EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5971 Posted 15 November 2018 - 12:53 PM
#5972 Posted 15 November 2018 - 01:26 PM
#5974 Posted 15 November 2018 - 01:32 PM
TerminX, on 15 November 2018 - 01:26 PM, said:
You coy mother fucker.
#5975 Posted 15 November 2018 - 01:45 PM
#5976 Posted 15 November 2018 - 01:51 PM
This post has been edited by Mark: 15 November 2018 - 01:53 PM
#5977 Posted 15 November 2018 - 01:59 PM
#5978 Posted 15 November 2018 - 02:32 PM
#5980 Posted 18 November 2018 - 10:54 AM
https://dukeworld.du...uke32_latest.7z
https://dukeworld.du.../20181118-7238/
Come get some new trims !
Thanks TX for bringing this major mapping milestone to fruition !
Edit: Thanks Jblade for reminding, use R on a wall !
This post has been edited by oasiz: 18 November 2018 - 11:09 AM
Reason for edit: R to rotate!
#5981 Posted 18 November 2018 - 11:08 AM
#5982 Posted 18 November 2018 - 11:36 AM
#5983 Posted 18 November 2018 - 11:52 AM
I would say that in duke scene this matters more since generally there is a much lower entry barrier and a bigger audience when you can just pop an usermap from the menu vs. loading few extra assets in. Don't ask why but that seems to be the case.
Not saying that using custom textures are automatically SATAN 666 but I guess it's the lack of good packaging possibilities (vs. WAD) that kind of does it.
This does suddenly allow a LOT more to be done with the stock texture set, especially trimming with various textures as duke doesn't have too many of those. Let's be honest, many mappers have been quite desperate on milking out the current set quite dry over the years, me included
Rotation is a simple thing but it's been on a wishlist for years personally, next step would be flipping sprites.
#5985 Posted 18 November 2018 - 05:23 PM
This post has been edited by Mark: 18 November 2018 - 08:22 PM
#5986 Posted 18 November 2018 - 08:13 PM
1. If player starts on a sector with a "killing texture" they should start weaponless. Thats not working. Player starts with a gun.
2. The backround screen shown during the texture loading process is the wrong tile.
3. Polymer needs to be manually chosen each time you load the game. That setting doesn't stick.
So its looking like only a few minor things which is darn good considering how many dozens and dozens of updates were applied to the latest revisions.
This post has been edited by Mark: 18 November 2018 - 08:15 PM
#5987 Posted 19 November 2018 - 06:08 AM
#5988 Posted 19 November 2018 - 06:32 AM
#5989 Posted 19 November 2018 - 07:06 AM
Awesome! i just wish it did come BEFORE i made dozens of copies for tiles only to rotate them!
#5990 Posted 19 November 2018 - 07:09 AM
Gambini, on 19 November 2018 - 07:06 AM, said:
Awesome! i just wish it did come BEFORE i made dozens of copies for tiles only to rotate them!
Can always go and delete them to make the maps smaller and faster to load
#5991 Posted 19 November 2018 - 07:46 AM
This post has been edited by Mark: 19 November 2018 - 08:05 AM
#5992 Posted 07 December 2018 - 08:31 PM
This post has been edited by Micky C: 07 December 2018 - 08:32 PM
#5993 Posted 07 December 2018 - 09:02 PM
Micky C, on 07 December 2018 - 08:31 PM, said:
It's possible. You will need a function that loops through the selected sectors, spawns an effector using insertsprite for each one, calculates the "center" of each selected sector and then sets coords on the new sprite and gives it whatever other properties you need it to have. I've done something like that in CON before, but not mapster script.
As you know, sectors come in many shapes, and some of them have void space in the middle. Some of them are very irregular, too, and you can define "center" in different ways.
EDIT: Depending on what you are trying to do, you may not require the overhead of having an actual sprite in each sector.
This post has been edited by Trooper Dan: 07 December 2018 - 09:11 PM
#5994 Posted 07 December 2018 - 09:23 PM
#5995 Posted 08 December 2018 - 07:01 AM
Micky C, on 07 December 2018 - 09:23 PM, said:
If it doesnt need to be centered just cycle through x,y coords by 5 or 10s and check to see if that sector has your necessary sprites added. If not add them, if it does move on. Very uneffiecient but practicle.
#5996 Posted 12 December 2018 - 02:19 AM
Micky C, on 07 December 2018 - 08:31 PM, said:
Also, I've started having a very random "out of memory" error when trying to start the AMC TC. It's not the most recent eduke32, but for various reasons we can't currently update beyond this version. Also, James isn't getting this error on his computer.
EDuke32 r6865 Built Apr 29 2018 10:27:24, GCC 7.2.0, 64-bit Using F:/amc_tc/ for game data Checking for updates... Connecting to http://www.eduke32.com Current version is 20120522... no updates available Running on Windows 10 (build 10.0.17134) Initializing SDL 2.0.8 Searching for game data... Checksumming DUKE3D.grp... Done Using "DUKE3D.GRP" as main game data file. Using file "AMCTC.grp" as game data. Compiling: GAME.CON (438644 bytes) Relocating compiled code from to 0x000000001978a040 to 0x000000001a2a7040 Including: USER.CON (0 bytes) Including: DEFS.CON (0 bytes) Including: CODE/AMCVARS.CON (53188 bytes) Including: CODE/AMCDEFS.CON (195342 bytes) Including: CODE/AMCUSER.CON (317479 bytes) Including: CODE/AMC_EPS.CON (22665 bytes) Including: AMC_Settings.ini (3032 bytes) Including: CODE/AMC_LOADA.CON (27610 bytes) Including: CODE/AMC_SUBTITLES.CON (188030 bytes) Including: CODE/AMC_CUT_SUB.CON (296093 bytes) Including: CODE/getzrange.con (1373 bytes) Including: CODE/PSTATS.CON (777262 bytes) Including: CODE/EBIKE.CON (17682 bytes) Including: CODE/AMCEXTRA.CON (540167 bytes) Including: CODE/AMCSTEPS.CON (26402 bytes) Including: CODE/AMCWEPS.CON (1038633 bytes) Including: CODE/AMCENEMY.CON (696884 bytes) Including: CODE/AMC_COM.CON (267060 bytes) Including: CODE/AMCCOMP.CON (1033264 bytes) CODE/AMCCOMP.CON: In state `JAMES_EQUIP_SCREEN': CODE/AMCCOMP.CON:6258: warning: found `else' with no `if'. CODE/AMCCOMP.CON: In state `ZAXTOR_EQUIP_SCREEN': CODE/AMCCOMP.CON:6723: warning: found `else' with no `if'. Including: CODE/AMCSCENE.CON (84002 bytes) Including: CODE/AMCALLY.CON (155865 bytes) Including: CODE/AMCDISP.CON (257916 bytes) Including: CODE/AMCITEMS.CON (218983 bytes) Including: CODE/AMC_OBJECTS.CON (75318 bytes) Including: CODE/AMCINPUT.CON (112384 bytes) Including: CODE/LENSFLARE.CON (5504 bytes) Including: CODE/AMC_ZAX.CON (257352 bytes) Including: CODE/AMC_MIKKO.CON (13103 bytes) Found 2 warning(s), 0 error(s). Script compiled in 1832ms, 8706480 bytes AMC TC v3.0 Alpha Out of memory in ???:0 (???)
#5998 Posted 12 December 2018 - 03:33 AM
just ignore this, I'm getting the error too now and not updating is biting me in the ass
This post has been edited by Jblade: 12 December 2018 - 03:44 AM
#5999 Posted 15 December 2018 - 02:02 PM
Are both renderers still worked on ?