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

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1291

Yes, it seems to do the same for me. Quite odd because if you just type into the console "setrendermode 4" after switching to Polymost (setrendermode 3) that does not crash it.

I suppose you could just bind the Polymost key one and have "setrendermode 4" in the console clipboard for switching it back.

But keep in mind that if you use this on any map that uses maphacks the lights will cease to work after you have returned to Polymer.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1292

Confirmed. I was about to post the same things but you've been faster. (Tried another keybinding as well.)

Edit: The lighting information of dpcbp.map is also lost. (No maphacks)

Edit2: Polymost key may also crash the game.

This post has been edited by LeoD: 23 February 2010 - 08:13 AM

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User is offline   RPD Guy 

#1293

what I do to make the floor and the walls reflect the world?
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User is offline   Spiker 

#1294

View PostDk2, on Feb 27 2010, 05:16 PM, said:

what I do to make the floor and the walls reflect the world?


Wait.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1295

View PostDk2, on Feb 27 2010, 10:16 AM, said:

what I do to make the floor and the walls reflect the world?


Do you mean an effect like the one in the Polymer timeline album? I believe Plagman hasn't made it available to outside users without editing the source code.
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User is offline   king karl 

#1296

sometimes after i die and hit "open" to restart the level the game crashes on me

removed newb thread rape
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User is offline   Cipher 

#1297

... nevermind.

This post has been edited by Cipher: 05 March 2010 - 07:42 AM

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User is offline   chicken 

  • Fashionable Modeler

#1298

I hope this is the right thread for my problem, but i've noticed that wallaligned sectorsprites (and other "actionsprites") do not work.
And they can be seen as sprites ingame.
At least that's the case for the map i made in 2008: http://dukerepositor...tation_Colossus

When i released it everything worked but now a lot of things are broken (explosions do not trigger, doors do not open etc.).

Chances are that i screwed up somehow because i haven't noticed it in any other map so far. <_<
(Maybe the other mappers have a tidier way of mapping but wallaligned sprites are comfortable to work with)

Could you guys have a look?

Attached thumbnail(s)

  • Attached Image: duke0000.png


This post has been edited by chicken: 10 March 2010 - 09:43 AM

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User is offline   Gambini 

#1299

I remember having a similar issue when betatesting Forge´s ¨Duke 3:16¨map. I was reporting him that some doors werent working and he was saying they worked great in his end. Then i looked into and discovered that those doors that werent working in my computer had Sector effectors sprites relative to wall, they even was visible in game as you mentioned. The reason of why the problem was popping up just for me is that we was using different eduke32 snapshots. I can´t remember now whether he fixed the sprites or i downdated my eduke32 copy but who cares.

If you allow me to give you an advice: Fix those effect sprites and re release the map (DNR and Mikko can update their download files) still when the problem isn´t your fault. It is likely a recurrent problem with many chances of fucking it up again and make players think that your map is crap.

This post has been edited by Gambini: 10 March 2010 - 03:28 PM

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User is offline   RPD Guy 

#1300

i have one more question:
point lights can cast dynamic shadows?
i have saw the print screen, in this print screen have a lizzy trooper shooting and casting dynamic shadows, but in my mapster, point light don't make shadows
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User is offline   Master Fibbles 

  • I have the power!

#1301

Point lights don't cast dynamic lights. You have to use spotlights, afaik.
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User is offline   TerminX 

  • el fundador

  #1302

The dynamic shadows for enemies shooting still need to be re-implemented in the code. It used to create the point light and then a spotlight in front of the enemy, aimed backwards, in order for them to cast a shadow when they fired. This was removed when all of the internal light management code was cleaned up and hasn't yet been added back.
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User is offline   Forge 

  • Speaker of the Outhouse

#1303

View PostGambini, on Mar 10 2010, 06:25 PM, said:

I remember having a similar issue when betatesting Forge´s ¨Duke 3:16¨map. I was reporting him that some doors werent working and he was saying they worked great in his end. Then i looked into and discovered that those doors that werent working in my computer had Sector effectors sprites relative to wall, they even was visible in game as you mentioned. The reason of why the problem was popping up just for me is that we was using different eduke32 snapshots. I can´t remember now whether he fixed the sprites or i downdated my eduke32 copy but who cares.

