PolymerNG - Xbox One and Windows 10
#1201 Posted 26 May 2017 - 10:12 AM
#1203 Posted 27 May 2017 - 07:27 AM
icecoldduke, on 26 May 2017 - 08:25 AM, said:
I fail to understand how working on a free open source project interferes with a paid position??? Technically any code you write for your paid job is property of your employer and it cant be back ported to Eduke. So i fail to understand what you mean by non compete? Working on polymerng is totally not competing. Its called a free hobby that you donate your time to. So your story doesnt exactly add up.
This post has been edited by Paul B: 27 May 2017 - 07:30 AM
#1204 Posted 27 May 2017 - 07:40 AM
Paul B, on 27 May 2017 - 07:27 AM, said:
Sure it does. If I'm paying someone a salary for their renderer code, then I don't want that person to spend their time writing renderer code for unrelated parties and posting it for free. It's sort of like how professional fighters sign exclusivity deals with fight promotions. If someone fights for the UFC, their contract prohibits them from participating in free amateur fights.
#1205 Posted 27 May 2017 - 07:42 AM
As for free amateur fighting i could understand how that would interfere with professional fighting. As it could result in injury which would effect the persons profession. Then again the person could also could get hit by a car as well so should he not be allowed to walk in public as it is a risk to his health. Where does one draw the line?
This post has been edited by Paul B: 27 May 2017 - 07:54 AM
#1206 Posted 27 May 2017 - 07:52 AM
Paul B, on 27 May 2017 - 07:42 AM, said:
You're not seeing the big picture here. First, it's a contract. If the employer doesn't like it, they can refuse to sign it and work elsewhere. Secondly, if icecoldduke is writing graphics code for EDuke32, he's going to use all of the skills and resources at his disposal to do so. Potentially, competitors of his company could look at it and learn from it. It's not unreasonable for an employer to demand that their employees not aid their competitors.
#1207 Posted 27 May 2017 - 07:59 AM
This post has been edited by Paul B: 27 May 2017 - 08:01 AM
#1208 Posted 27 May 2017 - 09:01 AM
This post has been edited by Player Lin: 27 May 2017 - 09:01 AM
#1209 Posted 27 May 2017 - 09:02 AM
#1210 Posted 30 May 2017 - 01:04 AM
#1211 Posted 30 May 2017 - 02:08 PM
Tea Monster, on 30 May 2017 - 01:04 AM, said:
The person who wrote the original Polymer renderer isn't around to work on it much anymore, just FYI. (Plagman) As for the rest of the devs, there's other priorities (Bombshell) and some don't have the same skillset that Plagman did.
As for myself, I'd help out (I have a possible solution for the z-fighting of wall-aligned sprites) but I'm currently busy with the multiplayer.
This post has been edited by Striker: 30 May 2017 - 02:32 PM
#1212 Posted 31 May 2017 - 08:32 PM
Striker, on 30 May 2017 - 02:08 PM, said:
As for myself, I'd help out (I have a possible solution for the z-fighting of wall-aligned sprites) but I'm currently busy with the multiplayer.
We dont need you to stretch yourself too thin between projects. Best to stay focused on multiplayer support since thats a big and much needed under taking. Once that has been polished then try taking a stab at graphics.
With enough time and patience i have no doubt ICD will revisit polymerng. I just hope by then he can incorporate TROR support into the new renderer. That would be amazing if those three things could come together. Keep up the great work striker i'm a big fan!
Im curious are you reviving old mp code? Or are you proceeding with a new session based join and quit on the fly method of multiplayer based on Terminx's model?
This post has been edited by Paul B: 31 May 2017 - 08:48 PM
#1213 Posted 01 June 2017 - 03:41 AM
Paul B, on 31 May 2017 - 08:32 PM, said:
Both. I'm maintaining the OldMP branch and fixing bugs, and added some much needed features (such as frag limits). When 75 has finished his work on the Client/Server packet code, I'm going to switch to that and port the relevant features and fixes to it.
I'm also working on a Dukematch-centered project called "StrikerDM", which is a collection of new features, weapons, and maps for Dukematch. Mainly doing that to drum up interest in Dukematching again on EDuke32.
This post has been edited by Striker: 01 June 2017 - 03:49 AM
#1214 Posted 01 June 2017 - 06:04 AM
On the topic of multiplayer, I did grab mmulti.cpp from a older build and put it in to my branch(not committed yet), does that code work as is? I imagine there is a whole bunch of latency issues, but does it at least work over LAN?
This post has been edited by icecoldduke: 01 June 2017 - 06:34 AM
#1215 Posted 01 June 2017 - 10:41 PM
#1216 Posted 02 June 2017 - 07:50 AM
Striker, on 01 June 2017 - 03:41 AM, said:
Sorry for going offtopic here, but do you (or anyone else) have news on that? We all know that that guy is working on it, but how much has he progressed so far?
IMO what is lacking the most (by far) for the duke community is client server multiplayer.
This post has been edited by HellFire: 02 June 2017 - 07:50 AM
#1217 Posted 02 June 2017 - 08:05 AM
HellFire, on 02 June 2017 - 07:50 AM, said:
IMO what is lacking the most (by far) for the duke community is client server multiplayer.
I can't speak for whats going on Voidpoints side, but this weekend I'm going to integrate the network code I had in PolymerNG in the new Shadow Warrior branch, hopefully everything works well.
#1218 Posted 02 June 2017 - 10:16 AM
HellFire, on 02 June 2017 - 07:50 AM, said:
IMO what is lacking the most (by far) for the duke community is client server multiplayer.
A lot of progress has been made (there's new commits for it nearly every day), but there's still some really wacky bugs to sort out (such as the map turning inside out on occasion, we think the sector/wall order is getting out of order on updates, likely will be fixed later today.). When 75 and I feel it's ready for testing, you will know.
This post has been edited by Striker: 02 June 2017 - 10:18 AM
#1219 Posted 02 June 2017 - 01:25 PM
This post has been edited by icecoldduke: 02 June 2017 - 01:33 PM
#1220 Posted 02 June 2017 - 03:30 PM
icecoldduke, on 02 June 2017 - 01:25 PM, said:
That's already a thing as far as I'm aware. And yes, it's messy... build is a mass of linked lists that are dependent on other linked lists, upon linked lists, upon variables that can be used for unintended purposes and in unexpected ways.
This post has been edited by Striker: 02 June 2017 - 03:31 PM
#1221 Posted 02 June 2017 - 08:21 PM
Striker, on 02 June 2017 - 03:30 PM, said:
I look forward to seeing what you guys come up with
#1222 Posted 02 July 2017 - 08:32 AM
#1225 Posted 25 October 2017 - 05:49 PM
I did want to necropost to this thread however because I found a growing project to house XBox One homebrew software in one place.
https://github.com/w.../ProjectPegasus
I'd love to see you eventually put your XBox One port of the engine over there so people can play with it, even if it is incomplete. Who knows? It might get someone interested in contributing.