Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 184
  • 185
  • 186
  • 187
  • 188
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Och 

#5551

More of what I believe is an extension of the same glitch.



This post has been edited by Och: 01 January 2017 - 05:11 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5552

Yes, we are aware of this.
0

User is offline   Och 

#5553

Is there a way to increase console text size? I'm playing at 4k resolution, and the text is tiny.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5554

The osdscale command.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5555

 Hendricks266, on 02 January 2017 - 01:26 PM, said:

The osdscale command.


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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5556

My bad, you're right. The console doesn't have any text scaling features because it is designed to work with the small bitmap fonts from the editor (osdtextmode 1) which aren't drawn with scaling anywhere else. Maybe we could work in integer scaling (2x, 3x, etc) some time.
0

User is offline   Och 

#5557

What is lunatic built in the newest synthetis?
0

User is offline   Och 

#5558

 Hendricks266, on 02 January 2017 - 03:43 PM, said:

My bad, you're right. The console doesn't have any text scaling features because it is designed to work with the small bitmap fonts from the editor (osdtextmode 1) which aren't drawn with scaling anywhere else. Maybe we could work in integer scaling (2x, 3x, etc) some time.


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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5559

I'm glad to be wrong!

 Och, on 07 January 2017 - 01:11 PM, said:

What is lunatic built in the newest synthetis?

It's a prototype Lua scripting-enabled build.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5560

Weird. My text is just text and not Duke font texture text. Guess I should jump in and get the latest build...
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5561

 MusicallyInspired, on 07 January 2017 - 05:36 PM, said:

Weird. My text is just text and not Duke font texture text.

osdtextmode 0
0

User is offline   Micky C 

  • Honored Donor

#5562

 Hendricks266, on 07 January 2017 - 01:58 PM, said:

It's a prototype Lua scripting-enabled build.




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?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5563

 Micky C, on 07 January 2017 - 06:51 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?

Give me a break, I'm trying to give a concise summary in simple terms to a newcomer. :lol: I could have just linked Helix's own essay on the subject.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5564

 Hendricks266, on 07 January 2017 - 05:58 PM, said:

osdtextmode 0


Ah there we go. And OSDSCALE works now too.

This post has been edited by MusicallyInspired: 07 January 2017 - 07:20 PM

0

User is offline   brullov 

  • Senior Artist at TGK

#5565

Does blend table work in polymost?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5566

Blend tables themselves, no, but you can assign a GL blending mode to a blend ID from a limited set that we are able to use in Polymost.

What blend tables are you using? (100% additive, etc).
0

User is offline   brullov 

  • Senior Artist at TGK

#5567

 Hendricks266, on 18 January 2017 - 10:12 AM, said:

Blend tables themselves, no, but you can assign a GL blending mode to a blend ID from a limited set that we are able to use in Polymost.

What blend tables are you using? (100% additive, etc).



Yeah, additive.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5568

Assuming a blend ID of 255, the most efficient way to define 100% additive is

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.
1

User is offline   brullov 

  • Senior Artist at TGK

#5569

 Hendricks266, on 18 January 2017 - 01:38 PM, said:

The most efficient way to define 100% additive (assuming a blend ID of 255) is

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! Posted Image
1

User is offline   Gambini 

#5570

Eduke32 Team:

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

1

User is offline   Hendricks266 

  • Weaponized Autism

  #5571

1. Are you sure the slowdown you are experiencing is due to tileshades? In any case, I need to completely rebuild the texture manager and cache systems. Unfortunately with the demise of HTTKC, I had to move this way back on my to-do list. Please let me know what your mod release timeline is.

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:

Look out for a v2 of this pack once I implement a def token so that hightile (including skyboxes and model skins) can be run through the palette like an ART tile, for instant perfect shading and palswaps.

See above for why this is not done yet.
1

User is offline   Gambini 

#5572

Nevermind, the slowdowns seem to happen in polymost (either with usetileshades enabled or disabled) but it was gone when switched off vsync. Which is a relief!

About your quotation: is that from another topic? i couldn´t find the post and i don´t understand what it means.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5573

You can click on the curved arrow on the top left of the quote box to take you to the origin of the quote.
0

User is offline   Mark 

#5574

Has that curved arrow always been there? I never noticed it until you mentioned it.
0

User is online   Mblackwell 

  • Evil Overlord

#5575

 Mark., on 31 January 2017 - 09:14 AM, said:

Has that curved arrow always been there? I never noticed it until you mentioned it.


Yep
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5576

I can corroborate the prior existence of of the curved arrow. I've used it a fair amount of time. But it only exists if the proper flag is set in the BBcode or if you directly reply or multi-quote a post or posts.

This post has been edited by MusicallyInspired: 31 January 2017 - 11:02 PM

0

User is online   Jblade 

#5577

How do you get setthisprojectile to actually work? I try setting a custom projectile's extra via eshoot and RETURN and it never gets set, it just keeps its original defined damage value.
0

User is online   Mblackwell 

  • Evil Overlord

#5578

It seems that depending on the exact point in code execution, you might need to setactor[RETURN].extra. If you are eshoot-ing from an actor it's often too late to do setthisprojectile on certain parameters.
1

User is offline   Gambini 

#5579

Is it me or eduke32 doesn´t load skins and models from a grp file?

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?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5580

Why do you need to use a GRP file?
0

Share this topic:


  • 213 Pages +
  • « First
  • 184
  • 185
  • 186
  • 187
  • 188
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options