EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2221 Posted 03 April 2011 - 04:27 AM
OOPS. I posted in the wrong thread. I got fooled because the last few posts were about bugs and I clicked post instead of heading over to the bugs section.
This post has been edited by Marked: 03 April 2011 - 04:31 AM
#2222 Posted 03 April 2011 - 07:37 AM
Marked, on 03 April 2011 - 04:27 AM, said:
OOPS. I posted in the wrong thread. I got fooled because the last few posts were about bugs and I clicked post instead of heading over to the bugs section.
not answering your question, but doing another, what the hell is spriteshadow? I'm curious! =)
#2223 Posted 03 April 2011 - 08:30 AM
This post has been edited by Hendricks266: 03 April 2011 - 08:31 AM
#2224 Posted 05 April 2011 - 07:38 AM
#2225 Posted 05 April 2011 - 07:40 AM
#2227 Posted 05 April 2011 - 08:23 AM
#2228 Posted 05 April 2011 - 09:07 AM
#2229 Posted 05 April 2011 - 09:10 AM
#2230 Posted 06 April 2011 - 07:42 AM
Jhect, on 05 April 2011 - 08:23 AM, said:
you're right! I never used "spriteshadow", I only use on actors "spriteflags 1" (perhaps is the same thing)
#2231 Posted 06 April 2011 - 07:56 AM
I see what you mean now. Perhaps in addition to an alphabetical listing we should also categorize them all on one page.
This post has been edited by Hendricks266: 06 April 2011 - 07:57 AM
#2232 Posted 06 April 2011 - 08:10 AM
#2233 Posted 08 April 2011 - 08:47 PM
#2234 Posted 08 April 2011 - 09:00 PM
#2235 Posted 09 April 2011 - 04:19 AM
#2237 Posted 09 April 2011 - 04:38 AM
#2238 Posted 09 April 2011 - 09:32 AM
Micky C, on 09 April 2011 - 04:27 AM, said:
The autoload folder does not read folders inside it AFAIK, it will only read zip's etc.
He can get the folder to work by having the "polymer_hrp" folder in his main Duke directory and selecting it from the custom game content directory drop down box as shown in the SVN guide.
But I think he may want it to load from the autoload folder so he can use it with DukePlus.
This post has been edited by The Commander: 09 April 2011 - 09:33 AM
#2239 Posted 12 April 2011 - 10:49 AM
The Commander, on 29 November 2010 - 10:38 PM, said:
For those that don't know what they are looking at, it's E1L1 but in a angled view.
wow that's cool!
how to do that??
#2240 Posted 12 April 2011 - 10:51 AM
This post has been edited by The Commander: 12 April 2011 - 10:51 AM
#2241 Posted 12 April 2011 - 11:26 PM
For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.
#2242 Posted 13 April 2011 - 03:59 AM
DeeperThought, on 12 April 2011 - 11:26 PM, said:
For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.
its also interesting to note in scenarios where i have turned off lights with the intent of getting frames the fps is actually worse than it would be with the lights on.
#2243 Posted 13 April 2011 - 08:16 AM
Jhect, on 05 April 2011 - 07:40 AM, said:
Jhect, on 05 April 2011 - 08:23 AM, said:
Jhect, on 05 April 2011 - 09:10 AM, said:
Here's a categorized command list which I've sorted over the past week. There are only a handful of commands that I don't know how to sort listed under "unsorted". Tell me what you think.
#2244 Posted 13 April 2011 - 08:22 AM
Hendricks266, on 13 April 2011 - 08:16 AM, said:
That's pretty good overall. I would change "meta-settings" to "game settings", and move some stuff around. I'll take another look at it when I have more time.
#2245 Posted 13 April 2011 - 12:32 PM
This post has been edited by Jhect: 13 April 2011 - 12:34 PM
#2246 Posted 13 April 2011 - 12:53 PM
Jhect, on 13 April 2011 - 12:32 PM, said:
You really need to look closer at the page dude, mainly at the very top.
Full command list (alphabetized ยท categorized)
#2248 Posted 13 April 2011 - 02:10 PM
DeeperThought, on 12 April 2011 - 11:26 PM, said:
For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.
On similar type of note,
Apparently this was fixed, but from my testing it does not seem to be the case (Someone else please confirm this)
If the APLAYER spawns a sprite, and that sprite is tuned into a Polymer light everything works BUT.
Spotlights cast a projection of the APLAYER and not a proper light.
It makes no difference to what the .owner member is set to, even before or after it it turned into a light.
I even DNDEBUG'ed and looked at the light in mapster, oddly it works correctly there and has the .owner -1 (or what ever I set it to in code)
It seems the code is all correct, but Polymer fails to set the right .owner in gameplay.
Point lights work fine though.
This post has been edited by The Commander: 13 April 2011 - 02:10 PM
#2249 Posted 18 April 2011 - 04:24 AM
http://pastebin.com/DJsCednp
and here's my log from the last snapshot that works, dated 24th of March 2011:
http://pastebin.com/zejvV3y5