03-01-2007, 04:07 AM | #41 |
Re: EDuke32 thread
As a future feature, I'd wish to see the ability to have maphacks for sprite positions (up/down/fwd/backwd), not only their rotation. Some models could really need those, like some weapons pickups stuck into walls even with best maphack values or the flipped #603 slimebabe that won't touch ground.
Last edited by NightFright; 03-01-2007 at 04:28 AM.
|
|
03-01-2007, 08:34 AM | #42 |
Re: EDuke32 thread
Is there a way to remove certain key functions and events totally from my mod. Ie. have the game only use the events that have been defined?
__________________
Duke Hard - 17 map episode for Duke Nukem 3D. |
|
03-01-2007, 08:56 AM | #43 | |
Re: EDuke32 thread
Quote:
Here is a better list. It might also have to be a DIY deal. |
||
03-01-2007, 09:29 AM | #44 |
Re: EDuke32 thread
I think you can use EVENT_PROCESSINPUT to detect whether the player is using certain keys, then null them out by changing the player's input bits.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
03-01-2007, 11:24 AM | #45 |
Re: EDuke32 thread
I believe I have found what is causing the lag issue for for me at least in Mapster when there are a lot of detail textures around it makes my frame rate drop quite abit (I thought it was random lag tell I noticed that it really only happened around textures that had detail enabled for them) but the weird part is were I will get 5 to 40 fps in Mapster ill get 90 to 140 or something in Eduke I really wish I knew why.
|
|
03-01-2007, 12:28 PM | #46 |
Re: EDuke32 thread
I was referring to a possibility of compeletely removing the events from the game (that way they wouldn't show up in the options menu), but I think it would require editing the source code.
__________________
Duke Hard - 17 map episode for Duke Nukem 3D. |
|
03-01-2007, 04:31 PM | #47 | |
Re: EDuke32 thread
Quote:
Spoiler: And heres what I get after exiting (if its important): Spoiler: Pretty sure thats anything of importance. If theres anything else I should be looking for let me know.
__________________
I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
||
03-01-2007, 04:45 PM | #48 |
Re: EDuke32 thread
I'd really like to see 3d skys like Doomsday does. I believe the source is available for it.
The way EDuke does it now is kind of distracting (with the sky just cutting off), I'd rather not be able to look that high if its going to just cut off the sky like that. |
|
03-01-2007, 04:52 PM | #49 |
Re: EDuke32 thread
They don't cut of if you look to high, Only the original sky's did that.
We already have sky boxes as an fix for that. |
|
03-01-2007, 05:03 PM | #50 | |
Re: EDuke32 thread
Quote:
What if I just want to play the original? And what do you mean we have sky boxes? I haven't seen it in the options. I would love to be able to stretch the sky out. |
||
03-01-2007, 06:18 PM | #51 |
Re: EDuke32 thread
Sky boxes only works with highres art.
|
|
03-02-2007, 02:21 AM | #52 |
Re: EDuke32 thread
BTW, Doomsday also use skyboxes, IIRC. If you want to play original - don't complain that your sky is cut off - you get that you want.
|
|
03-02-2007, 03:20 AM | #53 | |
Re: EDuke32 thread
I know it does, that's why I used it as an example.
Quote:
If it's a matter of being able to look too high, then I'd want to be able to limit how high the Y axis can go up, so that it doesn't go above the sky texture. And I don't mean "just turn off mouselook" because that's out of the question. I know ZDOOM allows mouselook, but not too high. It stays below the top of the sky texture so that you're not looking into empty space. |
||
03-02-2007, 09:59 AM | #54 |
Re: EDuke32 thread
TerminX: I hope you don't decide to limit mouselook because of this skybox issue, but if for some reason you do, I hope you will allow the full range of mouselook to be unlocked in CONs, so that mods aren't crippled by the limitation.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
03-02-2007, 11:43 AM | #55 |
Re: EDuke32 thread
Two solutions exist if you really can't stand this sky problem : waiting for stretched skies to happen (could take some time) or using classic mode. Mouse look surely won't get limited to less than what existed in classic mode just because someone doesn't like the fact that stuff is now displayed as it should.
__________________
EDuke32 - "The corrupt doctrine of terror has begun."
Last edited by Plagman; 03-02-2007 at 02:08 PM.
Reason: changed skybox to sky
|
|
03-02-2007, 01:58 PM | #56 |
Re: EDuke32 thread
what about just stretching the last line of pixels so that the blank solid colour at the top matches the ones on the top.
|
|
03-02-2007, 02:53 PM | #57 |
Re: EDuke32 thread
|
|
03-02-2007, 03:07 PM | #58 |
Re: EDuke32 thread
You could always make an sky box with screenshots from the 8 bit skies and remove everything else in the high res folder.
This should result in an 8 bit look while playing in 16 bit mode without having the rest in highres or messed up sky's |
|
03-02-2007, 03:16 PM | #59 |
Re: EDuke32 thread
He could also just play in 8-bit mode, where the skies are displayed as they are in the DOS version.
|
|
03-03-2007, 09:48 AM | #60 |
Re: EDuke32 thread
Found an weird selection bug.
