 20 May 2013 - 08:07 AM, said:
Does the old logo use a different palette, or are special settings applied to make the new logo look correctly? It's only a minor issue, but I was still wondering why it doesn't seem to work.
It uses a different palette, contained in 1.3D's DUKE3D.GRP (and directly on disk as LOOKUP.DAT). If you pack the LOOKUP.DAT from 1.3D into the GRP for a mod based on 1.3D it should be alright.
#3762 Posted 20 May 2013 - 12:22 PM
TerminX, on 20 May 2013 - 08:32 AM, said:
Very well. Thank God I actually happen to have both versions of the game...
#3763 Posted 21 May 2013 - 05:05 AM
Helixhorned, on 16 May 2013 - 01:13 PM, said:
// EDuke32 mutator to prevent the pistol from lighting up the scene. // EVENT_RESETWEPONS runs from G_EnterLevel() for each player. onevent EVENT_RESETWEAPONS // NOTE: we use the predefined 'gs' global to avoid defining our own // gamevars. // pistol setvarvar gs WEAPON1_FLAGS orvar gs 256 // WEAPON_NOVISIBLE setvarvar WEAPON1_FLAGS gs endevent
Edit: the point being, it's a bit arbitrary to pick one particular "game tweak" to be included into the EDuke32 executable, especially if it can be replicated with little effort with CON.
It doesn't work.
I've created a con file with your code and included it into eduke.con
It was loaded correctly, no errors, but there's still flash for pistol.
I'm not a coder and I don't understand english very well, so it's very difficult to understand anything about that. Sorry.
Can I get some help, please?
#3764 Posted 21 May 2013 - 05:16 AM
onevent EVENT_GAME
ifactor APLAYER
{
orvar WEAPON1_FLAGS 256
orvar WEAPON2_FLAGS 256
etc...
}
endevent
This post has been edited by Diaz: 21 May 2013 - 05:18 AM
#3765 Posted 21 May 2013 - 05:29 AM
Mia Max, on 21 May 2013 - 05:05 AM, said:
I've created a con file with your code and included it into eduke.con
It was loaded correctly, no errors, but there's still flash for pistol.
I'm not a coder and I don't understand english very well, so it's very difficult to understand anything about that. Sorry.
Can I get some help, please?
Maybe DukePlus -- which you are using for your map -- also sets the flags and is overriding the mutator. That's the most likely problem. I have a few minutes so I will look into it now.
EDIT: Yes, the pistol flags are set every time you switch from one pistol to akimbo, or change pistol settings in the menu. So for example, picking up a second pistol will override the flags set at level start. I'll see what I can come up with as a solution.
This post has been edited by Trooper Dan: 21 May 2013 - 05:33 AM
#3766 Posted 21 May 2013 - 06:03 AM
Use the attached CONs. Add a weapon options controller sprite to the map (tile #2962). Give it a hitag of 2. This should turn off flashing. Note that you may also set lotag and use the sprite to set other weapon options, but this isn't necessary.
You can also control it in the console:
setvar noweapflash 1
Attached File(s)
-
dpcons.zip (207.51K)
Number of downloads: 373
#3767 Posted 21 May 2013 - 06:10 AM
I'll try it out
This is something I've always wanted for Duke Nukem 3D
EDIT:
It wooorks!
I'm so happy right now
Again, thank you!
This post has been edited by Mia Max: 21 May 2013 - 06:48 AM
#3768 Posted 21 May 2013 - 10:50 AM
I was wondering if it would be possible to have the EDUKE32 Program notify the user when Polymer fails to initialize during the start of EDUKE so they know their PC doesn't support it rather than automatically loading the Classic renderer and bitching because of graphical glitches when they play a map that requires Polymer.
The end user should be prompted with a message as such: Your system does not meet the hardware requirements for the Polymer Graphics System. Would you like to continue and use the Classic renderer instead? Yes/No
Infact, it would be nice to select a map property or attribute that only allows a Polymer designed map to be played in the Polymer renderer only. I think it would put an end to people using the wrong mode for the intended map.
For instance, a map with no attribute would play in all renderer's. A map with a Polymer Attribute would only load using the Polymer system. A Map with a Polymost would only load in Polymost. And if the map had two attributes then it would play in both those modes but not using classic.
That's just my two cents for the day.