If you allow me to give you an advice: Fix those effect sprites and re release the map (DNR and Mikko can update their download files) still when the problem isn´t your fault. It is likely a recurrent problem with many chances of fucking it up again and make players think that your map is crap.


You were using some beta, unreleased polymer snapshot and I was using the latest public snapshot. I fixed the sprites and they started working on your end.
I wonder how many more old maps are going to be effected like this.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1304

One idea, I think this would be good to be implemented. An flag for models not replacing the original sprite. Instead displaying both of them.

So it would be easier to create muzzle flash for weapons, or the fire over burning barrels, etc.

I think it makes sense, since the tendence is not creting 3d models for sfx effects.

This post has been edited by Fox: 10 March 2010 - 08:17 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1305

View PostFox, on Mar 10 2010, 08:17 PM, said:

An flag for models not replacing the original sprite.


What is needed is for the mdflags member of the sprite structure to be editable in mapster (we already have xvel, yvel, zvel, etc., so why not?)
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User is offline   chicken 

  • Fashionable Modeler

#1306

View PostGambini, on Mar 10 2010, 04:25 PM, said:

If you allow me to give you an advice: Fix those effect sprites and re release the map (DNR and Mikko can update their download files) still when the problem isn´t your fault. It is likely a recurrent problem with many chances of fucking it up again and make players think that your map is crap.


Hm, that is something that i tried to avoid (yes, I'm lazy <_< ).
On the other hand that would give me the opportunity to correct some mistakes i made.
Maybe some time...
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User is offline   TerminX 

  • el fundador

  #1307

Released a new snapshot today. It's actually just a synthesis build I linked eduke32_current.zip to, but whatever. I don't know if it breaks anything but I wanted to replace the current snapshot with something that didn't have the audio lockups that were fixed a couple of months back.

However, this means that the current snapshot is no longer compatible with launchers like YANG because the legacy network play was replaced with the client/server model a few months ago. In order to prevent confusion, EDuke32 now errors out at startup with a new dialog box explaining how to set up a game with the new networking code when the old parameter (-net) is passed.
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User is offline   Harlock 

#1308

I just tried it prior to see that YNAG isn't supported anymore... : ( well, I hope the internal client/server system will be working soon.

On another note I had some problems with this build. When I start a new Game I am in autofire-mode and the Duke keeps firing whatever weapon he has, also causing quite a bit of slowdown I think. Have the bindings been corrupted?
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User is offline   atlas 

#1309

i don't know if you guys knew about this already but i experienced a CTD running the latest eduke32 (march 10th, i believe) when there were many shrunken enemies on screen.
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User is offline   Danukem 

  • Duke Plus Developer

#1310

View PostTX, on Mar 12 2010, 01:19 AM, said:

Released a new snapshot today. It's actually just a synthesis build I linked eduke32_current.zip to, but whatever. I don't know if it breaks anything but I wanted to replace the current snapshot with something that didn't have the audio lockups that were fixed a couple of months back.


There is one thing that seems to be broken, and that is that sounds will sometimes get cut off in mid-play. I'm noticing this with SQUISHED, DUKE_GET and other sounds that play as a sprite is being deleted. It doesn't happen all the time, though. I understand that it is normal for a sound to stop playing when the sprite that initiated the sound is deleted, unless the globalsound command is used. However, in the original CONs, there are many places the regular sound command is used and the whole sound plays anyway.

This post has been edited by DeeperThought: 12 March 2010 - 01:53 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#1311

View PostDeeperThought, on Mar 11 2010, 07:18 AM, said:

What is needed is for the mdflags member of the sprite structure to be editable in mapster (we already have xvel, yvel, zvel, etc., so why not?)


Could be done, but mdflags isn't part of the sprite structure and thus isn't saved in maps. The effect of setting it in the editor would be only temporary.
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User is offline   Danukem 

  • Duke Plus Developer

#1312

View PostHelixhorned, on Mar 12 2010, 03:34 PM, said:

Could be done, but mdflags isn't part of the sprite structure and thus isn't saved in maps. The effect of setting it in the editor would be only temporary.


