Duke4.net Forums: BloodTC for eDuke32 - Duke4.net Forums

Jump to content

  • 27 Pages +
  • « First
  • 21
  • 22
  • 23
  • 24
  • 25
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

BloodTC for eDuke32

User is offline   NightFright 

  • The Truth is in here

#661

Out of curiosity:
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?
0

User is offline   fgsfds 

#662

It's a common eduke build taken from repository. You can replace it with a newer build if it's necessary.
0

#663

Some more bugs : there's an HOM floor on "The Great Temple".
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.
0

#664

Plasma expansion pak & Cryptic Passage episodes are planned? (or at least weapons/enemies that the plasma pak adds)
0

User is offline   fgsfds 

#665

View PostHeadless_Horseman_Rebirth, on 26 June 2013 - 05:48 AM, said:

Some more bugs : there's an HOM floor on "The Great Temple".

Can you make a screenshot?

View PostFantinaikos, on 26 June 2013 - 06:39 AM, said:

Plasma expansion pak & Cryptic Passage episodes are planned? (or at least weapons/enemies that the plasma pak adds)

Yes, but episodes 3 and 4 should be done first, that won't take too long.
0

User is offline   NightFright 

  • The Truth is in here

#666

It's normal there's no sound/music in the menu at all right now? I thought sound doesn't work at all until I started the first level. Nothing dramatic, but it feels a bit weird.
0

User is offline   Mateos 

#667

View PostNightFright, on 27 June 2013 - 01:38 AM, said:

It's normal there's no sound/music in the menu at all right now? I thought sound doesn't work at all until I started the first level. Nothing dramatic, but it feels a bit weird.


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 :)
0

User is offline   m210® 

#668

I have a question to developers.
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???
0

User is online   Hendricks266 

  • Weaponized Autism

  #669

Use a higher scale of integers. For example, shift all values added left by 16, including the start value. Don't shift left factors or divisors. Shift the final product right by 16.
0

User is offline   Gambini 

#670

View PostM210, on 30 June 2013 - 12:34 AM, said:

I have a question to developers.
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?
0

User is offline   m210® 

#671

Quote

It´s for the slowing down train in the train station map right?

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
0

User is online   Hendricks266 

  • Weaponized Autism

  #672

You can work around these sorts of things. For example, if you need to move something at 0.5 units per tic, then just make a fraction out of it and move it one unit every two tics.

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.
0

User is offline   m210® 

#673

Quote

You can work around these sorts of things. For example, if you need to move something at 0.5 units per tic, then just make a fraction out of it and move it one unit every two tics.

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.

Quote

so let me know if you need help with that.

Yes please, perhaps it would be useful for me.

Quote

I know Lua only uses floats, so Lua scripts could use floats in your own calculations.

I don't know how to use it with eduke32 yet :)

This post has been edited by M210: 01 July 2013 - 05:55 AM

0

User is offline   nsnake 

#674

View PostM210, on 07 June 2013 - 04:14 AM, said:

Helixhorned, Do you know, why polymer doesn't have a texture filters? It's like software render at all.


View PostMicky C, on 07 June 2013 - 04:38 AM, said:

In classic mode when polymer uses the shade tables, regular texture filtering causes very ugly colours to appear, so first plagman has to figure out how to stop those colours from appearing before it can be re-enabled (or else there'll be dozens of noobs coming to the forums to complain about it in new threads).


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

0

User is offline   Helixhorned 

  • EDuke32 Developer

#675

View Postnsnake, on 04 July 2013 - 04:15 AM, said:

Is it possible, to re-enable Polymer texture filtering in the latest eduke32 snapshots?

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.
0

User is offline   nsnake 

#676

View PostHelixhorned, on 04 July 2013 - 04:28 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.

It worked like charm. Thank you very much!!! :)
0

User is offline   Jim 

#677

Can you guys add an optional feature to have permanent dual weapons?
0

User is offline   Micky C 

  • Honored Donor

#678

View PostHelixhorned, on 04 July 2013 - 04:28 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.


Didn't he say he was going to create some form of texture filtering that works in art mapping?
0

User is offline   Plagman 

  • Former VP of Media Operations

#679

I can add it, but I wasn't sure if people really wanted it. Filtering makes sense for high-res textures, sure, but it kind of looks like ass on ART, doesn't it?
0

User is offline   Micky C 

  • Honored Donor

#680

It looks better on some textures than others I'll admit. But what about mods and TCs that use a combination of hi res textures and art tiles?
0

User is offline   Tea Monster 

  • Polymancer

#681

Why would you do that?
0

User is offline   Micky C 

  • Honored Donor

#682

View PostTea Monster, on 05 July 2013 - 03:12 AM, said:

Why would you do that?


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.
0

User is offline   Jim 

#683

A user getting slow downs with a good video card on BloodCM

http://www.celephais...ad.php?id=60863
0

User is offline   TerminX 

  • el fundador

  #684

You need to make the wall decal sprites one-sided:

Posted Image
3

User is offline   m210® 

#685

Quote

You need to make the wall decal sprites one-sided:

Thanks, TX, it will be fix at soon :)
0

User is offline   Jim 

#686

When I select the Polymer renderer and trilinear filtering, it still shows the pixels

I get a weird red glow when I look down into a hole in the polymost renderer.
0

User is offline   Micky C 

  • Honored Donor

#687

That's nothing to do with the TC, that's eduke32's fault.
0

User is offline   MetHy 

#688

View PostJim, on 17 August 2013 - 06:48 PM, said:

When I select the Polymer renderer and trilinear filtering, it still shows the pixels


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

1

User is offline   Jim 

#689

I noticed that if you use the Eduke32 from WG realms 2's knee Deep, the Trilinear Filtering works, and the Polymer render does not have the "red glow" Problem. Does Triliner Filtering for the Polymer renders work only with that build?
0

User is offline   Micky C 

  • Honored Donor

#690

The disabled polymer filtering thing is a relatively new development. It's a side effect of polymer being able to much more accurately imitate the classic render we'd shading.
0

Share this topic:


  • 27 Pages +
  • « First
  • 21
  • 22
  • 23
  • 24
  • 25
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options