EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4351 Posted 23 February 2014 - 04:49 AM
#4352 Posted 23 February 2014 - 04:58 AM
MetHy, on 23 February 2014 - 03:41 AM, said:
MetHy, on 23 February 2014 - 03:41 AM, said:
This post has been edited by LeoD: 23 February 2014 - 04:58 AM
#4353 Posted 23 February 2014 - 05:31 AM
James, on 23 February 2014 - 04:49 AM, said:
If it only happened to pigcops, what eduke32 has implemented is completely different as it works on every single enemy. Should be disabled or at best like I said, make it so that mappers decide. This single feature succeeded in ruining the balance of hundreds of maps and renders tons of them unplayable. It's like "Hmmm, how could I ruin 10 years of effort making this port while at the same time ruining hundreds of mappers effort?". I'm not even exagerating.
This post has been edited by MetHy: 23 February 2014 - 05:33 AM
#4354 Posted 23 February 2014 - 06:37 AM
#4355 Posted 23 February 2014 - 06:50 AM
#4356 Posted 23 February 2014 - 08:09 AM
This post has been edited by Fox: 23 February 2014 - 08:10 AM
#4357 Posted 23 February 2014 - 08:15 AM
Then shortly after, TerminX posted this: http://forums.duke4....post__p__139294
Apparently this major change was implemented without any other discussion or fanfare.
#4358 Posted 23 February 2014 - 08:49 AM
How it was implemented : every enemy of every non 0 palette of every version is made tougher
#4359 Posted 23 February 2014 - 08:53 AM
CraigFatman, on 22 February 2014 - 01:45 PM, said:
Are you using the most recent build? This sounds like the bug that James reported earlier and was fixed with r4338.
#4360 Posted 23 February 2014 - 09:08 AM
#4361 Posted 23 February 2014 - 10:03 AM
James, on 23 February 2014 - 03:51 AM, said:
No such thing is possible. However, it would be possible to only implement the effect when a v1.3D GRP is selected.
This post has been edited by Hendricks266: 23 February 2014 - 10:19 AM
#4362 Posted 23 February 2014 - 01:23 PM
Fox, on 22 February 2014 - 06:56 PM, said:
What we do now is to tweak the main translucency table if a Duke3D 1.5 or LameDuke translucency table is detected: for every i, 0 <= i <= 255, we set
transluc[255][i] = transluc[0][i] transluc[0][i] = transluc[255][i]
This fixes the first issue you mention: a background color index 255 blended with a foreground color will yield a result as if the background had been color index 0.
What's left for vanilla Duke3D 1.5 is that in Mapster32, color index 255 is displayed as magenta for solid walls (in the game, the base palettes are modified shortly after being loaded, setting index 255 to a black color for the default, water and slime base palettes). In Mapster32, the Lunatic 'engine' module functions like engine.setblendtab and engine.setshadetab allow registering the tables as many times as desired (for the game, we error if an already registered one is attemted to be set again). So, the tweaks you mention can be easily implemented in Lua code and the command running them added to m32_autoexec.cfg.
We don't modify the translucency table if the loaded one differs from the Duke3D 1.5 one because mods may be using row/column 255 for their own purposes. The LNGA page for example states:
Quote
Edit: so a solution would probably be allowing re-registering tables 0 in the game for the engine.* functions? Otherwise, there's no way to change palookup/blend 0 programmatically at startup.
#4363 Posted 23 February 2014 - 01:37 PM
MusicallyInspired, on 23 February 2014 - 09:08 AM, said:
Interesting. The only difference between 1.3D and 1.5 lookups is for pal 2 though, in the fourth-to-last 16-tuple of consecutive indices, the orange ramp with a "bend" in the middle when plotted. The default base palette and shade table are identical. This leaves the tiles themselves, might be interesting to compare them byte-wise.
#4365 Posted 23 February 2014 - 02:55 PM
#4366 Posted 23 February 2014 - 03:07 PM
Hendricks266, on 23 February 2014 - 10:03 AM, said:
Instead of checking the bytes of the GRP, wouldn't it be better to detect the version of the CON files? The number of entries in gamestartup command is a giveaway.
