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

User is offline   Stabs 

#961

cant seem to compile 1494

Failed building m32vars.o from m32vars.c

tried with mingw 4.3 and the newer 4.4 one

hmm didnt know i could see poly lights in mapster, whats the cmd for that?
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User is offline   supergoofy 

#962

I have not tested or compiled the last builds. So I don't know if the prerequisites for compilation are changed.

From a quick look in changelog it seems that r1494 has test code. Maybe something is broken.

try to use gcc 4.4.1 but I doubt that it will work either

This post has been edited by supergoofy: 14 September 2009 - 12:07 AM

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User is offline   The Commander 

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

#963

View PostDanM, on Sep 14 2009, 07:30 PM, said:

hmm didnt know i could see poly lights in mapster, whats the cmd for that?

Console in Mapster.

"setrendermode 4"

This post has been edited by The Commander: 14 September 2009 - 12:55 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#964

View PostDanM, on Sep 14 2009, 09:30 AM, said:

cant seem to compile 1494


Oops, my bad.. it's fixed now.

P.S.
The new code is the CON-based scripting for mapster... feel free to play around with it (see a.m32), but don't count on any kind of compatibility to future versions, since this is all WIP.
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User is offline   Danukem 

  • Duke Plus Developer

#965

View PostHelixhorned, on Sep 14 2009, 07:13 AM, said:

The new code is the CON-based scripting for mapster... feel free to play around with it (see a.m32), but don't count on any kind of compatibility to future versions, since this is all WIP.


Can we use that to create new key combinations for automated tasks, and create a pop-up menu with new options (kind of like the current 'F menu) ?
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User is offline   Stabs 

#966

working fine again

but when are flashing light effects going to emerge? its just hard to create atmosphere in some places with static lights

and rendermode 4 shows me no lights either.
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#967

Flashing lights had to be done in CON if I remember correctly.

Maybe that's what the Mapster32 CON-Based stuff is for?
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User is offline   Helixhorned 

  • EDuke32 Developer

#968

View PostDeeperThought, on Sep 14 2009, 06:11 PM, said:

Can we use that to create new key combinations for automated tasks, and create a pop-up menu with new options (kind of like the current 'F menu) ?


Not yet. But I definitely plan to have some kind of key access by way of scripting.
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User is offline   Helixhorned 

  • EDuke32 Developer

#969

View PostDr. Kylstein, on Sep 7 2009, 05:53 PM, said:

Mapster32 won't run in fullscreen. (...)
This is r1491 on Ubuntu 9.04 amd64.


Setting DefaultDepth to 8 in the "Screen" section did it for me, although you'll obviously have an 8-bit desktop and all fonts disappear :o (8.04 here). But Mapster works like a charm then...
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User is offline   Jimmy 

  • Let's go Brandon!

#970

Hey, this was mentioned in another thread, how about an event for cheating to get weapons? There already is one for inventory.
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User is offline   NightFright 

  • The Truth is in here

#971

Just a quick question - mainly because I don't come here so often lately (unfortunately) and I keep receiving user requests about this via email:

> At which state is the current Polymer build? Meaning: What is done, what still needs to be done and stuff like that. I don't need a release date. :o
> I take it that usage of the "unstable" build on the snapshots page is not to be recommended?
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User is offline   lycanox 

#972

Well, it was supposed to be released at any time now, ready or not.
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#973

View PostHelixhorned, on Sep 15 2009, 01:07 PM, said:

Setting DefaultDepth to 8 in the "Screen" section did it for me, although you'll obviously have an 8-bit desktop and all fonts disappear :o (8.04 here). But Mapster works like a charm then...