This post has been edited by Paul B: 21 May 2013 - 11:12 AM
#3769 Posted 21 May 2013 - 11:28 AM
#3770 Posted 21 May 2013 - 02:24 PM
#3771 Posted 22 May 2013 - 07:10 AM
TerminX, on 21 May 2013 - 02:24 PM, said:
The other issue is that it would be an unreliable indicator, because polymer maps already released would not contain the flag, and only a portion of future maps would, since not all mappers would know about the feature or care.
Why not just check for SE49 and SE50 sprites? That should be a good litmus test as to whether a map is intended for polymer. There is really no test for the other renderers but with the recent changes to polymost it doesn't matter as much.
#3772 Posted 22 May 2013 - 08:28 AM
Trooper Dan, on 22 May 2013 - 07:10 AM, said:
Yeah, this seems like a reasonable heuristic. I'm against forcing a particular renderer for a given map though. Maybe EDuke32 could display a subtle message for some time and consider it done then.
#3773 Posted 22 May 2013 - 08:43 AM
This post has been edited by Diaz: 22 May 2013 - 08:45 AM
#3774 Posted 22 May 2013 - 09:13 AM
#3775 Posted 22 May 2013 - 09:32 AM
As for the implementation, doing it via OSD commands which would presumably run from a <mapname>.cfg file is at least non-intrusive in this case, unlike overriding user preferences like r_shadescale (which are currently not reset on finishing a map, as far as I can see). It's still a bit hackish though.
EDIT: my bias has a background. As much as I admire the awesomeness of the DNF mod, that "funny" tile covering the screen when one switches into Polymer is a bit unfair IMO. Yes, voxels aren't implemented there and DNF uses quite a bit of them, but that shouldn't prevent me from trying it out just for the heck of it. Especially now with ART mapping, it should be pretty interesting.
#3776 Posted 22 May 2013 - 09:42 AM
Helixhorned, on 22 May 2013 - 09:32 AM, said:
As for the implementation, doing it via OSD commands which would presumably run from a <mapname>.cfg file is at least non-intrusive in this case, unlike overriding user preferences like r_shadescale (which are currently not reset on finishing a map, as far as I can see). It's still a bit hackish though.
It should be possible to choose different renderers as long as the map doesn't look a mess, which is why I think it should be specifiable by modders. It's just a matter of making things cleaner. Maybe I can see someone running a Classic map in Polymer for the added dynamic lights, but I see no point in running a Polymer mod, which only uses 24-bit assets and models, in Classic mode.
For these cases, we could have a way to specify if the "choose renderer" option is grayed out in the menus, and perhaps the "Use models" option too. It looks really dirty if changed. Anyways, this is just a cosmetic thing, should not be high priority at all.
Cvars not resetting after being set from a <mapname>.cfg is not desirable behavior and should be addressed, IMO.
This post has been edited by Diaz: 22 May 2013 - 09:42 AM
#3777 Posted 22 May 2013 - 10:22 AM
If the attribute isn't set in the map nothing changes, meaning the map can be playable in all renderers and it breaks nothing. This would only be an option moving forward to insure future maps are played respectively in their most compatible format making people aware of the maps requirements for best overall experience and consistency.
This post has been edited by Paul B: 22 May 2013 - 10:25 AM
#3778 Posted 22 May 2013 - 10:59 AM
Paul B, on 22 May 2013 - 10:22 AM, said:
If the attribute isn't set in the map nothing changes, meaning the map can be playable in all renderers and it breaks nothing. This would only be an option moving forward to insure future maps are played respectively in their most compatible format making people aware of the maps requirements for best overall experience and consistency.
By the way, it's pretty easy to prevent a map from working with certain renderers by using CON code. The variable rendmode contains the rendering mode, and can linked to code that prevents gameplay and provides an explanatory message if the wrong renderer is being used. It's a simple procedure.
I agree with Helixhorned that allowing the map file itself to prohibit the player from using a certain renderer is the wrong way to go.
#3779 Posted 22 May 2013 - 11:30 AM
Although I still believe it's ugly to be able to easily switch rendmodes and usage of models with the menus on mods that don't have 8-bit assets.
#3780 Posted 22 May 2013 - 01:47 PM
Helixhorned, on 22 May 2013 - 09:32 AM, said:
Why is that "unfair"? The maps are huge and exceed the distance that Polymer can currently render. They don't want their vantage points and other scenes containing far-away sectors to be ruined.