Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 163
  • 164
  • 165
  • 166
  • 167
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Mblackwell 

  • Evil Overlord

#4921

I'm sure you could do it using:

http://wiki.eduke32....ki/Highpalookup
0

User is online   Hendricks266 

  • Weaponized Autism

  #4922

That would require defining every art tile as a hightile texture (not to mention the sizable complexity of designing a highpalookup). It would be far more efficient to design a new PALETTE.DAT with modified EGA-limited colors.
0

User is offline   Micky C 

  • Honored Donor

#4923

I'm sure the renderer is capable of doing it. However there is currently no system that allows people to create and use custom shaders.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4924

 MetHy, on 03 October 2014 - 02:59 AM, said:

When watching demos there is a time bar at the top (which lets you fast forward/backward too), it's very useful, however it's very obtrusive especially if one wants to record a video. Any way to hide the bar?

Yes, press TAB.
0

#4925

Quick question here: I am working on a TC and have just started experimenting with polymer. I don't remember installing it, but apparently I did. My question (yes, I've searched for this but can't find answers) is: Is there a possible way to add lighting properties to User Art textures? For example: The door switches glow with the normal door switch sprites. Let's say I wanted to have a texture that I have imported "Glow", how can I go about doing this? I've dug through my files in the folder and can't find anything. Also, while I am on the subject: is there a way I can EDIT the lighting colors/properties of the "stock" sprites/textures?
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4926

You have to have multiple images for one texture (ones for spec, diffuse, glowmap, normals, etc). It's not done through code. Well, it is in that the images are declared in a DEF for each texture, but that's it. Example:

texture 258 {
pal 0 { file "highres/textures/0258.png" }
normal { file "highres/textures/0258_n.png" parallaxbias 0.0 parallaxscale 0.1 }
specular { file "highres/textures/0258_s.png" }
glow { file "highres/textures/0258_g.png" }
}
0

User is offline   Micky C 

  • Honored Donor

#4927

I think he's referring to the dynamic polymer lights made by switches and other sprites.

You can't change them size they're hard coded. If you want to make new ones, you'd have to write some con code to spawn an SE with the light properties that you want.
Or you can just add them to the map itself, but then you can't change them during gameplay.
0

User is online   Hendricks266 

  • Weaponized Autism

  #4928

 chuck bronson, on 13 November 2014 - 08:00 PM, said:

Quick question here: I am working on a TC and have just started experimenting with polymer. I don't remember installing it, but apparently I did. My question (yes, I've searched for this but can't find answers) is: Is there a possible way to add lighting properties to User Art textures? For example: The door switches glow with the normal door switch sprites. Let's say I wanted to have a texture that I have imported "Glow", how can I go about doing this? I've dug through my files in the folder and can't find anything. Also, while I am on the subject: is there a way I can EDIT the lighting colors/properties of the "stock" sprites/textures?

From CON, you'll want to spawn the appropriate SE 49 / SE 50. If the light will be moving, you'll want to update its position in EVENT_ANIMATESPRITES so that it does not appear to stutter.

To change hardcoded sprites, first disable the hardcoded ones using the following, then make new ones using the above.

    getactor[THISACTOR].htflags temp
    orvar temp 256
    setactor[THISACTOR].htflags temp

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4929

Is there any intent to solve the problem with the order which onevent/endevent is called for the same event?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4930

 Fox, on 19 November 2014 - 10:13 AM, said:

Is there any intent to solve the problem with the order which onevent/endevent is called for the same event?

Er, I think you mean to ask something else -- onevent and endevent are just tokens that delimit the code for a single (type of) event, and those can't be nested. However, events may recurse, i.e. active event code may give rise to another event, even of the same type. Can you provide an example of what problem you want to solve? What kind of entity do you want to impose a fixed ordering on?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4931

Is it possible to expose a smoothratio gamevar to the game?

This post has been edited by Fox: 24 November 2014 - 09:42 PM

0

User is offline   TerminX 

  • el fundador

  #4932

What do you need it for?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4933

Interpolation. Currently I am comparing game tics and totalclock, but I assume smoothratio would be better.

Edit: Nevermind the smooth movement. I guess it's better to leave the Newbeast the same way.

