EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3961 Posted 22 August 2013 - 01:46 PM
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)
#3962 Posted 23 August 2013 - 10:54 PM
The Commander, on 22 August 2013 - 01:46 PM, said:
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
#3963 Posted 25 August 2013 - 04:00 AM
#3964 Posted 25 August 2013 - 05:35 AM
This post has been edited by Mark.: 25 August 2013 - 05:36 AM
#3965 Posted 27 August 2013 - 01:14 AM
#3966 Posted 27 August 2013 - 07:44 AM
#3967 Posted 27 August 2013 - 11:31 AM
Hendricks266, on 27 August 2013 - 07:44 AM, said:
I suppose it could be used for stand alone maps that could work in MP in future?
#3968 Posted 27 August 2013 - 11:42 AM
Hendricks266, on 27 August 2013 - 07:44 AM, said:
Objects above the player magically float of sort and smoke trails become water bubbles.
#3969 Posted 27 August 2013 - 01:58 PM
I have the feeling DT coded the swimming code from scratch though.
#3970 Posted 27 August 2013 - 04:14 PM
Deeper Micky, on 27 August 2013 - 01:58 PM, said:
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.
#3971 Posted 27 August 2013 - 07:25 PM
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?
#3972 Posted 27 August 2013 - 10:08 PM
The Commander, on 27 August 2013 - 04:14 PM, said:
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.
#3975 Posted 03 September 2013 - 08:48 PM
------------------------------------------------------------------------ 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. ------------------------------------------------------------------------ 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). ------------------------------------------------------------------------ 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. ------------------------------------------------------------------------ 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). ------------------------------------------------------------------------ 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. ------------------------------------------------------------------------
This post has been edited by DanM: 03 September 2013 - 08:49 PM
#3977 Posted 03 September 2013 - 09:50 PM
DanM, on 02 September 2013 - 10:35 PM, said:
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!
#3978 Posted 03 September 2013 - 10:17 PM
He's using a custom defined fog pal.
#3979 Posted 03 September 2013 - 10:45 PM
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
#3980 Posted 04 September 2013 - 11:17 AM
Plagman, on 03 September 2013 - 09:50 PM, said:
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.]
DanM, on 03 September 2013 - 10:45 PM, said:
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.
#3981 Posted 04 September 2013 - 12:14 PM
DanM, on 03 September 2013 - 10:45 PM, said:
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
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.
#3982 Posted 04 September 2013 - 12:23 PM
Plagman, on 03 September 2013 - 09:49 PM, said:
r3729 said:
r3737 said:
r3738 said:
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.
#3984 Posted 04 September 2013 - 01:51 PM
#3985 Posted 04 September 2013 - 02:38 PM
TerminX, on 04 September 2013 - 01:06 PM, said:
------------------------------------------------------------------------ r1210 | terminx | 2009-01-14 04:40:30 -0600 (Wed, 14 Jan 2009) | 1 line ------------------------------------------------------------------------ r1209 | terminx | 2009-01-13 18:49:26 -0600 (Tue, 13 Jan 2009) | 1 line ------------------------------------------------------------------------ r1208 | terminx | 2009-01-13 06:23:18 -0600 (Tue, 13 Jan 2009) | 1 line ------------------------------------------------------------------------ r1207 | terminx | 2009-01-12 22:40:56 -0600 (Mon, 12 Jan 2009) | 1 line ------------------------------------------------------------------------ r1206 | terminx | 2009-01-10 01:38:50 -0600 (Sat, 10 Jan 2009) | 1 line ------------------------------------------------------------------------ r1205 | terminx | 2009-01-09 03:29:17 -0600 (Fri, 09 Jan 2009) | 2 lines ass rape ------------------------------------------------------------------------ r1204 | terminx | 2009-01-07 08:05:13 -0600 (Wed, 07 Jan 2009) | 1 line ------------------------------------------------------------------------ r1203 | terminx | 2009-01-06 00:59:18 -0600 (Tue, 06 Jan 2009) | 1 line ------------------------------------------------------------------------ r1202 | terminx | 2009-01-05 18:00:11 -0600 (Mon, 05 Jan 2009) | 1 line ------------------------------------------------------------------------ r1201 | terminx | 2009-01-05 08:43:12 -0600 (Mon, 05 Jan 2009) | 1 line ------------------------------------------------------------------------ r1200 | terminx | 2009-01-04 16:22:33 -0600 (Sun, 04 Jan 2009) | 2 lines I bet this breaks something ------------------------------------------------------------------------ r1199 | terminx | 2009-01-03 16:47:16 -0600 (Sat, 03 Jan 2009) | 1 line ------------------------------------------------------------------------ r1198 | terminx | 2009-01-01 19:03:41 -0600 (Thu, 01 Jan 2009) | 1 line ------------------------------------------------------------------------ r1197 | terminx | 2008-12-31 03:07:49 -0600 (Wed, 31 Dec 2008) | 1 line ------------------------------------------------------------------------ r1196 | terminx | 2008-12-29 21:41:21 -0600 (Mon, 29 Dec 2008) | 1 line ------------------------------------------------------------------------ r1195 | terminx | 2008-12-28 17:27:24 -0600 (Sun, 28 Dec 2008) | 1 line ------------------------------------------------------------------------ r1194 | terminx | 2008-12-25 06:56:25 -0600 (Thu, 25 Dec 2008) | 1 line ------------------------------------------------------------------------ r1193 | terminx | 2008-12-25 03:43:00 -0600 (Thu, 25 Dec 2008) | 1 line ------------------------------------------------------------------------ r1192 | terminx | 2008-12-24 17:19:22 -0600 (Wed, 24 Dec 2008) | 1 line ------------------------------------------------------------------------ r1191 | terminx | 2008-12-24 03:56:35 -0600 (Wed, 24 Dec 2008) | 1 line ------------------------------------------------------------------------ r1190 | terminx | 2008-12-23 17:27:53 -0600 (Tue, 23 Dec 2008) | 1 line ------------------------------------------------------------------------ r1189 | terminx | 2008-12-21 16:46:55 -0600 (Sun, 21 Dec 2008) | 1 line ------------------------------------------------------------------------ r1188 | terminx | 2008-12-18 18:53:54 -0600 (Thu, 18 Dec 2008) | 1 line ------------------------------------------------------------------------ r1187 | terminx | 2008-12-16 19:59:36 -0600 (Tue, 16 Dec 2008) | 1 line ------------------------------------------------------------------------ r1186 | terminx | 2008-12-15 19:09:13 -0600 (Mon, 15 Dec 2008) | 1 line ------------------------------------------------------------------------
#3986 Posted 04 September 2013 - 08:31 PM
#3987 Posted 05 September 2013 - 12:48 AM
#3988 Posted 05 September 2013 - 07:46 AM
Plagman, on 04 September 2013 - 08:31 PM, said:
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...
James, on 05 September 2013 - 12:48 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...
#3989 Posted 05 September 2013 - 12:02 PM
Helixhorned, on 05 September 2013 - 07:46 AM, said:
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