Forge, on 19 February 2019 - 07:20 PM, said:
Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#691 Posted 19 February 2019 - 10:21 PM
#693 Posted 20 February 2019 - 12:29 AM
For Caribbean Vacation, it was more involved, because not only the art tiles but also the custom sounds conflicted with definitions used in AA. For the art tiles, what I did was added the Caribbean tiles to a high art.xx file that we hadn't used yet. Then, wrote a little mapster script to detect any sprite or surface in the map that was within the custom Caribbean tile range, and add a number to it to convert it to the new Caribbean tile. Sound conversion was actually much more difficult than art. Some of the new Caribbean sounds were defined on numbers outside the normal Duke 3D range, but these all conflicted with our sounds. So, those sounds had to be redefined on very high numbers that we weren't using, and a mapster script converted the numbers in the maps to the new numbers. But several problems came up. First, there are various tags on both effectors and sectors that can be used for sound numbers, and it took some research to get the conversion formula right. Then I discovered that the converted sounds on MUSIC&FX sprites would not even play. It turns out that MUSIC&FX sprites are hardcoded to not play sounds with a defined number of 1000+, which of course all of them had to be to avoid conflict. So then I had to make a new custom actor for playing those sounds, which would try to replicate the functionality of the MUSIC&FX sprite (that's why if you look in the Caribbean maps you will see the HIGHSOUND sprites instead of MUSIC&FX). I'm pretty sure the custom actor is not quite right in the way that it handles sounds cutting in and out on the periphery of the specified range, but given how limited sound control is in CON, I doubt that it can be helped. Finally, there was one more problem. Some of the sounds in Caribbean simply replace the standard Duke 3D ones (example: bar music) So, to get those to work, those sounds had to be discovered, then redefined, then inserted into the maps via another mapster script. Then of course there were the custom actors such as the beachball which had to be recoded because they were shit. Well, the beachball was shit.
tldr; not doing that again
#694 Posted 20 February 2019 - 12:50 AM
I tried filtered and unfiltered textures (normally I play unfiltered) and tried changing every setting in the polymost setup. The only thing that fixes the dot is changing to classic renderer.
I will try a bit more, if there are other things, that could fix the dot.
EDIT:
I just did a completely fresh install, meaning I just unzipped 2.02 to a new folder and changed nothing in it. Eduke (I tried 32 and 64 bit versions) automatically finds the WT-grp* file and I started in 1920*1080 OpenGL. The dot is still broken in the fresh installation when using OpenGL/Polymost.
EDIT2:
Here are even more results with another absolutely fresh install with no setting changed anywhere using the Megaton-grp on OpenGL:
- Classic Episodes: The pistol's dot doesn't have the black pixels around it but the dot itself isn't translucent at all.
- New Invasion: Same as Classic Episodes.
- Duke it out in DC: The dot is translucent (has higher opacity than in classic Rendermode, though) but flickers to the intransparent version with the black pixels around it now and then (what was described above by John Brown)
- Carribbean: Dot always has black pixels around it and no translucency. No flickering to version without pixels around it.
Hope it helps a bit.
*) It is the only version I have installed from Steam. I once had Megaton installed but only copied the grp file from there into my eDuke32 and HRP installation and uninstalled Megaton.
This post has been edited by fuegerstef: 20 February 2019 - 01:20 AM
#695 Posted 20 February 2019 - 01:13 AM
https://www.dropbox....cripts.rar?dl=0
There will be a couple of missing sound files referred to in the scripts, but it won't matter because those would only play during CTF anyway.
#696 Posted 20 February 2019 - 01:26 AM
Need to buy food, walk the dogs and have some lunch before testing again.
EDIT:
Sorry, the new scripts don't work either (again, clean install with grp file added). The laser dot works as intended in the classic and new Episode, but acts up and flickers in DC and is constantly solid with black pixels around it in Carrbbean.
PS: It's nat that it is a serious bug that hinders gameplay, or so. Just wanted to mention and help a bit if you want to find the issue with it.
This post has been edited by fuegerstef: 20 February 2019 - 04:57 AM
#697 Posted 20 February 2019 - 11:24 AM
#698 Posted 20 February 2019 - 01:09 PM
Mr. Nukem Roses, on 20 February 2019 - 11:24 AM, said:
#699 Posted 20 February 2019 - 01:28 PM
fuegerstef, on 20 February 2019 - 01:26 AM, said:
Sorry, the new scripts don't work either (again, clean install with grp file added). The laser dot works as intended in the classic and new Episode, but acts up and flickers in DC and is constantly solid with black pixels around it in Carrbbean.
In a way, that's good to hear, because it means I'm not losing my mind. What's baffling is that the 2.02 update somehow triggered the rendering glitch, but only for some computers apparently.
#700 Posted 20 February 2019 - 01:58 PM
Trooper Dan, on 20 February 2019 - 01:28 PM, said:
In a way, that's good to hear, because it means I'm not losing my mind. What's baffling is that the 2.02 update somehow triggered the rendering glitch, but only for some computers apparently.
