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

User is offline   The Commander 

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

#3961

I have noticed issues in the past when using mapster in full screen, that is why I started mapping in window mode.
Maybe Mapster should be forced to only be used in window mode... (and a nice hidden cvar for the pros to run it full screen)
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User is offline   Paul B 

#3962

View PostThe Commander, on 22 August 2013 - 01:46 PM, said:

I have noticed issues in the past when using mapster in full screen, that is why I started mapping in window mode.
Maybe Mapster should be forced to only be used in window mode... (and a nice hidden cvar for the pros to run it full screen)



I'm starting to get the feeling these problems i'm having in Full Screen mode has something to do with Mapster losing window focus and it causing it to display a black screen and not properly releasing the display back to the desktop or the Mapster screen but some where imbetween. This seems to occur on both XP and Windows 7 but definitely worse in Windows 7. With XP I can sometimes get lucky and open the Taskmgr to kill the mapster process. It even occurs just opening Mapster for the first time on the odd ocassion and occurs more frequently when I have other programs open in the background such as a Word Document that's set for full maximized window size.

This post has been edited by Paul B: 23 August 2013 - 10:58 PM

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User is offline   DavoX 

  • Honored Donor

#3963

i've always had problems fullscreen since Build so I never used anything but Windowed mode.
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User is offline   Mark 

#3964

Like the rest of you, for a long time fullscreen was prone to crashing quite often. But some time earlier this year I switched to fullscreen and its been a whole lot better. The only glitch I see is after hitting "T" test mode to activate 3D and when exiting back to 2D mode I get a white square in the middle of the grid which goes away just by pressing the esc key. I can live with that small problem.

This post has been edited by Mark.: 25 August 2013 - 05:36 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3965

Is it possible for Eduke32 to include Sector Effector based water, like in Zero Hour? I know of that trick of changing the sector lo-tag based on the player position, but that's too much of an ugly hack. I don't know how it would be used, as a reserved or hidden lo-tag, but it would be good to have that feature avaiable.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3966

What impediments are there for you coding your own SE with a water effect in CON?
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User is offline   The Commander 

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

#3967

View PostHendricks266, on 27 August 2013 - 07:44 AM, said:

What impediments are there for you coding your own SE with a water effect in CON?

I suppose it could be used for stand alone maps that could work in MP in future?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3968

View PostHendricks266, on 27 August 2013 - 07:44 AM, said:

What impediments are there for you coding your own SE with a water effect in CON?

Objects above the player magically float of sort and smoke trails become water bubbles.
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User is offline   Micky C 

  • Honored Donor

#3969

I'm not sure what its like in zero hour, but DukePlus has SE based water. You can even change the height in-game and have the water submerge new areas as it rises.

I have the feeling DT coded the swimming code from scratch though.
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User is offline   The Commander 

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

#3970

View PostDeeper Micky, on 27 August 2013 - 01:58 PM, said:

I'm not sure what its like in zero hour, but DukePlus has SE based water. You can even change the height in-game and have the water submerge new areas as it rises.

I have the feeling DT coded the swimming code from scratch though.

Not everyone likes using DukePlus Micky if you haven't worked that one out yet.
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User is offline   Mblackwell 

  • Evil Overlord

#3971

@Fox
Code it so if anything is below the SE its movement is slowed, smoke is changed to bubbles, and you change the screen palette. Yay?
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User is offline   Micky C 

  • Honored Donor

#3972

View PostThe Commander, on 27 August 2013 - 04:14 PM, said:

Not everyone likes using DukePlus Micky if you haven't worked that one out yet.


I was just telling him that it has been done, so that if he wants to look up the code he can make his own code.
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User is offline   Stabs 

#3973

Hey guys version 3737 has made some major changes to vis and the way fog works and it does not look good

here
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User is offline   Helixhorned 

  • EDuke32 Developer

#3974

It's likely the same problem with the same solution as in the BloodTC thread. Blame Plagman for confusing everyone with crappy working titles and not mentioning the cvar in the commit logs :lol:.
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User is offline   Stabs 

#3975

k so i noticed another issue, in WGR2 a V with a lotag of 1 multi's the visibility and reall helps tweaking fog to very specific levels based on its hitag, between 3963 seems to have made changes that have stoped this SE effect from functioning. without the amount of fog is so heavy it does not look good.

