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

User is online   Mark 

#5281

I assumed those first 3 pics are from doom showing off fancy effects and the last pic is Eduke with it's "same old lighting".
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User is offline   Jblade 

#5282

I'm not sure what message is supposed to be conveyed there, the closest that sprung to mind is that Polymer can do lighting far better than GZdoom can (or rather, GzDoom can have pretty particle effects and built in floors but polymer is real time lighting)
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User is offline   Hendricks266 

  • Weaponized Autism

  #5283

He's pointing out superfluous things certain Doom source ports do that betray the original game, and comparing it to the hardcoded Polymer lights.
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User is online   Mark 

#5284

One man's betrayal is another man's advanced feature.
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User is offline   Jblade 

#5285

Well none of those things are built into base GZdoom so that point is fairly moot, the hard-coded lights were just always a temporary thing anyway right? (at least, they were back when Plagman was working on Polymer)
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User is offline   Micky C 

  • Honored Donor

#5286

Aww I thought Fox had made some progress with his experiments of replicating Doom in the build engine Posted Image
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5287

Oh yeah, I remember I tried that. lol But that would be posted on the What Are You Working Now thread.

This post has been edited by Fox: 16 May 2015 - 10:18 PM

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User is offline   NightFright 

  • The Truth is in here

#5288

For the time being, I am holding back the HRP release just because of this Polymer issue with the automap. Otherwise the release is absolutely ready, but since I don't want to include a snapshot which dates back to January/February or is recent but with obvious issues, I hope you folks understand that I prefer to wait patiently until the coder team found a solution for it.

This post has been edited by NightFright: 19 May 2015 - 11:34 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5289

Polymer incorrectly interprets the offset of one-sided masked walls with cstat 2 and 4.

Attached File(s)



This post has been edited by Fox: 20 May 2015 - 04:54 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#5290

Compilation fails under Linux as of r5197:
build/obj/startgtk.editor.o: In function `load_banner()':
/var/packages/build/eduke32_debian64vm/build/src/startgtk.editor.c:139: undefined reference to `startbanner_pixdata'
collect2: error: ld returned 1 exit status
Failed linking executable mapster32!
Makefile:501: recipe for target 'mapster32' failed
make: *** [mapster32] Error 1
make: *** Waiting for unfinished jobs....
source/obj/startgtk.game.o: In function `load_banner()':
/var/packages/build/eduke32_debian64vm/source/startgtk.game.c:261: undefined reference to `startbanner_pixdata'
collect2: error: ld returned 1 exit status
Failed linking executable eduke32!
Makefile:484: recipe for target 'eduke32' failed
make: *** [eduke32] Error 1

And I don't appreciate at all that eduke32.exe and mapster32.exe can't have different icons any more.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5291

I committed most of my work on VoidSW to SVN. I haven't put much time into it since an initial sprint in July and August of last year due to other priorities. What is in SVN now does not build, since I only committed changes that I consider complete and needing no revision, and because engine changes in the past eight months have broken the build that worked at one point on my end. Even then, the build was completely unstable, crashing within seconds of starting a new game.

The project has a long road before it is up to par with Duke because many of our advancements to both game and editor are specific to the Duke 3D code and will require factoring out to the engine or replication per-game. My goals for "BUILD Manifest Destiny" will focus on KenBuild and SW for now until they both meet the project's standards, though the sub-project itself will remain low-priority. Eventually I would like to bring TekWar and the Witchavens under our umbrella and merge all games and editors into a single executable.