#4367 Posted 23 February 2014 - 03:13 PM
Hendricks266, on 23 February 2014 - 10:03 AM, said:
I think a better idea would be: add a "Gameplay options" menu which would behave in a similar way to the one with same name from G/ZDOOM. In there, options like "1.3d monter's pal behavior", "1.3d kick behavior" (you know, being able to kick with both legs at the same time) as well gameplay changes introduced by eduke32 could be toggled by the user himself, if he likes.
This post has been edited by HellFire: 23 February 2014 - 03:14 PM
#4368 Posted 23 February 2014 - 03:47 PM
#4369 Posted 23 February 2014 - 03:57 PM
Fox, on 23 February 2014 - 03:07 PM, said:
The code would be using the existing game-mode check, so (!PLUTOPAK) or something like that.
#4370 Posted 24 February 2014 - 02:04 AM
HellFire, on 23 February 2014 - 03:13 PM, said:
I love this idea!
#4371 Posted 25 February 2014 - 12:58 AM
Zdoom has so many options, since it incorporates a lot of changes from the strict vanilla behavior, both of it's own as well as of the Boom port which features are incorporated in, plus it run multiple games, so it has toggle switches for Hexen/Heretic related stuff. This is to unsure that old mods are perfectly playable.
#4372 Posted 25 February 2014 - 01:25 AM
Cage, on 25 February 2014 - 12:58 AM, said:
Pretty minor?! The palette behaviour literaly makes tons of maps unplayable. I don't know how to call other than game breaking.
Also, another change that menu could do is being able to disable independent sprite shading behaviour for people who want everything to look like in the original game.
This post has been edited by MetHy: 25 February 2014 - 01:35 AM
#4373 Posted 25 February 2014 - 02:37 AM
Although I think that doing a new menu set will require time/effort, so I would just revert back to the old behavior until the Eduke devs will have time to implement a compatibility flag menu (If they choose to do so.)
#4374 Posted 25 February 2014 - 11:50 AM
A menu is out of the question until menus.c gets de-uglified.
#4375 Posted 25 February 2014 - 12:10 PM
But now, as for tougher enemies themselves, even if their presence is intended and the map thought around it, they still have one issue : they make the shrinker even more overpowered than it already is (because the shrinker will still let the player kill them in one hit, as tougher as they are)
This post has been edited by MetHy: 25 February 2014 - 12:13 PM
#4376 Posted 26 February 2014 - 11:14 AM
ERROR loading lookup.dat: failed reading enough data
All builds after 4331 give me this error, 4331 and earlier work fine.
EDIT: I am using Lezing's CLUT pack, which has a modified LOOKUP.DAT
This post has been edited by Trooper Dan: 26 February 2014 - 11:21 AM
#4377 Posted 26 February 2014 - 11:39 AM
ERROR: attempt to load lookup at reserved pal <number>
In case kread() really doesn't read enough data, it could mean two things. First, the file is really too short and we expect bytes that are not there. Second, the actual reading functions return a less-than-expected byte count. For the file I/O read() function, it is legal for that to happen. If that's a normal case on the OS you're using, we need to dig into it. If it's kzread(), Ken't ZIP implementation... well, that would need to be looked into as well, but it's not as urgent. (Personally, I'm not very interested in looking at that code.)
Note that in any case, the error only notifies you of an issue that was previously there, too. The earlier code simply didn't check the return value of kread(), which is bad style at the very least.
Edit: I can start LNGA2 fine around here. Just to make sure we're speaking of the same LOOKUP.DAT: is it 36480 bytes in length?
#4378 Posted 26 February 2014 - 11:53 AM
I can reproduce the error by starting a vanilla (i.e. no mods) game with the addition of the attached PALETTE.DAT and LOOKUP.DAT files.
The game will start fine in r4331 and earlier.
Attached File(s)
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CLUT.zip (44.12K)
Number of downloads: 369
#4379 Posted 26 February 2014 - 12:00 PM
ERROR: attempt to load lookup at reserved pal 0
CraigFatman, why? Lookup 0 is the first 256 bytes of the base shade table after all, which you provide with PALETTE.DAT.