EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5551 Posted 01 January 2017 - 05:11 PM
This post has been edited by Och: 01 January 2017 - 05:11 PM
#5553 Posted 02 January 2017 - 09:08 AM
#5555 Posted 02 January 2017 - 03:38 PM
Hendricks266, on 02 January 2017 - 01:26 PM, said:
On my current build (2.0.0devel r5805 64-bit) that only enlarges the size of the console dropdown window. The test size remains the same. I have no idea what the latest version is though or how long ago I updated.
This post has been edited by MusicallyInspired: 02 January 2017 - 03:39 PM
#5556 Posted 02 January 2017 - 03:43 PM
#5558 Posted 07 January 2017 - 01:24 PM
Hendricks266, on 02 January 2017 - 03:43 PM, said:
Osdscale command did increase my font size. Not sure if it always worked or if its something that you quickly added to the newest version, which I downloaded before trying. In either case, much appreciation!
http://i.imgur.com/JIKql6L.jpg
See screenshot
This post has been edited by Och: 07 January 2017 - 01:24 PM
#5559 Posted 07 January 2017 - 01:58 PM
Och, on 07 January 2017 - 01:11 PM, said:
It's a prototype Lua scripting-enabled build.
#5560 Posted 07 January 2017 - 05:36 PM
#5561 Posted 07 January 2017 - 05:58 PM
MusicallyInspired, on 07 January 2017 - 05:36 PM, said:
osdtextmode 0
#5562 Posted 07 January 2017 - 06:51 PM
Hendricks266, on 07 January 2017 - 01:58 PM, said:
Wasn't Lunatic meant to have other changes, such as an extendable text-based map format, and (consequently) TROR that doesn't restrict ceiling/floor texture panning?
#5563 Posted 07 January 2017 - 07:00 PM
Micky C, on 07 January 2017 - 06:51 PM, said:
Give me a break, I'm trying to give a concise summary in simple terms to a newcomer. I could have just linked Helix's own essay on the subject.
#5564 Posted 07 January 2017 - 07:19 PM
Hendricks266, on 07 January 2017 - 05:58 PM, said:
Ah there we go. And OSDSCALE works now too.
This post has been edited by MusicallyInspired: 07 January 2017 - 07:20 PM
#5566 Posted 18 January 2017 - 10:12 AM
What blend tables are you using? (100% additive, etc).
#5567 Posted 18 January 2017 - 11:55 AM
Hendricks266, on 18 January 2017 - 10:12 AM, said:
What blend tables are you using? (100% additive, etc).
Yeah, additive.
#5568 Posted 18 January 2017 - 01:38 PM
blendtable 255 { glblend { both { src ONE dst ONE } } }
This is functionally equivalent to
blendtable 255 { glblend { forward { src SRC_ALPHA dst ONE alpha 1.0 } reverse { src ONE dst SRC_ALPHA alpha 1.0 } } }
but in this form, you can change the intensity value. 0.5 is 50%, etc.
I know this should be documented somewhere, but everything about palettes hinges on having better tools available for several steps in the process.
#5569 Posted 18 January 2017 - 01:39 PM
Hendricks266, on 18 January 2017 - 01:38 PM, said:
blendtable 255 { glblend { both { src ONE dst ONE } } }
This is functionally equivalent to
blendtable 255 { glblend { forward { src SRC_ALPHA dst ONE alpha 1.0 } reverse { src ONE dst SRC_ALPHA alpha 1.0 } } }
but in this form, you can change the intensity value. 0.5 is 50%, etc.
I know this should be documented somewhere, but everything about palettes hinges on having better tools available for several steps in the process.
Thank you!
#5570 Posted 29 January 2017 - 03:44 PM
I have two humble requests that could come VEEEEEEEEERY handy for the DNF update mod:
enabling usetileshades precaching, just like with the HRP
adding the same usetileshades system for model skins (something like a new r_usetileshadesmodels) this would work on models of which skins are saved as indexed 8bits (just like tilefromtexrure tiles).
The first would of been almost mandatory if we´re gonna use it on the mod, as right now it runs very choppy despite the framerate count being up all the time.
The second would line up with the look of the mod perfectly as everything should have the same oldschool look.
If i´d say i´m not desperate for them, i´d be lying!
This post has been edited by Gambini: 29 January 2017 - 03:44 PM
#5571 Posted 29 January 2017 - 04:31 PM
2. Fortunately I understand what you actually want because what you described (a new cvar) does not make sense.
Hendricks266, on 01 October 2016 - 03:25 PM, said:
See above for why this is not done yet.
#5572 Posted 30 January 2017 - 07:12 PM
About your quotation: is that from another topic? i couldn´t find the post and i don´t understand what it means.
#5573 Posted 30 January 2017 - 08:02 PM
#5574 Posted 31 January 2017 - 09:14 AM
#5575 Posted 31 January 2017 - 09:48 PM
Mark., on 31 January 2017 - 09:14 AM, said:
Yep
#5576 Posted 31 January 2017 - 11:01 PM
This post has been edited by MusicallyInspired: 31 January 2017 - 11:02 PM
#5577 Posted 05 February 2017 - 05:41 AM
#5578 Posted 05 February 2017 - 11:09 AM
#5579 Posted 05 February 2017 - 08:06 PM
If so. Is there a good reason?
If there isn´t a good reason. Could it be made so it reads all kind of compatible files from a GRP?