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r3963 | helixhorned | 2013-07-18 11:08:16 -0700 (Thu, 18 Jul 2013) | 4 lines

Makefile.common: disable -Wstrict-overflow.

It didn't turn out that useful and was giving a warning with one of the
preceding changes.
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r3962 | helixhorned | 2013-07-18 11:08:15 -0700 (Thu, 18 Jul 2013) | 5 lines

Polymer/ART mapping: fix formula for globalvisibility.

Also, very slightly tweak a factor toward a "brighter" (farther visible)
scene overall to account for the "circular" nature of the fragment distance
(as opposed to an "ortho" distance in Build).
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r3961 | helixhorned | 2013-07-18 11:08:13 -0700 (Thu, 18 Jul 2013) | 5 lines

Retire global 'lastvisinc'.

It was only ever used as upper bound to the time that a visibility change
decays, but since it does that in an exponential fashion, there's really
no point.
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r3960 | helixhorned | 2013-07-18 11:08:11 -0700 (Thu, 18 Jul 2013) | 7 lines

Make vis decay with time independent of FPS, treat p->visibility<0 like 0.

Now, if p->visibility differs from the constant visibility, the former converges
toward the latter by three-quartering the difference each second totalclock
increment (1/60th second).
Negative player visibilities are not handled consistently throughout the
different renderers, so make it look the same as 0 (can view to infinity).
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r3959 | helixhorned | 2013-07-18 11:08:10 -0700 (Thu, 18 Jul 2013) | 3 lines

Polymodes: properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0

So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.
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This post has been edited by DanM: 03 September 2013 - 08:49 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3976

View PostHelixhorned, on 03 September 2013 - 10:21 AM, said:

It's likely the same problem with the same solution as in the BloodTC thread. Blame Plagman for confusing everyone with crappy working titles and not mentioning the cvar in the commit logs :lol:.


?
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User is offline   Plagman 

  • Former VP of Media Operations

#3977

View PostDanM, on 02 September 2013 - 10:35 PM, said:

Hey guys version 3737 has made some major changes to vis and the way fog works and it does not look good

here


Hmm, that sucks. Artmapping should look similar to classic for your map, can you send it to me? Do you use an unconventional pal by any chance? Sorry I broke it!
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User is offline   Micky C 

  • Honored Donor

#3978

You might as well just download it from the SVN if you have access.

He's using a custom defined fog pal.
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User is offline   Stabs 

#3979

Yeah its not so much 3737 as long as i add that extra commandline helix mentioned

r_pr_artmapping 0

to the autoexec.cfg files, just somewhere between 3960 & 3963 the V effect in WGR2 will not work, it basically multiply the vis levels so they are not so heavy and i only need to change one hitag instead of selecting all the sectors and setting a global vis level which dosn't work that well with TROR as it only seems to effect one TROR level at a time even if i have the whole level selected with ALT (yes i turned of the greying out)

also vis is just crazy to begin with 0 is the furthest it gets besides 240 which looks non exsistant, all vis levels 1 - 239 makes the fog come closer

yeah micky should be able to set you plagman with SVN access it should have the town map, i left the V controller out the front of the tavern.

This post has been edited by DanM: 03 September 2013 - 10:53 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#3980

View PostPlagman, on 03 September 2013 - 09:50 PM, said:

Hmm, that sucks. Artmapping should look similar to classic for your map, can you send it to me? Do you use an unconventional pal by any chance? Sorry I broke it!

Actually, it's the same reason why I broke that map with r_usenewshading 2: it has been built with legacy Polymodes visibility in mind, and with colored fog it looks way off because it's usually closer to the player then. [Edit: classic fog vs. old-Polymodes, that is.]

