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World Tour EDuke32 Compatibility Stopgap  "My package arrives."

User is online   NightFright 

  • The Truth is in here

#301

Raze has native World Tour support, that's why I was asking. The maps don't seem to have any visible information about lighting in them, so the question is how the port knows which lights to place where.
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User is online   NightFright 

  • The Truth is in here

#302

Another attempt to get my question answered: Since the maps don't seem to contain any lighting data, is it possible there is some hardcoded behavior to use certain light colors for certain sprites/textures in WT?

Example: The cinema entrance in E1L1 has the "Biker Bimbos" display lit in yellow colors, the "Cinema" neon sign illuminates the walls in red. My assumption is these tiles would always behave like that in WT, wherever they are placed.
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User is offline   Avenger 

#303

Was this ever finished in a later build of EDuke32 or is the "to do list" from the second post from 5 years ago still accurate?

This post has been edited by Avenger: 24 May 2021 - 03:58 PM

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User is offline   Mark 

#304

There are certain switches and maybe other things that have built-in lighting in eduke32. There is a option to disable it I think thru simple con code setting. Possibly even thru Mapster. Its been a while since I looked into it. So I would imagine that WT did the same thing with their autolighting certain objects.
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User is offline   Ninety-Six 

#305

View PostAvenger, on 24 May 2021 - 03:57 PM, said:

Was this ever finished in a later build of EDuke32 or is the "to do list" from the second post from 5 years ago still accurate?


It's still accurate, as far as I can tell.

That being said, you'll note that post was edited just over a year ago when the incinerator (and thus the new enemy attacks) was finally supported. Admins can edit those old posts.
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#306

View PostMark, on 24 May 2021 - 04:04 PM, said:

There are certain switches and maybe other things that have built-in lighting in eduke32. There is a option to disable it I think thru simple con code setting. Possibly even thru Mapster. Its been a while since I looked into it. So I would imagine that WT did the same thing with their autolighting certain objects.



As i already wrote, what is curious is that:

View PostThe Battlelord, on 29 April 2021 - 10:15 PM, said:

if you put WT maps in a folder with an old revision of eduke32 (+Duke3d.grp) ie: r4593, r6927, r7395 (Polymer on), it will use WT lights (as it works with the Stopgap), surprisinling it works with the HRP too.
Just avoid Alien World Order episode, as maps are broken if you plan to use them without the Stopgap (or E5L1 is broken at least).



The weird part is that WT came out in 2016 but, eduke32's revisions even older than 2016 ones, will use WT lights as well, so it really depend on the engine or the maps?

This post has been edited by The Battlelord: 24 May 2021 - 10:42 PM

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User is offline   Avenger 

#307

View PostNinety-Six, on 24 May 2021 - 10:03 PM, said:

It's still accurate, as far as I can tell.

That being said, you'll note that post was edited just over a year ago when the incinerator (and thus the new enemy attacks) was finally supported. Admins can edit those old posts.


Well, that's disappointing.

I’m starting to wonder if hendricks has ever actually finished any project? They all seem to be in various states of unfinished...
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User is online   Phredreeke 

#308

Does not having a box for the armor in the mini-HUD really affect your enjoyment of the game that much?

View PostThe Battlelord, on 24 May 2021 - 10:36 PM, said:

The weird part is that WT came out in 2016 but, eduke32's revisions even older than 2016 ones, will use WT lights as well, so it really depend on the engine or the maps?


The WT maps were done in Mapster32. The maps themselves have data for dynamic lights embedded in them (compare the file sizes of the WT and Atomic Edition versions of the maps, you'll find the WT version consistently larger)
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User is offline   Avenger 

#309

View PostPhredreeke, on 25 May 2021 - 06:13 PM, said:

Does not having a box for the armor in the mini-HUD really affect your enjoyment of the game that much?



The WT maps were done in Mapster32. The maps themselves have data for dynamic lights embedded in them (compare the file sizes of the WT and Atomic Edition versions of the maps, you'll find the WT version consistently larger)



It would just be nice to have something in a complete state just like how World Tour shipped.

Same thing could be said for Ion Maiden, etc.

No need to hop on the offensive. Just my opinion.
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#310

View PostAvenger, on 26 May 2021 - 12:39 AM, said:

It would just be nice to have something in a complete state just like how World Tour shipped.



