Shadow Warrior - "New Episode"
#212 Posted 04 June 2017 - 05:50 PM
TerminX, on 04 June 2017 - 05:40 PM, said:
Fair enough, so for all commands I'm going to have both the original command and the more standardized command. So to turn on and off god mode, it would either be "god" or "swchan". That is now in my depot.
Hendricks266, on 04 June 2017 - 05:46 PM, said:
Having less redundant systems in the codebase always makes things easier to maintain in the long run. In the short term, that system has a nasty bug in it, that I haven't been able to track down.
This post has been edited by icecoldduke: 04 June 2017 - 05:52 PM
#213 Posted 04 June 2017 - 05:59 PM
This post has been edited by icecoldduke: 04 June 2017 - 06:01 PM
#215 Posted 04 June 2017 - 06:08 PM
icecoldduke, on 04 June 2017 - 05:29 PM, said:
- changelevel <level id> - changes level
- screenshot - takes a screenshot
Does anyone have a issue using the console instead of the old cheat text input mechanism?
Um, who would ever type screenshot into the console? Also the level change command should be "map" rather than "changelevel".
#216 Posted 04 June 2017 - 06:17 PM
icecoldduke, on 04 June 2017 - 05:59 PM, said:
Upvoted because anything you can do to make polymer run better without fucking things up is good in my book.
#217 Posted 04 June 2017 - 06:25 PM
Lunick, on 04 June 2017 - 06:08 PM, said:
There's a screenshot console command so you can bind it to keys. "map" usually starts a new game on a given filename, whereas "changelevel" continues the current game on a different level. They do different things.
#218 Posted 04 June 2017 - 08:22 PM
!!PLEASE DELETE ALL YOUR SAVED GAME DATA BEFORE PLAYING THIS PATCH!!!
NEW PATCH HERE:
https://forums.duke4...post__p__279012
WHATS NEW:
- POLYMER: Transparent water and FAF sectors now render correctly.
- POLYMER: Disabled remote camera rendering, doesn't work yet and caused performance issue. Will re-enable when fixed.
- Added new console commands for various cheat(developer) commands and disabled legacy command input system.
- MAPSTER: Sectornum will now be displayed for sprites/floors/ceilings.
- Added new fortune cookie text.
- Added more of Drek's hipal work.
- Deprecated BGL* system and replaced it with glew.
This post has been edited by icecoldduke: 05 June 2017 - 04:31 PM
#219 Posted 04 June 2017 - 08:28 PM
TerminX, on 04 June 2017 - 06:05 PM, said:
Yes this will work for both Polymost and Polymer.
#220 Posted 04 June 2017 - 08:33 PM
icecoldduke, on 04 June 2017 - 08:22 PM, said:
???
That's not in the job description of a source port.
#221 Posted 04 June 2017 - 08:34 PM
Hendricks266, on 04 June 2017 - 08:33 PM, said:
That's not in the job description of a source port.
Ugh, reminds me of my facepalm politicized multiplayer death messages in certain older versions of EDuke32.
#222 Posted 04 June 2017 - 08:43 PM
#223 Posted 04 June 2017 - 08:57 PM
I hope this mod also includes proper shadows, enemies that actually drop ammo items, no random crashes, and full mouse support.
#224 Posted 05 June 2017 - 07:14 AM
Forge, on 04 June 2017 - 08:57 PM, said:
I hope this mod also includes proper shadows, enemies that actually drop ammo items, no random crashes, and full mouse support.
I assume your talking about the existing bugs in the game. I've been looking over your bug reports, did I miss one where you brought up the enemies aren't dropping items?
#225 Posted 05 June 2017 - 07:43 AM
#226 Posted 05 June 2017 - 08:00 AM
This post has been edited by Mark.: 05 June 2017 - 08:04 AM
#227 Posted 05 June 2017 - 08:07 AM
Mark., on 05 June 2017 - 08:00 AM, said:
Just curious what resolution are you running at? As a hunch can you try 1980x1200?
