EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5701 Posted 26 July 2017 - 12:33 PM
Crash logs always help. I think our synthesis compiler has caused debug crash logs to be useless lately, so it would be greatly appreciated if you can build your own with `make RELEASE=0`.
#5702 Posted 28 July 2017 - 03:06 AM
Trooper Dan, on 25 July 2017 - 05:50 PM, said:
As of the latest synthesis featuring a fix from TX, Jblade and I have been in contact and so far it looks fixed. Please let us know if you encounter any issues.
#5703 Posted 28 July 2017 - 12:01 PM
Hendricks266, on 28 July 2017 - 03:06 AM, said:
Cool. I haven't actually touched EDuke32 in a while, but I'll let you know (as always) if and when I find anything.
#5704 Posted 28 July 2017 - 01:53 PM
Tea Monster, on 04 September 2016 - 01:24 AM, said:
Same model, same level, same lighting, different SVN version.
This bug is now fixed.
#5706 Posted 28 July 2017 - 02:45 PM
#5707 Posted 28 July 2017 - 02:47 PM
And Teamonsters tickets for kicking his dogs out of frustration won't come off his record.
Ahh... A bug fixed and I ordered out for the best tasting pizza I've had in months. Life is good.
This post has been edited by Mark.: 28 July 2017 - 02:50 PM
#5708 Posted 28 July 2017 - 03:32 PM
Mark, you are lucky you still have hair!
This post has been edited by Tea Monster: 28 July 2017 - 03:33 PM
#5709 Posted 28 July 2017 - 03:48 PM
Don't worry Jimmy. I'll send you a PM pic.
This post has been edited by Mark.: 28 July 2017 - 03:52 PM
#5710 Posted 30 July 2017 - 07:23 AM
Hendricks266, on 26 July 2017 - 12:33 PM, said:
As of r6407, we have worked around the problem and eduke32.crash.log files should once again be useful.
#5711 Posted 17 August 2017 - 06:17 AM
1. Is it possible to turn off every single Polymer feature (guns firing, buttons lights, shrinker flickering etc) except the SE-Polymer lights?
2. Is it possible to place the Polymer light feature on a moving object, like that moving lights from Dukepus mod?
I'm working on a map right now that requires some kind of cost/size-efficent way to have lightning, and Polymer lights is the first thing I've been thinking of.
#5712 Posted 17 August 2017 - 07:10 AM
If your map will be all or mostly indoors, you can use lots of SE49 point lights before frame rate gets tanked. And as long as SE50 lights aren't large or overlapping with other lighting you should be able to sprinkle those around the map too. Keep in mind that if you start to see some lighting disappear in areas with lots of lights you might have to bump up the setting of "max light passes" or whatever its called.
This post has been edited by Mark.: 17 August 2017 - 07:18 AM
#5713 Posted 15 September 2017 - 07:17 PM
#5715 Posted 22 September 2017 - 09:56 PM
#5716 Posted 23 September 2017 - 02:28 AM
#5717 Posted 25 September 2017 - 04:29 AM
I distinctly remember this feature from the original game, and moreover both my testers, who I assume had different versions of EDuke32, were able to drop down.
I've decided to test it with previous builds: in 6444, 6443, 6428, 6411 and even older one like 5304 (which I have) it is possible to kick the crane and drop down, so I figure this is 6450 problem.
#5718 Posted 25 September 2017 - 07:45 AM
Mister Sinister, on 25 September 2017 - 04:29 AM, said:
Nothing changed relating to cranes between 6444 and 6450.
#5719 Posted 25 September 2017 - 07:51 AM
#5721 Posted 25 September 2017 - 12:54 PM
Mister Sinister, on 25 September 2017 - 04:29 AM, said:
I hope your map makes it clear what the player is supposed to do, because that is a seriously obscure level progression requirement. Like TerminX said, some of us long-time players didn't even know it was a feature! Eduke32 should be fixed in any case, of course.
#5722 Posted 25 September 2017 - 01:01 PM
#5723 Posted 25 September 2017 - 01:03 PM
Mister Sinister, on 25 September 2017 - 04:29 AM, said:
Mister Sinister, on 25 September 2017 - 01:01 PM, said:
My mistake: Since you said it was "necessary" for dropping down, I assumed it was necessary to complete the map. And yes, I will get around to playing it!
#5725 Posted 25 September 2017 - 01:41 PM
I did just that and it is still not possible to drop down while it's carrying you (but it is when it just picked you up), even though it is possible in both 5304 and 6444, so I have absolutely no idea why this is even a thing.
This post has been edited by Mister Sinister: 25 September 2017 - 01:48 PM
#5726 Posted 25 September 2017 - 03:41 PM
Turns out I was wrong: crane behavior is indeed the same, but it is very weird.
The thing is you can only drop down the first time crane picks you up. Trying to do that the second time doesn't seem to work.
If you saved your game before the crane picks you up, it kinda resets. I don't know if that was the same in the original game.
To illustrate here's a quick video using 6450, same thing happens in other builds as well:
This post has been edited by Mister Sinister: 25 September 2017 - 03:42 PM
#5727 Posted 26 September 2017 - 06:13 PM
#5728 Posted 26 September 2017 - 07:16 PM
#5729 Posted 06 October 2017 - 04:33 AM
code is here:
getticks curtick ifvare prevtick -1 setvar DISPLAY_TEMP 0 else { readgamevar WHEEL1 readgamevar WHEEL2 setvarvar DISPLAY_TEMP curtick subvarvar DISPLAY_TEMP prevtick } addvar WHEEL1 2 ifvarg WHEEL1 2048 setvar WHEEL1 0 rotatespritea 10 135 INVENSIZE WHEEL1 3228 20 12 256 -255 0 0 xdim ydim subvar WHEEL2 4 ifvarl WHEEL2 -2048 setvar WHEEL2 0 rotatespritea 10 135 QUARTERSIZE WHEEL2 3228 10 12 256 -255 0 0 xdim ydim setvarvar prevtick curtick
it's not a massive issue of course, but just curious if it's a bug or if I need to change something. The readgamevar is there because I coded in a transition effect when a level is ending and it basically reads the position of the animation so it was seamless between gameplay and the level load.