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Reputation: 225 My posts turn threads into gold
Group:
Members
Active Posts:
319 (0.11 per day)
Most Active In:
EDuke32 & EDuke32 modifications (259 posts)
Joined:
07-May 09
Profile Views:
11,846
Last Active:
User is online A minute ago
Currently:
Viewing Board Index

My Information

Age:
26 years old
Birthday:
June 4, 1990
Gender:
Not Telling Not Telling
Location:
St. Petersburg, Russia

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ:
ICQ  355591824
Skype:
Skype  the_lezing

Latest Visitors

Topics I've Started

  1. Changes of classic render transparency handling behavior

    08 February 2016 - 11:58 AM

    I've just noticed that my transparency trick used in mods like ExtCLUT and LNGA is not compatible with current EDuke32 builds. The matter of the problem is that I'm using a custom look-up pal replacing all colors to the transparent color, which then becomes visible and can be set up to produce some extra color conversions (because the transparent color was checked by the engine prior to applying the palette when drawing something). Now using this palette makes any sprite not to be visible at all. Can we get the old behavior back? Also, is there a hope for rotatespritea to work with the 8-bit renderer as well (with the alpha parameter denoting custom translucency table ID)?

    I found that this has begun to occur in r5347. HUD graphics screens for comparison:

    r5344:

    Posted Image

    r5347 and onwards:

    Posted Image
  2. EVENT_DISPLAYROOMS and showview command

    24 September 2010 - 08:16 PM

    Hi, I wanna describe a weird glitch I get when the showview command draws to TILE_TILT buffer rather than the screen itself.
    Calling showview at EVENT_DISPLAYROOMS is a useful trick; it allows me to enhance 3D look in my mod by showing many scenes onto each other (instead of single one) and rotate them later like a regular frame (if player's rotscrnang value is non-zero). But even though showview renders them in a correct aspect ratio, the aspect of the rotated frame appears wrong; it's stretched vertically and its center is displaced. Secondly, showview's behavior is resolution-dependent, whilst the TILE_TILT has a constant resolution of 640x480. As a result, there may be bands of HoM or the frame may overlap itself. I gave a look to the source code and realized that the glitch can't fixed by a CON hack; the showview command has to be adapted to the tilted screen. Is there a chance to have this in upcoming EDuke32 versions?

    P. S. In Polymost mode it works better, but my mod is incompatible with it (see http://lzg.duke4.net/lngaror8a.png for example).
  3. LNGA mod & Qwnz0r Qwn3d TC

    22 October 2009 - 11:43 AM

    http://www.youtube.c...h?v=m3kXS1RxUGA

    Not long ago I made this video to show what I'm currently working at. It is Lezing's New Generation Art, an EDuke32 enhancement featuring tons of improvements. The especial thing here is the advanced elaboration of software rendering mode. There are realistic lens flares, new animated crosshair, soft actor shadows, CON-coded multi-pass rendering with dynamic skyboxes and unlimited ROR support, made using WoW (wall-over-wall) technique. This one is capable to render room-over-room without any bugs (in the abstract). The development is in initial phase now, I think I should release my Last Pissed Time series before.

    Thread on AMC: http://www.amcwebfor...hp?topic=8223.0

    Posted Image

    Posted Image

    Update: visit http://lzg.duke4.net/lnga.htm for more info, latest videos and a playable snapshot!

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