View PostLeoD, on 20 May 2015 - 08:02 AM, said:

Compilation fails under Linux as of r5197:
build/obj/startgtk.editor.o: In function `load_banner()':
/var/packages/build/eduke32_debian64vm/build/src/startgtk.editor.c:139: undefined reference to `startbanner_pixdata'
collect2: error: ld returned 1 exit status
Failed linking executable mapster32!
Makefile:501: recipe for target 'mapster32' failed
make: *** [mapster32] Error 1
make: *** Waiting for unfinished jobs....
source/obj/startgtk.game.o: In function `load_banner()':
/var/packages/build/eduke32_debian64vm/source/startgtk.game.c:261: undefined reference to `startbanner_pixdata'
collect2: error: ld returned 1 exit status
Failed linking executable eduke32!
Makefile:484: recipe for target 'eduke32' failed
make: *** [eduke32] Error 1

And I don't appreciate at all that eduke32.exe and mapster32.exe can't have different icons any more.

Sorry man, my bad. I'll look at reverting the icon changes.
2

User is offline   Chip 

#5292

It appears that the game-chat's text size is directly linked to the level stats size. To increase the size of the game-chat is to also increase the size of the level stats. Unfortunately, the game-chat text is considerably smaller than the level stats text and so to increase the game-chat's size to something practical results in the level stats consuming a large portion of the screen. Could the game-chat be given its own sizing options or at least be made much larger?

This post has been edited by Chip: 21 May 2015 - 06:24 AM

1

User is offline   Helixhorned 

  • EDuke32 Developer

#5293

View PostFox, on 20 May 2015 - 04:53 AM, said:

Polymer incorrectly interprets the offset of one-sided masked walls with cstat 2 and 4.

Should be fixed in r5230, thanks for reporting.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5294

View PostHendricks266, on 16 May 2015 - 02:07 PM, said:

He's pointing out superfluous things certain Doom source ports do that betray the original game, and comparing it to the hardcoded Polymer lights.

What's the best option?

  • Doom source ports have the effects hard-coded, the only possible way to disable them is to download external scripts, and there aren't tools to correctly apply these effects in mods;

  • Source ports make the game as close as possible to original Doom, and users can download fancy_effect.wad if they want;


This post has been edited by Fox: 22 May 2015 - 01:11 PM

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User is offline   Jblade 

#5295

I don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)
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User is offline   Hendricks266 

  • Weaponized Autism

  #5296

View PostJblade, on 23 May 2015 - 01:43 PM, said:

I don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)

Hmm. The code is a no-op if the file cannot be opened.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#5297

View PostJblade, on 23 May 2015 - 01:43 PM, said:

I don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)

That's somewhat strange. Here's what readarrayfromfile does:

  • Attempts to open the named file. If that fails, the entire operation is aborted with the array unchanged.
  • Determines the number of elements in the file as its length in bytes divided by 4. If is is 0, aborts the operation. [LunaCON: and resizes the array to size 0.] Otherwise:
    • Resizes the array to the determined number of values.
    • In the 64-bit build, allocates a temporary array for 32->64 bit integer conversion, reads in the contents of the file into this array, and copies the values into the actual gamearray. In the 32-bit build, reads the values directly into the gamearray.

The allocation in the last point is done using malloc(), i.e. has uninitialized values in it, but since we determined the number of elements via the file size, the following kread() call should read that number of bytes and leave no "tail" of garbage values. (Except if the file was truncated somehow between the two events.)

Could you:
  • Try your test case with the most recent LunaCON build (r5237) and see if it complains somewhere?
  • Say what you mean by "loadout section" so I can try to reproduce it myself? Is that some kind of PDA menu, accessible in the missions computer, or something else?

0

User is offline   Mblackwell 

  • Evil Overlord

#5298

Hm, how do we know it was inaccessible though (on the CON end)? Is the only way to clamp all of the values to something we know is out-of-bounds at startup and then attempt the read (I believe that's what I'm doing at the moment)?

It would be nice to have some error returns.
0

User is offline   Jblade 

#5299

View PostHelixhorned, on 25 May 2015 - 05:23 AM, said:

[*]Say what you mean by "loadout section" so I can try to reproduce it myself? Is that some kind of PDA menu, accessible in the missions computer, or something else?