Mapster crashes X when I do that. Even if it worked, it limits me to the 8-bit renderer and makes everything slow.
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User is offline   Stabs 

#974

View PostNightFright, on Sep 16 2009, 02:56 AM, said:

Just a quick question - mainly because I don't come here so often lately (unfortunately) and I keep receiving user requests about this via email:

> At which state is the current Polymer build? Meaning: What is done, what still needs to be done and stuff like that. I don't need a release date. :o
> I take it that usage of the "unstable" build on the snapshots page is not to be recommended?


well it would be nice if poly lighting affected hud models, is one thing i can think off, but that could be a HRP issue

and polymer RoR is not implemented yet only polymost RoR

shadow maps <== not sure what if anything is happening with that, basically a point light in front of a pillar will still push light through the pillar instead of making the pillar cast a shadow properly, now a spotlight would do this but its just to proc intensive to use that everywhere as its done on the fly where as a shadow map would spend some time compiling (like a quake map) and make a texture overlay which can be just be put over the top of textures and not actually a rendering task which would free up alot of CPU for other things. TX said something awhile ago about mapster having a different map file system in the future so this is what it could be there for.

really the last two things are just engine upgrades (and wishes heh) that have no real effect on the original game

still it would be good to have a polymer release soon, if only to liven up the community
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User is offline   Tea Monster 

  • Polymancer

#975

All the modellers are waiting for normal map support on models.

What about that request I put in for auto-blocking on models?
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User is offline   The Commander 

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

#976

View PostTea Monster, on Sep 18 2009, 08:50 AM, said:

All the modellers are waiting for normal map support on models.

What about that request I put in for auto-blocking on models?


Auto-blocking? You mean something like collision detection? If so that has been requested for a very long time.
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User is offline   Sobek 

  • There's coffee in that nebula!

#977

Collision-detecting normalmapped auto-tilting polymer lit high detail models.

Wouldn't that be the day!
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User is offline   Stabs 

#978

it would be quite a day, invisble blocking sprites work alright, but yes time consuming and annoying

helix how on earth do i bring up the mapster script editor thing, i think i read stuff in the latest code about a menu and accepting key binds and such, i just cant seem to bring it up.
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User is offline   Helixhorned 

  • EDuke32 Developer

#979

You just give mapster-script commands on the console, prefixed by "do". The syntax is similar to CON, but with some sugar here and there. It's really best if you look at the examples in a.m32 (which you (re)load with "include a" at the console)...
As far as keybindings are concerned, they're in, but you'll have to write code here too. This is mainly because there is no "user-friendly" key-binding facility in Mapster: key presses are simply checked for in the main loop.
For reference on what all those variables etc mean you can take a look at the docs of my previous mapster scripting system: here and here.

Edit 20150218: updated URLs.
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User is offline   Gambini 

#980

Mmmmh.... The brightness in Mapster32 suddently changed big time. I´m not talking about the brightness scale, i always set it to 1 in order to avoid fucking up the desktop´s brightness if Mapster crashes. The only thing where i messed up is the eduke32´s gama and ambient light scale, but nothing to do with Mapster :S

Is it possible that mapster takes some brightness values from the same eduke32 configuration file? If not what the hell happened? I didnt update any file or such. Is not that it´s a big problem but it is indeed something mysterious.

This post has been edited by Gambini: 20 September 2009 - 05:34 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#981

Wrote up some documentation for Mapster-script: main page,
commands and variables, etc..

 Gambini, on Sep 20 2009, 03:33 PM, said:

Is it possible that mapster takes some brightness values from the same eduke32 configuration file?

Not that I would know of :o . It parses game.con to get the sound definitions, but that's completely unrelated.
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User is offline   Jimmy 

  • Let's go Brandon!

#982

I think it's possible you might be running software on one program, and 32-bit on the other. I'm not sure, I haven't used 32-bit in ages, but I do know they used to be vastly different.
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User is offline   Gambini 

#983

That´s true but i would not post before checking :o

I´m talking about 8bits vs 8bits. It´s something weird, in the section of the map where before i was using brightness scale 1, now i have to use brscale 7 to get the same brigthness.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#984

I think I understand what you mean, the editor and the game doesn't have the same shading?
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User is offline   Gambini 

#985

No, mapster today and mapster yesterday dont have the same brightness level. And no, i didnt change anything nor edited any cfg file.