If you pres TAB on the tribbomb sprite (Not the pickup but the in game active sprite). It doesn't display the cross hair anymore and displays the little trip bomb picture in the middle of the screen. |
|
03-03-2007, 11:51 AM | #61 |
Re: EDuke32 thread
Ummm... no, it doesn't.
|
|
03-03-2007, 11:46 PM | #62 |
Re: EDuke32 thread
|
|
03-04-2007, 12:49 AM | #63 | |
Re: EDuke32 thread
Quote:
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
||
03-04-2007, 03:03 AM | #64 |
Re: EDuke32 thread
Hello,
Thanks for the new snapshot. The new parameter in "mapster32.cfg" is very cool ("editorgridextent" for "grid limits" im mapster32). I have set it to 524288, so i can make my map much times larger. My quad-deck-subway-train in my curent level gets now a much times longer tunnel. bye, FXS |
|
03-04-2007, 03:46 AM | #65 | |
Re: EDuke32 thread
Quote:
the ever returning problem related to the size of DirectSound buffers , which would be too small in that case ? Could you give us an option in duke3d.cfg to specify the buffer size, so we can experiment on it ? I must add that this sound problem was present on the previous builds as well. For the rest, the buid is great, I run it on ATI Mobility x1900, with no preblems. My sound chip was an integrated Realtek "High Definition audio" chip. Latest drivers installed, tested with and without the option "allow applications to take exclusive control". That didn't fixed it. All other applications are OK about the sound. Tank you for your great work ! |
||
03-04-2007, 11:42 AM | #66 | |||
Re: EDuke32 thread
Quote:
Quote:
Quote:
Here, this might help put it into perspective: XP: http://forums.creative.com/attachmen...5/1/vista1.JPG Vista: http://forums.creative.com/attachmen...6/1/vista3.JPG http://forums.creative.com/attachmen...6/2/vista4.JPG |
||||
03-04-2007, 12:56 PM | #67 | |
Re: EDuke32 thread
Quote:
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
||
03-04-2007, 01:01 PM | #68 |
Re: EDuke32 thread
OK, I thought from DirectSound XP perspective, but if the architecture is nowhere similar in Vista, my "theory" do not apply anyway
Thank you for the information. |
|
03-06-2007, 07:33 PM | #69 |
|
Re: EDuke32 thread
If possible, could you fix the demo issue, at least in 8-bit? I like recording demos, makes it seem as "Dukish" as possible.
EDIT: This is probably the wrong place to ask, right? Nevermind my post if it is. |
03-06-2007, 07:46 PM | #70 |
Re: EDuke32 thread
Huh? You can record and play back demos.
|
|
03-06-2007, 08:15 PM | #71 |
|
Re: EDuke32 thread
Well, for me, the playback is totally out-of-whack (a key is skipped or interpreted wrong, and suddenly I'm running into and shooting walls). Maybe it just has to do with the map I'm recording on.
|
03-06-2007, 08:17 PM | #72 |
Re: EDuke32 thread
E-mail me your cfg and a demo that goes out of sync.
|
|
03-07-2007, 07:12 PM | #73 |
Re: EDuke32 thread
Lately, I have been having the following problem in Mapster: Sometimes when in 3D mode, the clipboard contents appear near the middle of the screen instead of on the left side, and the cursor disappears. I tried switching back and forth between 2D and 3D in hopes that the 3D cursor would come back, but it doesn't.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
03-07-2007, 07:14 PM | #74 |
Re: EDuke32 thread
What do you mean sometimes?
|
|
03-07-2007, 07:23 PM | #75 |
Re: EDuke32 thread
I've narrowed it down. It happens as soon as I press tab on certain sprites. The sprites that it is happening with are ones in tiles015.art which have placeholder tiles but are being replaced by models as defined in duke3d.def. It is happening to me consistently in one particular map, and I haven't confirmed that it happens in general.
More details: If I remove the model definition from duke3d.def, I can put the sprite in the clipboard without problem. Then if I put the definition back, the problem returns. The model definition works in game, and the model is displayed correctly in mapster. If I tab on the sprite when the model is being used, it renders the model at clipboard pic size near the middle of the screen and the cursor vanishes... until I tab on a 2D sprite, at which time the clipboard functions normally again and the cursor returns.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-07-2007 at 07:35 PM.
|
|
03-08-2007, 11:42 AM | #76 |
Re: EDuke32 thread
Got the same problem with the trip bomb ingame sprite. ( the one that starts activated in the map if you place one)
Apparently it isn't only my computer. |
|
03-09-2007, 08:02 PM | #77 |
Re: EDuke32 thread
|
|
03-10-2007, 04:32 AM | #78 |
|
Re: EDuke32 thread
|
03-10-2007, 04:35 AM | #79 |
Re: EDuke32 thread
This was a bug report, but it turned out that my keyboard was at fault, so nevermind
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-10-2007 at 04:40 AM.
|
|
03-10-2007, 04:42 AM | #80 |
|
Re: EDuke32 thread
I see you fixed shaking when using faceplayerslow command, but the objects are sometimes shaking anyway (with faceplayerslow) when turned about 90 degrees from player.
|
Bookmarks |
Tags |
eduke32 |
|
|