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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#721

The original game and console ports already used to have that bug. If an enemy (with exception of Lizman and Newbeast) shows its flintching pose while shurunk, he will start to act as a normal enemy while shrunk.
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User is online   Danukem 

  • Duke Plus Developer

#722

View Postsupergoofy, on Jul 15 2009, 06:41 AM, said:

in dukeplus there is a bug when advanced ai is on. when you shrunk them you can only kill them by squashing them with the foot. e.g. if you shot a rocket at a shrunk enemy, he is invulnerable and don't die. they only way is by squashing them with the foot.


I'll fix that, but would you please stop posting about Duke Plus bugs in the Polymer thread?
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User is offline   BlackDays 

#723

Can I get an explanation as to what specpower and specfactor do? I am using specular maps and I can't really tell the difference on the textures I'm using (wet caverns and damp stone bricks.)

Also, parallaxbias and parallaxscale. I understand that you have to use a height map, but is there a way to get a decent parallax effect while still using a normal map for the shaders? This tends to ruin the per pixel lighting on my textures. Also, it seems to ignore my specular maps when I use parallax effects.
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User is offline   Devon 

#724

Well this surely is a great year for Duke nukem 3D. ;)


Sweet work plagman! cant wait to get my hands on that and start mod again.

i got some plans on a survivor horror themed game and now it seems Duke nukem 3D will be my choice after seeing this new renderer.

Thank you! ;)
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User is offline   supergoofy 

#725

the problem with the freezer and long path was due to gcc 4.4.0

gcc 4.4.0 broke many things

that's why I insisted to keep 4.3.3

KEEP AWAY FROM GCC 4.4.0
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#726

View Postsupergoofy, on Jul 16 2009, 10:21 AM, said:

KEEP AWAY FROM GCC 4.4.0


Why? Too many bugs?

This post has been edited by KillerBudgie: 16 July 2009 - 01:56 AM

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User is offline   supergoofy 

#727

for example:

Yesterday I compiled r1461 with gcc 4.4.0 and though I didn't have any errors during source compilation, the compiled exe has some problems and give SIGSEGV crashes.

Today I compiled r1461 with gcc 4.3.3 and these problems are gone.

I'm asking sorry for troubling TX about these errors.


GCC 4.4.0 is not compatible with eduke32. And eduke32 is not the only program that has problems with gcc 4.4.0

That was the reason why I kept using gcc 4.3.3 for so long. Because gcc 4.3.3 is proven trustworthy and reliable.

This post has been edited by supergoofy: 16 July 2009 - 04:02 AM

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User is offline   TerminX 

  • el fundador

  #728

Yeah. ;) I'm guessing 4.4.1 will be a lot better.
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#729

Are the light sector-effectors still working for everybody else? My map went dark! (except for the switches, which are still too bright in my opinion.) I can't remember which revision they were working in, but I still have a copy of that source.

Edit: Now the switches don't light either, even though nothing changed. The lights still work in E1L1 though.

This post has been edited by Dr. Kylstein: 16 July 2009 - 12:07 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#730

They did get broken for a time but they are fixed with the latest revisions. Which one are you using?
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#731

View PostThe Commander, on Jul 16 2009, 04:13 PM, said:

They did get broken for a time but they are fixed with the latest revisions. Which one are you using?

This is in r1461.
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User is offline   supergoofy 

#732

are you using gcc 4.3.3 to compiled the source?
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User is offline   Jblade 

#733

Is there any way to avoid or stop the 'random ID is the same' error for multiplayer? it normally happens alot when we have more than 2 players and it's a huge pain for us.
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User is offline   atlas 

#734

any chance we can get some more progress shots? bug screenshots don't do much for me i'm afraid.
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#735

View Postsupergoofy, on Jul 16 2009, 04:21 PM, said:

are you using gcc 4.3.3 to compiled the source?

"4.3.1-ubuntu2" I've never had any problems with it before.
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User is offline   d3drocks 

#736

is this ever going to be released?
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User is online   Danukem 

  • Duke Plus Developer

#737

Do all of the mdflags work in Polymer yet? Last time I checked they didn't. Also, what about tints and the tint flag for making a model/texture greyscale? (that didn't work last time I checked either).
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User is offline   Muelsa 

  • Bad Mother Fucker

#738

something is wrong with
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.
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User is online   Danukem 

  • Duke Plus Developer

#739

View PostMuelsa, on Jul 17 2009, 10:54 AM, said:

something is wrong with
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.



I think I remember Plagman saying that model offsets were done incorrectly in Polymost and he corrected them in Polymer. I'm not sure if that has anything to do with this though.
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User is offline   Plagman 

  • Former VP of Media Operations

#740

That was only for pitch/roll rotation offsets, and the behavior is now the same, fixed one in both renderers.
I don't know how angoff could be wrong, though, I just add it to the sprite angle...
Can you make a test case that would just need switching between renderers to expose the problem on a static model? That would help a lot.
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User is offline   Piterplus 

#741

@ Parkar
Posted Image
Posted Image
Posted Image
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User is offline   Spiker 

#742

That's awesome. I wouldn't expect this to be soooooo visible :blink:

This post has been edited by Spiker: 17 July 2009 - 10:48 AM

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User is offline   zchri9 

  • Honored Donor

#743

View PostPiterplus, on Jul 17 2009, 10:34 AM, said:

@ Parkar
Posted Image
Posted Image
Posted Image

Looking real nice!

This post has been edited by zchri9: 17 July 2009 - 01:08 PM

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#744

View PostPiterplus, on Jul 17 2009, 07:34 PM, said:

@ Parkar
Posted Image
Posted Image
Posted Image


What a mess!
not the image, my trousers. It looks awesome.
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User is offline   Sangman 

#745

Yeah that's some very nice work mister Zykov :blink:
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User is offline   Muelsa 

  • Bad Mother Fucker

#746

View PostMuelsa, on Jul 17 2009, 10:54 AM, said:

something is wrong with
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.


-when i strafe left or right player model rotate too much

-z position is not the same than without polymer

-player model is not locked in car when i turning left right...

I do not know if Angoff is the real problem (I have to seek a little), this may be something else ..

but the code should not work the same on polymer?

here video if you do not understand what I say given my bad English :blink:

http://www.youtube.c...h?v=5Pp3tXK2iWg
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User is online   Danukem 

  • Duke Plus Developer

#747

View PostMuelsa, on Jul 17 2009, 03:38 PM, said:

-when i strafe left or right player model rotate too much

-z position is not the same than without polymer

-player model is not locked in car when i turning left right...

I do not know if Angoff is the real problem (I have to seek a little), this may be something else ..

but the code should not work the same on polymer?

here video if you do not understand what I say given my bad English :blink:

http://www.youtube.c...h?v=5Pp3tXK2iWg


Are you using zadd in the model definition?
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User is offline   zchri9 

  • Honored Donor

#748

If no one knew yet.
EDuke32 was linked in an Australian magazine called Atomic.

Attached thumbnail(s)

  • Attached Image: 111.jpg

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User is offline   Jimmy 

  • Let's go Brandon!

#749

Awesome, I love mirrored text.
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User is offline   zchri9 

  • Honored Donor

#750

Posted Image
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