EDIT: Even more mysterious: now mapster works as at the beginning. I think it has to be something with whether i start the editor after playing the game or before (because i just opened a new windows session and the problem seems to be reset).

I´m switching from -Dukeplus 32bits Fullscreen- to -vanilla duke 8bits windowed- from a moment to another, between Mapster sessions.

This post has been edited by Gambini: 20 September 2009 - 06:09 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#986

 Tea Monster, on Sep 4 2009, 02:02 PM, said:

Hey, I was thinking of building a part of a level out of an MD3 model (UTIII style!) and I was considering that putting in all the blocking sprites to make parts of it block the player's progress would take the better part of a million years.

Would there be any chance at all that someone could put an auto-blocking feature for imported MD3 meshes into EDuke32? So that if a blocking tag was activated on the sprite and you had put a model in there, the player would not be able to cross into the space of the model. But it wouldn't work on the sprite, but on the actual mesh of the MD3.

You could, for example, build a shattered office building, HL2 style in Blender or Max and have it be part of the level as the player would be able to stand on the floors and pass through the doors of the MD3 model that you had made of the building


Sorry, but I don't think that's a good idea; this is still the BUILD engine, not a quake-style engine (like UE3 and Source are). Building maps from arbitrary meshes requires heavy pre-processing of the map to calculate potentially visible sets and removes any possibility of altering the level during gameplay - the sector/wall paradigm will stick and models should be restricted to entities inside these sectors. Sure, proper collision detection with models will be there in the end but trying to use them as maps would just be pretending we're working with another engine.

Similarly and to reply to DanM, baked lighting is also going the wrong way. Point lights will be able to cast shadows in the end, but these'll still be dynamic and come with a performance price, pretty much like what Doom 3 did with lighting.
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User is offline   DavoX 

  • Honored Donor

#987

First of all I'd like to congratulate the Eduke32 guys for the new Polymer release!

Now, I have a small request... I work on the weekdays so I don't have time to map but I could do that on weekends at my gf's house. The problem is that her computer doesn't have sound and it seems Eduke32 doesn't start up if there's no sound. Is there any way to at least be able to test what I map in mapster32 using Eduke32 without sound?

Thanks in advance.
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User is offline   Sobek 

  • There's coffee in that nebula!

#988

 DavoX, on Sep 29 2009, 12:53 AM, said:

First of all I'd like to congratulate the Eduke32 guys for the new Polymer release!

Now, I have a small request... I work on the weekdays so I don't have time to map but I could do that on weekends at my gf's house. The problem is that her computer doesn't have sound and it seems Eduke32 doesn't start up if there's no sound. Is there any way to at least be able to test what I map in mapster32 using Eduke32 without sound?

Thanks in advance.


To quote TX from a ways back over on 3drealms;

Quote

try setting "FXDevice" and "MusicDevice" to -1


Change those in eduke32.cfg. Worked for me :o

This post has been edited by Sobek: 28 September 2009 - 03:53 PM

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User is offline   John Locke 

#989

Hi everybody!

I have big problem with eDuke+HRP (with and without Polymer). The models are totally buggy, and the FPS is very variable. I once used HRP and it ran perfectly.

Some screenshots with and without models in HRP+polymer:

My PC config: 3Ghz Intel Dual Core, 2*1GB RAM, ASUS ATI Radeon HD 2600XT.
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#990

Weird problems. Polymer doesn't always tile textures (especially 2D Sprites) properly on occasions, which might cause some bugs. Also you might want to try deleting the Texture Cache from your duke folder, delete the files named "textures" and "textures.cache" and try running it, that might fix it, that's all I can think of - note that the game might take longer to load levels the first time you play after the texture cache has been deleted, this is normal.

If the problems persist, it might, and only might be the graphics card not being up to scratch, Polymer can have problems with ATi cards, and I don't know anything about the Radeon 2600 series (or anything about most ATi cards, I'm an nVidia man myself), but i think the 2600 is new enough.

This post has been edited by High Treason: 30 September 2009 - 09:11 PM

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