This post has been edited by Fox: 24 November 2014 - 11:21 PM

0

User is online   Hendricks266 

  • Weaponized Autism

  #4934

We're building synthesis builds again, so please do not hesitate to leave feedback (and use the debug builds so you can submit crashlogs).
1

User is offline   Micky C 

  • Honored Donor

#4935

Why was there a break?
0

User is offline   TerminX 

  • el fundador

  #4936

Because I was busy screwing everything up and fixing it again. :)
0

User is offline   Micky C 

  • Honored Donor

#4937

Do we get some of those cool new android-derived benefits like optimized renderers and hi-res viewscreen tiles? Posted Image
0

User is offline   Lunick 

#4938

Just download it and flick through the menus. If you can't notice a difference then go wear a new pair of glasses :)
1

User is offline   Jblade 

#4939

Event_Animatesprites doesn't seem to work in the new synthesis build - all sprites that have their appearence modified look as if the event wasn't running.
1

User is offline   MetHy 

#4940

I downloaded the latest eduke32 from the main page and Panda Antivirus says it's trojant.

Then again panda antivirus seems to fucking suck and it looks like it counts as "trojant" most .exe it doesn't know. Just saying.

Also, the mouse pointer appears in the menu, however when I click on something, it doesn't select where the pointer is at, but what's between the 2 nuke symbols (selected by the keyboard or the mousewheel)

Also, I was just testing through Duke Hard (to make sure the episode doesn't stop at map7, which is fine now); and now I found something else that's a little weird.
at the start of the secret map (Parking, dhsl.map, slot 17) the player is brought down by several sloped convoyer belt sectors. I never had any problem with these slopes in any other EDuke32 version (neither did I in classic in megaton); but now the player can get stopped (by the ceiling I think) where 2 sectors meet. It's not a big deal because you just need to press forward to keep going, but it breaks the smooth intro of the map.
I have no idea what could have changed that influences this though.

This post has been edited by MetHy: 29 November 2014 - 06:10 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4941

That menu was quite a surprise, especially the sliding. But I would also make it slide when you open/close the menu in-game for the sake of consistency. On a small note, the area of the user map screen is not transparent, but you probably already realized that.

About the cursor, I would prefer if it was not transparent since there is a distinction beetween it and the actual crosshair. I wonder if it would look better if it was scaled to the screen resolution? Perhaps it would be a case where it would be better to not correct the aspect ratio for the tile.

Edit: What exactly is the algorithm used for the menu sliding (x coordinate), for custom menu elements? Currently I am using an aproximation with a sin curve (it's also possible I can't sincronize it properly using totalclock).

This post has been edited by Fox: 29 November 2014 - 11:34 AM

0

User is online   Hendricks266 

  • Weaponized Autism

  #4942

 MetHy, on 29 November 2014 - 05:59 AM, said:

Also, the mouse pointer appears in the menu, however when I click on something, it doesn't select where the pointer is at, but what's between the 2 nuke symbols (selected by the keyboard or the mousewheel)

Because only the cursor is implemented right now. Stay tuned.

 Fox, on 29 November 2014 - 07:16 AM, said:

That menu was quite a surprise, especially the sliding. But I would also make it slide when you open/close the menu in-game for the sake of consistency.

No, that wouldn't look right.

 Fox, on 29 November 2014 - 07:16 AM, said:

On a small note, the area of the user map screen is not transparent, but you probably already realized that.

Intentional.

 Fox, on 29 November 2014 - 07:16 AM, said:

Edit: What exactly is the algorithm used for the menu sliding (x coordinate), for custom menu elements? Currently I am using an aproximation with a sin curve (it's also possible I can't sincronize it properly using totalclock).

You're on the right track. I think you can detect when an animation is taking place by when current_menu changes, but until everything is exposed to scripting, you'll have to hard-code which animation runs where.

typedef struct MenuAnimation_t
{
    int32_t (*func)(void);
    Menu_t *a;
    Menu_t *b;
    int32_t start;
    int32_t length;
} MenuAnimation_t;

static MenuAnimation_t m_animation;

int32_t M_Anim_SinRight(void)
{
    return sintable[scale(1024, totalclock - m_animation.start, m_animation.length) + 512] + 16384;
}
int32_t M_Anim_SinLeft(void)
{
    return -sintable[scale(1024, totalclock - m_animation.start, m_animation.length) + 512] + 16384;
}

void M_ChangeMenuAnimate(int32_t cm, MenuAnimationType_t animtype)
{
    switch (animtype)
    {
        case MA_Advance:
            m_animation.func = M_Anim_SinRight;
            m_animation.start = totalclock;
            m_animation.length = 30;