#228 Posted 05 June 2017 - 08:11 AM
Also, I love the instant switch back and forth between 2D and 3D. Although I don't know if thats your programming skills or this is normal for vanilla maps and 8bit assets. ( which I haven't used in my projects )
This post has been edited by Mark.: 05 June 2017 - 08:21 AM
#229 Posted 05 June 2017 - 08:22 AM
Mark., on 05 June 2017 - 08:11 AM, said:
I think whats happening is this. I added more info for SW to the mouse hover ui box. I think there is some array that I missed that is allocating some array that has a limit on the number of lines it can display, and this is causing the crash. I'll fix this crash as soon as I can, in the mean time please run your editor at 1920x1080 or higher. I do this by default because I have a 4k monitor at home, which is how I missed this.
Mark., on 05 June 2017 - 08:11 AM, said:
In Duke3D mapster, the instant switch also happens when the 2d and 3d resolutions match up. In sw mapster the 2d/3d screen resolutions are the same(set by the resolution you select on startup). Does anyone need the resolution for 2d and 3d mode to ever be different?
This post has been edited by icecoldduke: 05 June 2017 - 08:28 AM
#230 Posted 05 June 2017 - 08:35 AM
What sprite do I tag to make a Polymer light?
This post has been edited by Mark.: 05 June 2017 - 08:37 AM
#231 Posted 05 June 2017 - 08:37 AM
Mark., on 05 June 2017 - 08:35 AM, said:
I will try and get this fixed asap, but it might be a couple days. Thanks for testing this out .
#232 Posted 05 June 2017 - 08:38 AM
Mark., on 05 June 2017 - 08:35 AM, said:
ST1:
HiTag 597
TAG13=ZOffset
TAG6=LightRange
TAG7=Red Color(0-255)
TAG8=Green Color(0-255)
TAG9=Blue Color(0-255)
TAG10=Priority
#233 Posted 05 June 2017 - 08:41 AM
Before posting I tried ST1 but I used the regular Mapster way of F8 and filling in the blanks with the values I'm used to. I'll have to get used to the SW way of doing things. I'll see if I can find my ancient SW FAQ I printed out years ago.
This post has been edited by Mark.: 05 June 2017 - 08:48 AM
#234 Posted 05 June 2017 - 08:47 AM
Mark., on 05 June 2017 - 08:41 AM, said:
Yeah you can't do that, in the next build I'll remove that from swmapster. You have to use the tags .
This post has been edited by icecoldduke: 05 June 2017 - 08:48 AM
#235 Posted 05 June 2017 - 08:53 AM
#236 Posted 05 June 2017 - 09:10 AM
Mark., on 05 June 2017 - 08:53 AM, said:
While SW tags use xvel, yvel, etc the tags piggy back multiple tags on xvel, yvel, etc via bit modifications, which is why you have to use the tagging system .
#237 Posted 05 June 2017 - 02:02 PM
Also I may as well ask here, can anyone recommend a good hex editor with copy paste? It's for the last few lookup.dat slots that I can't edit in openglbt.
Another also, just tested the editor and I'm getting the same crash as Mark, I can report this is definitely new behavior.
This post has been edited by Drek: 05 June 2017 - 02:10 PM
#238 Posted 05 June 2017 - 02:18 PM
I don't have the button layout in front of me, but the button combos for editing tags is the same as the dos editor.
#239 Posted 05 June 2017 - 02:33 PM
I'd prefer to edit them in 3dmode... I'd also prefer the editor to default to windowed and 32bpp.
This post has been edited by Drek: 05 June 2017 - 02:35 PM
#240 Posted 05 June 2017 - 03:43 PM
In a map I walked up to a counter and the top was at eye level. Wall switches are above the player's head
This post has been edited by Mark.: 05 June 2017 - 03:47 PM