EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#961 Posted 13 September 2009 - 11:30 PM
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?
#962 Posted 13 September 2009 - 11:55 PM
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
#963 Posted 14 September 2009 - 12:54 AM
DanM, on Sep 14 2009, 07:30 PM, said:
Console in Mapster.
"setrendermode 4"
This post has been edited by The Commander: 14 September 2009 - 12:55 AM
#964 Posted 14 September 2009 - 06:13 AM
DanM, on Sep 14 2009, 09:30 AM, said:
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.
#965 Posted 14 September 2009 - 08:11 AM
Helixhorned, on Sep 14 2009, 07:13 AM, 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) ?
#966 Posted 14 September 2009 - 08:48 AM
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.
#967 Posted 14 September 2009 - 08:50 AM
Maybe that's what the Mapster32 CON-Based stuff is for?
#968 Posted 14 September 2009 - 09:22 AM
DeeperThought, on Sep 14 2009, 06:11 PM, said:
Not yet. But I definitely plan to have some kind of key access by way of scripting.
#969 Posted 15 September 2009 - 09:07 AM
Dr. Kylstein, on Sep 7 2009, 05:53 PM, said:
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 (8.04 here). But Mapster works like a charm then...
#970 Posted 15 September 2009 - 12:12 PM
#971 Posted 16 September 2009 - 01:56 AM
> 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.
> I take it that usage of the "unstable" build on the snapshots page is not to be recommended?
#972 Posted 16 September 2009 - 03:27 AM
#973 Posted 16 September 2009 - 07:25 AM
Helixhorned, on Sep 15 2009, 01:07 PM, said:
Mapster crashes X when I do that. Even if it worked, it limits me to the 8-bit renderer and makes everything slow.
#974 Posted 16 September 2009 - 11:56 PM
NightFright, on Sep 16 2009, 02:56 AM, said:
> 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.
> 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
#975 Posted 17 September 2009 - 12:50 PM
What about that request I put in for auto-blocking on models?
#976 Posted 17 September 2009 - 09:46 PM
Tea Monster, on Sep 18 2009, 08:50 AM, said:
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.
#977 Posted 18 September 2009 - 04:44 PM
Wouldn't that be the day!
#978 Posted 18 September 2009 - 05:36 PM
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.
#979 Posted 19 September 2009 - 09:40 AM
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.
#980 Posted 20 September 2009 - 05:33 AM
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
#981 Posted 20 September 2009 - 06:01 AM
commands and variables, etc..
Gambini, on Sep 20 2009, 03:33 PM, said:
Not that I would know of . It parses game.con to get the sound definitions, but that's completely unrelated.
#982 Posted 20 September 2009 - 12:39 PM
#983 Posted 20 September 2009 - 02:34 PM
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.
#984 Posted 20 September 2009 - 03:44 PM
#985 Posted 20 September 2009 - 06:02 PM
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
#986 Posted 23 September 2009 - 04:21 AM
Tea Monster, on Sep 4 2009, 02:02 PM, said:
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.
#987 Posted 28 September 2009 - 06:23 AM
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.
#988 Posted 28 September 2009 - 03:53 PM
DavoX, on Sep 29 2009, 12:53 AM, said:
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
Change those in eduke32.cfg. Worked for me
This post has been edited by Sobek: 28 September 2009 - 03:53 PM
#989 Posted 30 September 2009 - 08:37 PM
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.
#990 Posted 30 September 2009 - 09:10 PM
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