BloodTC for eDuke32
#661 Posted 26 June 2013 - 04:32 AM
Are you applying modifications to the EDuke32 build you include with your mod, or is it just a snapshot you can download from the Dukeworld repository?
#662 Posted 26 June 2013 - 05:09 AM
#663 Posted 26 June 2013 - 05:48 AM
Also, I noticed that after some times, some sprites seems to start to "glow" (I'm playing in Polymer). This is especially noticeable for Zombies.
#664 Posted 26 June 2013 - 06:39 AM
#665 Posted 26 June 2013 - 09:38 AM
Headless_Horseman_Rebirth, on 26 June 2013 - 05:48 AM, said:
Can you make a screenshot?
Fantinaikos, on 26 June 2013 - 06:39 AM, said:
Yes, but episodes 3 and 4 should be done first, that won't take too long.
#666 Posted 27 June 2013 - 01:38 AM
#667 Posted 27 June 2013 - 03:20 AM
NightFright, on 27 June 2013 - 01:38 AM, said:
I can't find the post, but there's no music right now because in the original Blood there's no music at the menu, excepted if a demo is played
#668 Posted 30 June 2013 - 12:34 AM
I make a motion with acceleration for doors and I have a lot of problems with the calculation of distance traveled.
Is it possible to add floating point to eduke32???
#669 Posted 30 June 2013 - 03:41 PM
#670 Posted 30 June 2013 - 04:07 PM
M210, on 30 June 2013 - 12:34 AM, said:
I make a motion with acceleration for doors and I have a lot of problems with the calculation of distance traveled.
Is it possible to add floating point to eduke32???
It´s for the slowing down train in the train station map right?
#671 Posted 30 June 2013 - 06:52 PM
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Yes, and also for elevators and other doors.
For calculating a true distance, I need to get accelerations with 0,5 value, for example, but it turns out to be 0
#672 Posted 01 July 2013 - 01:31 AM
1/2 unit / 1 tic = 1 unit / 2 tics
1/3 unit / 1 tic = 1 unit / 3 tics
2/3 unit / 1 tic = 2 units / 3 tics
How exactly you distribute the tics unevenly for something like 2/3 is up to you. I would suggest keeping the numerator and denominator in separate gamevars for as long as possible. In the past I have come up with solutions for evenly distributing large numbers over necessarily uneven integer increments without rounding errors or inaccuracy, so let me know if you need help with that.
Basically, instead of making one division and using that as a constant rate, which would undershoot the final target, you keep a running increment and make a division each tic so that the rounding errors caused by floor division truncation cancel out. I would have to either find the code where I used such calculations or re-derive it before I give you exact math.
The larger point is that the engine is built completely around integer-only calculations. I suppose you could change the integers to floats and make new data formats for the maps, but that may come with significant performance impact, runs the risk of backward-compatibility changes, and could prevent ports to embedded devices like the Dingoo. Also, in some ways it wouldn't be the same BUILD that has been around for close to 20 years.
I know Lua only uses floats, so Lua scripts could use floats in your own calculations.
#673 Posted 01 July 2013 - 05:54 AM
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1/2 unit / 1 tic = 1 unit / 2 tics
1/3 unit / 1 tic = 1 unit / 3 tics
2/3 unit / 1 tic = 2 units / 3 tics
I think about it and it's very inconvenient.
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Yes please, perhaps it would be useful for me.
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I don't know how to use it with eduke32 yet
This post has been edited by M210: 01 July 2013 - 05:55 AM
#674 Posted 04 July 2013 - 04:15 AM
M210, on 07 June 2013 - 04:14 AM, said:
Micky C, on 07 June 2013 - 04:38 AM, said:
Is it possible, to re-enable Polymer texture filtering in the latest eduke32 snapshots?
I just want to play BloodTC with filtered textures, and because of that I use older eduke32 version. But it seems, that older snapshot causes some crashes, and bugs with TC.
This post has been edited by nsnake: 04 July 2013 - 04:17 AM
#675 Posted 04 July 2013 - 04:28 AM
nsnake, on 04 July 2013 - 04:15 AM, said:
Polymer's ART mapping does not support texture filtering, but you can disable ART mapping with r_pr_artmapping 0 from the console, followed by a restartvid.
#676 Posted 04 July 2013 - 08:36 AM
Helixhorned, on 04 July 2013 - 04:28 AM, said:
It worked like charm. Thank you very much!!!
#677 Posted 04 July 2013 - 10:32 PM
#678 Posted 04 July 2013 - 11:08 PM
Helixhorned, on 04 July 2013 - 04:28 AM, said:
Didn't he say he was going to create some form of texture filtering that works in art mapping?
#679 Posted 05 July 2013 - 12:55 AM
#680 Posted 05 July 2013 - 01:07 AM
#682 Posted 05 July 2013 - 03:21 AM
Tea Monster, on 05 July 2013 - 03:12 AM, said:
There are other TCs, but take WGR2 as an example. That mixes 8-bit art with the occasional hi res art, and more recently models as well.
#683 Posted 10 July 2013 - 08:46 PM
#685 Posted 11 July 2013 - 01:13 AM
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Thanks, TX, it will be fix at soon
#686 Posted 17 August 2013 - 06:48 PM
I get a weird red glow when I look down into a hole in the polymost renderer.
#688 Posted 18 August 2013 - 05:58 AM
Jim, on 17 August 2013 - 06:48 PM, said:
I think you'd have quite a hard time playing if you didn't see pixels.
That reminds me of a friend of mine 10 years ago, who'd go on saying that "if you see pixels in a game then it's ugly"
This post has been edited by MetHy: 18 August 2013 - 06:02 AM