View PostDanM, on 03 September 2013 - 10:45 PM, said:

also vis is just crazy to begin with 0 is the furthest it gets besides 240 which looks non exsistant, all vis levels 1 - 239 makes the fog come closer

Yes, the visibility member of the sector structure is biased by 16: you should think of the value 240 as 0 (= 256 mod 256), 241..255 as 1..15 and 0..239 as 16..255.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3981

View PostDanM, on 03 September 2013 - 10:45 PM, said:

just somewhere between 3960 & 3963 the V effect in WGR2 will not work, it basically multiply the vis levels so they are not so heavy and i only need to change one hitag instead of selecting all the sectors

Seems to work fine here, ud.const_visibility gets set to 16 on entering that level, the hitag of the VISOVERRIDE. But what has changed between these revisions is that negative const_visibility/p->visibility values will be considered the same as 0: view to infinity.

Quote

and setting a global vis level which dosn't work that well with TROR as it only seems to effect one TROR level at a time even if i have the whole level selected with ALT (yes i turned of the greying out)

Global visibility is temporary in the editor and is not saved to maps. But it's the same thing (give/take tweaking) as ud.const_visibility at game run time.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3982

View PostPlagman, on 03 September 2013 - 09:49 PM, said:

?

r3729 said:

New Polymer feature: shitty mode.

r3737 said:

Finish Polymer cancer mode and enable by default.

r3738 said:

Fix interaction between ART mapping and lighting.

pk:~/dl/esrc_git/eduke32$ git log | grep r_pr_artmapping
pk:~/dl/esrc_git/eduke32$


I think it's praiseworthy that users read our commit messages to figure out stuff, but the connection gets slightly lost here.
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User is offline   TerminX 

  • el fundador

  #3983

Hey, at least the messages weren't blank.
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User is offline   Stabs 

#3984

alll fixed now cheers! can finally just get down to cleaning this ACT up :lol:
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3985

View PostTerminX, on 04 September 2013 - 01:06 PM, said:

Hey, at least the messages weren't blank.

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ass rape

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I bet this breaks something

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User is offline   Plagman 

  • Former VP of Media Operations

#3986

So, huh, this is fixed? Cause I didn't do anything. I'm assuming Helix did then? Either way, thanks.
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User is offline   Jblade 

#3987

Would it be possible for you guys to add a blacklist command to the def files that we can add a map's name to so they won't show up in the usermap menu?
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User is offline   Helixhorned 

  • EDuke32 Developer

#3988

View PostPlagman, on 04 September 2013 - 08:31 PM, said:

So, huh, this is fixed? Cause I didn't do anything. I'm assuming Helix did then? Either way, thanks.

There is no bug, but a pseudo-regression because default settings have changed. DanM only needed to set r_usenewshade to 1 and r_pr_artmapping to 0. That said, with all the different options there's some need to be able to override cvars during some local scope, for example while a certain map is played. It's not that pressing when this logic is handled by the mod/TC (for example, because it sets the value in each map), but imagine a set of independent maps played with vanilla EDuke32...

View PostJames, on 05 September 2013 - 12:48 AM, said:

Would it be possible for you guys to add a blacklist command to the def files that we can add a map's name to so they won't show up in the usermap menu?

Do you want to hide certain levels from users? Keep in mind that there's no real protection there as everything is readily extractable if it's not plainly on disk...
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User is offline   Jblade 

#3989

View PostHelixhorned, on 05 September 2013 - 07:46 AM, said:

Do you want to hide certain levels from users? Keep in mind that there's no real protection there as everything is readily extractable if it's not plainly on disk...

While true, adding even one layer of preventation is enough to keep most people away from it IMO. I think more people would cheat in newer games if you had all the levels readily available from the main menu even if the names aren't quite clear at first :lol:
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User is offline   Micky C 

  • Honored Donor

#3990

I have this problem where ambiant looping sounds simply don't play when they're anywhere near other SFX sprites. I have like 250 voices in the sound menu, so why is this happening? Very destructive to the atmosphere Posted Image
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