If it could be grabbed into a variable using the eventloadactor CON command, then it could be coded to have the desired effect. The same could be done with the existing tags, except that some mods (like Duke Plus) already use those for other purposes. This won't help with maps made for the unmodified game, though.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1313

View PostFox, on Mar 10 2010, 10:17 PM, said:

One idea, I think this would be good to be implemented. An flag for models not replacing the original sprite. Instead displaying both of them.

So it would be easier to create muzzle flash for weapons, or the fire over burning barrels, etc.

I think it makes sense, since the tendence is not creting 3d models for sfx effects.


I second this, although the logistics would certainly need to be worked out.

I think it makes sense, since artists tend not to create 3D models for special effects.
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User is offline   TerminX 

  • el fundador

  #1314

View PostDeeperThought, on Mar 12 2010, 01:53 PM, said:

There is one thing that seems to be broken, and that is that sounds will sometimes get cut off in mid-play. I'm noticing this with SQUISHED, DUKE_GET and other sounds that play as a sprite is being deleted. It doesn't happen all the time, though. I understand that it is normal for a sound to stop playing when the sprite that initiated the sound is deleted, unless the globalsound command is used. However, in the original CONs, there are many places the regular sound command is used and the whole sound plays anyway.

The problem with that is that a sprite can be deleted and then another can be spawned with the same ID as the deleted sprite during the period in which the sound is still playing. I'm not sure exactly how the original game worked, but this is obviously not a scenario you want happening.
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User is offline   Harlock 

#1315

OK, because I'm the curious kind of guy I knew I had to try out the latest version of EDuke32 with YANG, so I opened a room and launched it. I didn't have any friends of mine join my room, so I don't know if it would really work, but I could launch a game just fine and run around and shoot things. Also my room was being advertised on the browser list. <_< So from my prospective it's working.

What ain't working though is the latest version in combination with the HRP. Without it's fine, but as soon as I launch it with HRP enabled I get the error I mentioned above and the Duke is all shooty and on auto fire... also the lag is incredible...
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1316

View PostHarlock, on Mar 14 2010, 12:01 AM, said:

OK, because I'm the curious kind of guy I knew I had to try out the latest version of EDuke32 with YANG, so I opened a room and launched it. I didn't have any friends of mine join my room, so I don't know if it would really work, but I could launch a game just fine and run around and shoot things. Also my room was being advertised on the browser list. <_< So from my prospective it's working.

That is because it's launching a single player game because no one else is in the room. :doh:

View PostHarlock, on Mar 14 2010, 12:01 AM, said:

What ain't working though is the latest version in combination with the HRP. Without it's fine, but as soon as I launch it with HRP enabled I get the error I mentioned above and the Duke is all shooty and on auto fire... also the lag is incredible...

And that is because your computer can't handle the HRP by the sounds of it and your FPS is droping below 10 and if you are shooting at the time the FPS drops below 10 it will continue to shoot because the game thinks you are still holding the mouse button down.
This issue is known.
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User is offline   Danukem 

  • Duke Plus Developer

#1317

View PostTX, on Mar 13 2010, 12:35 AM, said:

The problem with that is that a sprite can be deleted and then another can be spawned with the same ID as the deleted sprite during the period in which the sound is still playing. I'm not sure exactly how the original game worked, but this is obviously not a scenario you want happening.


True enough, but I'm talking about a problem which has started (for me, at least) with the most recent snapshot. Sounds that used to play consistently now often get cut off. And since posting about it, I've noticed it happening in cases where it can't be explained by sprites getting deleted. For example, sometimes it is silent when the player puts a keycard in a slot.
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User is offline   TerminX 

  • el fundador

  #1318

I'll have to look into that.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1319

ModDB.com EDuke32 engine page stats to date.

Posted Image

Current Rank: 5 of 172 Engines (It's always in the top 10 <_<)
Visits: 5,629
Watchers: 37 members
Community Rating of EDuke32: 9.5 out of 10

http://www.moddb.com/engines/eduke32

This post has been edited by The Commander: 14 March 2010 - 09:58 PM

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User is offline   Jblade 

#1320

TX, is it possible for you to change the code so that the music track that's currently playing is saved when the player saves his game? I know at the minute it can be done by checking the clock time and then loading the track that way, but it seems like it would be a much more elegant solution just to save the music track along with the save (I guess this could also be done for when you change the music with the F5 key; unless there's a specific reason why it wasn't saved)
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