Basically - load up a fresh game of the AMC TC, making sure your data folder is completely empty. If you go into the armoury section of the underground base and use the terminal to the left of the desk with the guy sitting behind it, use the menu or left/right keys to move to the specialist weapon section. That section should be completely empty, but when I try doing that random weapons are accessible there that should not be (the code checks to see if the appropriate variable is greater than 0, and considers it unlocked if so) I've done a search for the con files to see if I'm made a mistake and read from the wrong array file, but I can't see anything like that at all.

Not sure if this is relevant at all but I'm on windows 8.1 now and I've tried both 32bit and 64bit of Eduke32. I'll check out the lunatic version when I get time.

This post has been edited by Jblade: 25 May 2015 - 09:51 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#5300

View PostJblade, on 25 May 2015 - 09:50 AM, said:

move to the specialist weapon section.

Thank you for the bug report, that was the hint that pointed me to the right place. It was about resizearray -- I broke it when I fixed another bug related to it. Should be fixed for real in r5238.
1

User is offline   Jblade 

#5301

Cool - I forgot about using that command but that would explain why only the weapon loadout stuff was giving me issues as I never used it anywhere else.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#5302

View PostHelixhorned, on 25 May 2015 - 11:01 AM, said:

Should be fixed for real in r5238.
Not really :) :
source/gameexec.c: In function 'void VM_Execute(int)':
source/gameexec.c:4658:72: error: invalid conversion from 'void*' to 'intptr_t* {aka long long int*}' [-fpermissive]
                     intptr_t *const tmpar = Xmalloc(GAR_ELTSZ * oldSize);
                                                                        ^
Failed building source/obj/gameexec.o from source/gameexec.c!
makefile:693: recipe for target 'source/obj/gameexec.o' failed
mingw32-make: *** [source/obj/gameexec.o] Error 1

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5303

View PostLeoD, on 20 May 2015 - 08:02 AM, said:

And I don't appreciate at all that eduke32.exe and mapster32.exe can't have different icons any more.

Reverted in r5253.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#5304

View PostNightFright, on 19 May 2015 - 11:33 AM, said:

For the time being, I am holding back the HRP release just because of this Polymer issue with the automap. Otherwise the release is absolutely ready, but since I don't want to include a snapshot which dates back to January/February or is recent but with obvious issues, I hope you folks understand that I prefer to wait patiently until the coder team found a solution for it.
Bump.
Any developer's news available?
0

User is offline   TerminX 

  • el fundador

  #5305

View PostLeoD, on 05 June 2015 - 11:14 AM, said:

Bump.
Any developer's news available?

The bug is high priority, but we've been really busy with Hail to the King Collection and another unannounced project. I'll definitely be looking at it soon though.
3

User is offline   Jblade 

#5306

is there any reason why the latest Eduke32 plays the dethtoll music from megaton edition automatically instead of the track assigned in the CON file for the usermap slot? The music track is definitely there, but the megaton music is overriding what I've assigned it in the con files.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5307

I believe Eduke32 is hard-coded to look for DETHTOOL.MID for user maps. It also automatically replaces midi files with Megaton's oggs.
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User is offline   Jblade 

#5308

It wasn't a map in the usermap slot though, it was map 4 - the game shouldn't autoload stuff like that if it's not assigned in the con files.
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User is offline   Micky C 

  • Honored Donor

#5309

Could there be some kind of flag that simply disables loading any content from Megaton? The AMC TC has had all sorts of weird things happen when megaton assets have unknowingly been loaded, such as the track from Death Row replacing an ambient sound. While some effort has been put into fixing some of these issues manually, a blanket option should make it easier to control the situation and future-proof the AMC TC and other mods.
3

User is offline   NY00123 

#5310

The DETHTOOL.MID thing is probably related to the following old limitation I reported at some point: http://forums.duke4....437#entry120437

To summarize, upon loading a user map other than E1L8.MAP, if a MID or OGG file with the map's filename (minus the extension) is not found, DETHTOOL.MID is loaded. This is hardcoded in EDuke32, and is the file to be loaded even if the relevant entry is modified in USER.CON.
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