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Reputation: 2086 My posts turn threads into gold
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Everything EDuke32 (3181 posts)
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My Information

Member Title:
Duke Plus Developer
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me
MSN:
MSN  deeper-thought@hotmail.com
Website URL:
Website URL  http://fissile.duke4.net/index.html

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Topics I've Started

  1. Polymin: A hack to increase framerate in polymer

    07 June 2017 - 01:54 AM

    This mod is a "mutator" -- you can include the code and add it to the regular CONs, or to modified CONs, and it will do its thing.

    DOWNLOAD

    To install, what you want to do is put the file "polymin.CON" in the folder that contains your other CON files, then open one of them up, and near the top add "include polymin.CON"

    First of all, results are mixed. In some cases, using this code will substantially increase framerate by introducing some pop-in to the game. In other cases, you get the pop-in without any significant benefit. In some rare cases, it may even give you reduced performance while introducing glitches. A notable success that I had was when adding it to Mark's Medevil TC (based on WGR2). My framerate went from an average of 16 to an average of 35, with the only drawback being some pop-in.

    Polymin is an "optimization" in the same way that sawing your family's legs off so that they can all fit in a compact car for the road trip is an optimization. What it does is collapse sectors that you "don't need" at the moment. It also restores them when they are needed, though. So unlike on that roadtrip, your family will have working legs at the end. Probably.

    Here are some defined values at the top of file that you can mess with:

    define SECTBUFFERDIST 4096
    define VIEWCUTDIST 16384
    
    define SECTINC 512 // sectors processed for culling/restoring per-tic
    define LAGTIME 3 // consecutive tics of low framerate before sector culling begins
    define FPSTARGET 36 // framerate target
    


    SECTBUFFERDIST is the amount of distance beyond where you are standing and beyond where you are looking before sectors will be collapsed. VIEWCUTDIST is something like the maximum distance your hitscans can go before my code says "you've looked far enough, if the framerate is low then sectors will be cut from that distance on". The other values are explained in the comments above.

    Other notes: The code will do nothing unless polymer is the renderer. The code will do nothing until the framerate drops below FPSTARGET. This code does nothing to alter polymer lights. However, lights will automatically stop working in collapsed sectors (and start working again when sectors are restored). If you used this code in combination with code that culled/restored lights or changed/restored lights from spotlights to pointlights, you would probably get additional benefits.

    Unfortunately, there are some visual glitches that go beyond pop-in. Not too many, from what I have seen, but I am aware of them. When it comes to bugs, I am more concerned about gameplay stuff (like sector effects getting broken). If you come across anything like that, please let me know. If anyone wants to share any success stories, please do -- I would like to think that this code is useful.

    EDIT: A FEW LINES OF MY CODE USE DEFINED LABELS SO FOR GOD'S SAKE INCLUDE THIS CODE BELOW "INCLUDE DEFS.CON".
    FOR EXAMPLE IN YOUR GAME.CON IT COULD LOOK LIKE THIS

    include DEFS.CON
    include USER.CON
    include polymin.CON
  2. What maps have lowest framerate with polymer+HRP?

    01 June 2017 - 12:57 AM

    I'm testing new code which increases framerate using a technique that I have developed. I'm happy to talk about what I'm workng on, but I'm not ready to upload it. It's showing promise, but I'm not yet convinced that it will be worth using. I am targeting the polymer + HRP combo. I'm looking for maps that run like shit. Specifically, maps with low framerate when run with polymer + the HRP, but which don't require any other mods to play.

    A good example is the recent Moontang by Captain Massive -- I wouldn't say it runs horribly, but it is a vanilla map with polymer lights added to it and it does put quite a lot of strain on my system when run with HRP and polymer with standard settings (5 lights + 5 shadows per surface).

    If you have suggestions, please post links below!
  3. Introducing: The Essential Duke [RELEASE]

    25 May 2017 - 09:10 PM

    Essential Duke is a mod that aims to make a variety of small improvements to vanilla Duke using only a single CON file. Compared with my other mods, it is light and compact, and much more faithful to the base game. To install, you simply add the included EDUKE.CON to your vanilla game folder and run the game normally. Essential Duke should work equally well in all renderers.

    I'm calling this a beta because it has only been tested by myself, and I may have missed some bugs or rebalancing needs. Features are listed by category below under the spoiler tags.

    DOWNLOAD

    EDIT: updated download to include shark shrinking bugfix, and laser dot shadow bugfix
    EDIT2: updated again to remove speed penalty on armor and improve enemy pal choices
    EDIT3: updated to fix unpressable alien button bug
    EDIT4: also fixed possible phantom keycard bug
    EDIT5: official (non beta) release -- a few minor bigfixes
    EDIT6 August 3, 2017 -- fixed steroids while shrunk causing perma-shrinkage, and fixed a minor bug with vests

    Bugfixes:
    Spoiler

    Cosmetic:
    Spoiler

    Gameplay:
    Spoiler
  4. CON compiler bug

    17 May 2017 - 12:09 PM

    Instead of typing "ife player[].knee_incs 0" I typed "ifp[].knee_incs 0" and this sent the CON compiler into an infinite loop. It spammed the log with

    "parameter `' is undefined." for my wrong use of "ifp"

    Had to use force quit. Not a big deal, but I thought I would mention it.
  5. hardcoded water and enemies stuff

    12 May 2017 - 07:13 PM

    I'm curious about this code which blocks certain enemies from getting on top of water:

       if (isEnemy)
        {
            // Handle potential stayput condition (map-provided or hard-coded).
            if (newSectnum < 0 ||
                ((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum) ||
                 (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3) ||
                 ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER) ||
                 (sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER &&
                  (pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0)))))
            {
                *(vec2_t *) pSprite = oldPos;
    
                // NOTE: in Duke3D, LIZMAN on water takes on random angle here.
    
                setsprite(spriteNum, (vec3_t *)pSprite);
    
                if (newSectnum < 0)
                    newSectnum = 0;
    
                return 16384+newSectnum;
            }
    


    Specifically, why are pigcops excluded? Is it because the developers hated police, or is it because this code was a kludge motivated by the pool in E3L1, which has no pigcops around it?

Comments

Page 1 of 1
  1. Photo 27 May 2012 - 06:52
    Can you please release just the AI part of DukePlus so we can run it with the latest eDuke? Thanks!
  2. Photo 19 Aug 2011 - 20:12
    tanks for the support dan! here is "daniel"! (from the msn) =)
  3. Photo 11 Jul 2011 - 11:45
    I can give beta-testing a shot. I have no distractions, just the limitation on how long my back can hold out.
Page 1 of 1

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