EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4741 Posted 27 June 2014 - 01:40 PM
#4742 Posted 27 June 2014 - 01:52 PM
I am well aware it would require to manually set the .firstwall and all structures.
#4743 Posted 27 June 2014 - 02:09 PM
#4744 Posted 27 June 2014 - 02:31 PM
#4745 Posted 27 June 2014 - 06:40 PM
#4746 Posted 27 June 2014 - 07:07 PM
Why do numwalls and numsectors have to be read-only anyway? Obviously we shouldn't let the variables be settable from CON, but the WYSIWYG editor can create and destory sectors and walls at will. Does the game code need an upgrade not to crash if a sector is deleted? That sounds doable.
#4747 Posted 27 June 2014 - 09:07 PM
This post has been edited by Fox: 27 June 2014 - 09:07 PM
#4748 Posted 28 June 2014 - 12:14 AM
#4749 Posted 28 June 2014 - 12:55 AM
James, on 27 June 2014 - 04:04 AM, said:
#4750 Posted 28 June 2014 - 02:49 AM
Every time I make an area with a lot of sprites I have to do a load of math to get a rough estimate used to avoid the 2000 sprite limit. I think having a sprite counter would be very useful.
#4752 Posted 28 June 2014 - 03:49 AM
#4753 Posted 28 June 2014 - 04:02 AM
#4754 Posted 28 June 2014 - 08:32 AM
High Treason, on 28 June 2014 - 02:49 AM, said:
Every time I make an area with a lot of sprites I have to do a load of math to get a rough estimate used to avoid the 2000 sprite limit. I think having a sprite counter would be very useful.
It could be done through a script, calculating how many times ANALYZESPRITES is used each frame. But I think showing how many sectors/wall/sprites are rendered in a 90º view could be usefull in Mapster.
This post has been edited by Fox: 28 June 2014 - 08:33 AM
#4756 Posted 28 June 2014 - 10:23 PM
#4757 Posted 29 June 2014 - 01:44 PM
#4758 Posted 29 June 2014 - 02:35 PM
#4759 Posted 04 July 2014 - 10:56 AM
#4760 Posted 04 July 2014 - 02:16 PM
Also remember setprojectile refers to a picnum, and setthisprojectile to a sprite ID.
This post has been edited by Fox: 04 July 2014 - 02:17 PM
#4761 Posted 04 July 2014 - 02:21 PM
This post has been edited by James: 04 July 2014 - 02:21 PM
#4762 Posted 04 July 2014 - 06:42 PM
James, on 04 July 2014 - 02:21 PM, said:
I didn't know about that feature. How are you checking to see if the member is being set? It's weird that you could use the command to set it without getting an error if it's not actually doing anything. Also, how do you plan to use the information to apply the damage (i.e. what events, what point in the projectile's lifecycle, etc)?
#4763 Posted 04 July 2014 - 08:17 PM
James, on 04 July 2014 - 10:56 AM, said:
It looks plugged in properly. Odd. Helix wrote this to test: http://svn.eduke32.c.../weaponvars.con
#4764 Posted 04 July 2014 - 11:36 PM
#4765 Posted 05 July 2014 - 12:46 AM
The fact that the gamestructure code passes inspection suggests something more insidious is at work.
#4766 Posted 05 July 2014 - 05:54 AM
defineprojectile 958 PROJ_WORKSLIKE 32770 defineprojectile 958 PROJ_SPAWNS RPG_EXPLODE defineprojectile 958 PROJ_VEL 999 defineprojectile 958 PROJ_EXTRA 0 defineprojectile 958 PROJ_XREPEAT 32 defineprojectile 958 PROJ_YREPEAT 32 defineprojectile 958 PROJ_CSTAT 128 defineprojectile 958 PROJ_USERDATA 32 gamevar PROJ_LOG 0 0 gamevar TEMP 0 2 onevent EVENT_TURNAROUND setvar RETURN 1 setprojectile[958].userdata 64 eshoot 958 setvarvar PROJ_LOG RETURN setprojectile[958].userdata 32 endevent onevent EVENT_GAME getthisprojectile[PROJ_LOG].userdata TEMP addlogvar TEMP endevent
This post has been edited by James: 05 July 2014 - 05:54 AM
#4767 Posted 07 July 2014 - 07:28 AM
I don't know what that means. I use the -server command and I know multiplayer is still being a WIP but I was wondering if someone else got this crash. I haven't tried older snapshots.
I'll attach the full log and a screen.
Attached File(s)
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eduke32.log (1.34K)
Number of downloads: 302
#4768 Posted 12 July 2014 - 03:52 PM
(I don't have any specific use for it now, but I tought of it as something usefull)
This post has been edited by Fox: 12 July 2014 - 03:53 PM
#4769 Posted 12 July 2014 - 04:56 PM
#4770 Posted 12 July 2014 - 06:14 PM
This post has been edited by Fox: 12 July 2014 - 06:14 PM