            m_animation.a = m_currentMenu;
            M_ChangeMenu(cm);
            m_animation.b = m_currentMenu;
            break;
        case MA_Return:
            m_animation.func = M_Anim_SinLeft;
            m_animation.start = totalclock;
            m_animation.length = 30;

            m_animation.b = m_currentMenu;
            M_ChangeMenu(cm);
            m_animation.a = m_currentMenu;
            break;
        default:
            m_animation.start = 0;
            m_animation.length = 0;
            M_ChangeMenu(cm);
            break;
    }
}


    vec2_t origin = { 0, 0 };

    if (totalclock < m_animation.start + m_animation.length)
    {
        vec2_t previousOrigin = { 0, 0 };
        const int32_t screenwidth = scale(240<<16, xdim, ydim);

        origin.x = scale(screenwidth, m_animation.func(), 32768);
        previousOrigin.x = origin.x - screenwidth;

        M_RunMenu(m_animation.a, previousOrigin);
        M_RunMenu(m_animation.b, origin);
    }
    else
        M_RunMenu(m_currentMenu, origin);

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4943

Nitpicking: shouldn't the menu slide when you confirm to quit to the title?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#4944

make OPENGL=0 is broken again as of r4779:
Attached File  r4779-OPENGL=0-mingw64.log (8.07K)
Number of downloads: 343

Build on Debian is broken as of r4783:
Attached File  r4783-debian.log (28.01K)
Number of downloads: 358
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4945

 LeoD, on 01 December 2014 - 10:51 AM, said:

Build on Debian is broken as of r4783:
r4783-debian.log

Fixed that. The menu errors are better left to Hendricks.

This warning is much more interersting though. TX: maybe we ought to compile with pre-C++11?

Quote

build/src/a-c.c: In function 'void vlineasm4(int32_t, char*)':
build/src/a-c.c:262:32: warning: narrowing conversion of 'vince[0]' from 'int32_t {aka int}' to 'unsigned int' inside { } is ill-formed in C++11 [-Wnarrowing]
     uint32_vec4 vinc = {vince[0], vince[1], vince[2], vince[3]};
                                ^


0

User is online   Hendricks266 

  • Weaponized Autism

  #4946

View PostHelixhorned, on 01 December 2014 - 11:23 AM, said:

The menu errors are better left to Hendricks.

Thanks, I'll handle these.

View PostHelixhorned, on 01 December 2014 - 11:23 AM, said:

This warning is much more interersting though. TX: maybe we ought to compile with pre-C++11?

These are exposed since I removed -Wno-narrowing. They should be fixable by adding a (redundant) cast to each member.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4947

View PostHendricks266, on 01 December 2014 - 11:29 AM, said:

These are exposed since I removed -Wno-narrowing. They should be fixable by adding a (redundant) cast to each member.

You're right, let's keep it at C++11. They're not "redundant" then, though.
0

User is offline   MetHy 

#4948

There seems to be an issue with flickering lights in 4777, for instance this light here (first room of the first map of Duke Hard) would never get THAT dark, I just checked again in an older version to make sure

http://i101.photobuc...zps21af45b7.png
0

User is online   Hendricks266 

  • Weaponized Autism

  #4949

View PostFox, on 29 November 2014 - 07:16 AM, said:

But I would also make it slide when you open/close the menu in-game for the sake of consistency.

View PostFox, on 01 December 2014 - 04:07 AM, said:

Nitpicking: shouldn't the menu slide when you confirm to quit to the title?

The menu transitions are not intended to slide to or from nothing. Would the skill menu slide out when you start a new game? It doesn't make sense to me.

View PostLeoD, on 01 December 2014 - 10:51 AM, said:

make OPENGL=0 is broken again as of r4779:
Attachment r4779-OPENGL=0-mingw64.log

Fixed.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4950

Now an important issue, it seems to be impossible to properly define when the menu should slide or not. It's not possible to get the necessary information using EVENT_DISPLAYMENU and current_menus, specifically if the game started a "new menu" or is just a continuation of a previsous one. It gets worse because it appears current_menu stores information of the last displayed menu.

This post has been edited by Fox: 02 December 2014 - 04:34 AM

0

Share this topic:


  • 213 Pages +
  • « First
  • 163
  • 164
  • 165
  • 166
  • 167
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options