This post has been edited by Marya: 20 February 2019 - 02:02 PM
#701 Posted 20 February 2019 - 02:06 PM
Trooper Dan, on 20 February 2019 - 01:28 PM, said:
Shall I post PC-specs and eDuke-log?
#702 Posted 20 February 2019 - 02:07 PM
#703 Posted 20 February 2019 - 02:10 PM
Trooper Dan, on 20 February 2019 - 02:07 PM, said:
#704 Posted 20 February 2019 - 04:20 PM
This post has been edited by Mr. Nukem Roses: 20 February 2019 - 04:22 PM
#705 Posted 20 February 2019 - 04:28 PM
This post has been edited by Forge: 20 February 2019 - 04:28 PM
#706 Posted 20 February 2019 - 04:29 PM
Forge, on 20 February 2019 - 04:28 PM, said:
ok. so if one character has the nuke, can both characters be able to use it without having to switch?
#707 Posted 20 February 2019 - 04:34 PM
Mr. Nukem Roses, on 20 February 2019 - 04:29 PM, said:
yes
#708 Posted 20 February 2019 - 04:43 PM
#709 Posted 20 February 2019 - 04:52 PM
Trooper Dan, on 20 February 2019 - 04:43 PM, said:
well that's was an interesting thing to experience then. glad i got it on film
#710 Posted 20 February 2019 - 04:52 PM
I don't do twitter, so if you were posting attachments, or whatever, I won't see them.
(no facebook either)
This post has been edited by Forge: 20 February 2019 - 04:54 PM
#711 Posted 20 February 2019 - 04:54 PM
Trooper Dan, on 20 February 2019 - 04:43 PM, said:
#712 Posted 20 February 2019 - 05:12 PM
This post has been edited by Mr. Nukem Roses: 20 February 2019 - 05:14 PM
#713 Posted 20 February 2019 - 05:21 PM
Marya, on 20 February 2019 - 04:54 PM, said:
It's neither. They are just a trivial nuisance and I didn't bother making them run the usual enemy code which makes them targets, etc.
Mr. Nukem Roses, on 20 February 2019 - 05:12 PM, said:
Yeah, the nuke is in game, but you will never see it unless you play the DC episode, and even then it's only in a few places.
If you want to test it, open the console and type "spawn nukesprite"
EDIT: I forgot to ask, did the Duke bot eventually go back to normal, or did he get stuck in the buggy "got a nuke" status?
This post has been edited by Trooper Dan: 20 February 2019 - 05:24 PM
#714 Posted 20 February 2019 - 05:28 PM
Mr. Nukem Roses, on 20 February 2019 - 05:12 PM, said:
#715 Posted 20 February 2019 - 05:32 PM
Trooper Dan, on 20 February 2019 - 05:21 PM, said:
Yeah, the nuke is in game, but you will never see it unless you play the DC episode, and even then it's only in a few places.
If you want to test it, open the console and type "spawn nukesprite"
EDIT: I forgot to ask, did the Duke bot eventually go back to normal, or did he get stuck in the buggy "got a nuke" status?
This post has been edited by Marya: 20 February 2019 - 05:34 PM
#716 Posted 20 February 2019 - 05:34 PM
Trooper Dan, on 20 February 2019 - 05:21 PM, said:
Yeah, the nuke is in game, but you will never see it unless you play the DC episode, and even then it's only in a few places.
If you want to test it, open the console and type "spawn nukesprite"
EDIT: I forgot to ask, did the Duke bot eventually go back to normal, or did he get stuck in the buggy "got a nuke" status?
he went back to normal after a little bit of having that message. i had to review my video i did of it for my let's play series. seemed as though it was like a 1 time thing, cause it didn't seem to happen afterwards
#717 Posted 20 February 2019 - 07:59 PM
Marya, on 20 February 2019 - 05:32 PM, said:
Open up tiles.cfg in a text editor. It has the new AA tiles as well as the original tiles, in groups for mapster.
Pretty much anything you would want to spawn should be listed in there. There will be a few things that won't work properly when spawned from the console.
#718 Posted 21 February 2019 - 02:09 AM
Trooper Dan, on 20 February 2019 - 07:59 PM, said:
Pretty much anything you would want to spawn should be listed in there. There will be a few things that won't work properly when spawned from the console.
#719 Posted 21 February 2019 - 07:47 AM
Also I started another playthrough of episode 5, or New Invasion. I got to map 2 and I'm already seeing new art and the load screen map, good touch.
#720 Posted 21 February 2019 - 08:50 AM
John Brown, on 21 February 2019 - 07:47 AM, said:
Also I started another playthrough of episode 5, or New Invasion. I got to map 2 and I'm already seeing new art and the load screen map, good touch.
This post has been edited by Marya: 21 February 2019 - 08:51 AM