Hmm, idk what you mean as "complete state", let's call it Duke 3D "remake" for a moment, this "remake" came out in 2016 and nothig has been fixed (except the price lol) compared to Atomic Edition, same bugs and worst Duke voice, it lacks of expansions and bonus/extras (unlke Megaton Edition that has been removed...), some nice features like the " hit-scan only" and many other stuff to put in a huge list that i won't even bother to repeat again.
Anyway, everything has a starting point, Duke 3D itself has been updated during the years (1.3d, 1.4, 1.5) "The Birth" episode was included later.

I'm just amazed and so grateful that after so many years, some old users still around here, releasing fantastic stuff in their spare time.

About WT, it works better on eduke32 with the Stopgap, than by launching it on Steam, imho.

This post has been edited by The Battlelord: 26 May 2021 - 02:18 AM

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User is offline   Avenger 

#311

View PostThe Battlelord, on 26 May 2021 - 02:01 AM, said:

Hmm, idk what you mean as "complete state", let's call it Duke 3D "remake" for a moment, this "remake" came out in 2016 and nothig has been fixed (except the price lol) compared to Atomic Edition, same bugs and worst Duke voice, it lacks of expansions and bonus/extras (unlke Megaton Edition that has been removed...), some nice features like the " hit-scan only" and many other stuff to put in a huge list that i won't even bother to repeat again.
Anyway, everything has a starting point, Duke 3D itself has been updated during the years (1.3d, 1.4, 1.5) "The Birth" episode was included later.

I'm just amazed and so grateful that after so many years, some old users still around here, releasing fantastic stuff in their spare time.

About WT, it works better on eduke32 with the Stopgap, than by launching it on Steam, imho.


I agree and no need to force install a cancerous steam spy client as well which is why I figured it would be nice to have an alternate complete way to play the game.

I figured that within 5 years that wasn't a lot to ask.
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User is online   Phredreeke 

#312

I'm sure Hendricks would rather EDuke32 run WT natively than rely on the stopgap, I'm also sure he has other projects that have a higher priority than this.
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User is offline   Player Lin 

#313

Isn't Voidpoint guys are busy on the IF expansion(and maybe working on VoidSW too but IF expansion should be on highest one I guess)?

This post has been edited by Player Lin: 28 May 2021 - 06:19 AM

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User is offline   Jimmy 

  • 1776 World Wide

#314

View PostThe Battlelord, on 24 May 2021 - 10:36 PM, said:

The weird part is that WT came out in 2016 but, eduke32's revisions even older than 2016 ones, will use WT lights as well, so it really depend on the engine or the maps?

They basically copied how everything already worked in EDuke32, so there was some natural level of compatibility already there.
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User is offline   Jamesfff 

#315

Why don't voxels work with the stopgap? I have tried putting the voxel zip file in autoload and activating that and tried unzipping the files in it into their own folder and selecting in in the Custom game content directory" menu and neither worked.

This post has been edited by Jamesfff: 06 June 2021 - 02:03 PM

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User is online   Phredreeke 

#316

You'll have to edit the stopgap's def file to include the def from the voxel pack. (also, voxels will not work in Polymer)

This post has been edited by Phredreeke: 06 June 2021 - 02:07 PM

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User is offline   jkas789 

#317

What phredreeke said. You will need to add to e32wt.def the following line:

include duke3d_voxels.def


And yes, for voxels to work you need to use polymost.
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User is offline   Ninety-Six 

#318

View Postjkas789, on 06 June 2021 - 05:49 PM, said:

And yes, for voxels to work you need to use polymost.


or classic.


It's odd that they wouldn't run in Polymer...
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User is offline   Jimmy 

  • 1776 World Wide

#319

Polymer is abandoned legacy software. The current iteration of voxel support is newer than Polymer, and older versions slowed Polymer to a crawl so they were never implemented in any meaningful way.
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User is offline   Ninety-Six 

#320

View PostJimmy, on 10 June 2021 - 10:51 AM, said:

Polymer is abandoned legacy software. The current iteration of voxel support is newer than Polymer, and older versions slowed Polymer to a crawl so they were never implemented in any meaningful way.


Fair enough, makes sense.


A shame about Polymer. Even if it was a resource-guzzling fatass, when the lighting is used properly it can make some good looking stuff. Of course, I'm a very biased person in this regard since I am an absolute sucker for fancy lighting. Some parts of AWO actually look fantastic with the fancy renderer (the streets of Moscow come to mind).
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User is offline   Jamesfff 

#321

Voxels work now, thanks.
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User is online   NightFright 

  • The Truth is in here

#322

If I remember how I started out with optimizing the addon compilation for Polymer... it couldn't even render overlapping redlines and drew no textures instead. And I realigned those redlines to not overlap. Wasn't exactly the smartest approach. If anything doesn't render like Classic or at least Polymost, leave it.
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