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Author Topic: Eduke Source released  (Read 81261 times)

TerminX

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Eduke Source released
« Reply #330 on: September 02, 2004, 09:17:25 PM »
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whoah...
i've kinda slept over this development!

this is THE PROMISE everyone is waiting for, keep it up, we worship you, TerminX!
but two questions: (silly, but whatever)

ok, example... lets say i have a mod in development that is based on the old eduke 2.0 files... will the cons simply work if i use them (exactly these cons) with your port or do they need to be changed in some way?

and what about the network play, will it be possible to play a multiplayer game with your port, like it was in the old eduke2.0, or even in an enhanced way?
(beacuse this would finally make stuff like jonof's port and dukester-x useless)
[snapback]91558[/snapback]
My EDuke32 is based on JonoF's port.. so whenever the netcode in that is up I'll hopefully have netplay.  As for 2.0 cons.. yes, there shouldn't be any problems running it with my version of EDuke.  There might be some slight differences in how the game plays, stuff like the fact that the pipebomb detonator works again, et cetera.  It's a single gamevar to change if you want timed grenades like before.  You won't need to change anything to get it up and running.

2.1 cons need a couple of event numbers changed, though.  No big deal.

cyborg

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Eduke Source released
« Reply #331 on: September 03, 2004, 04:23:27 AM »
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Removed "rotatesprite" primitive until I figure out how I want to handle it,

Why would you use it any differently then the similar myospal function? myospal is a strange function in the first place anyway - don't really see why it was created.
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TerminX

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Eduke Source released
« Reply #332 on: September 03, 2004, 11:48:43 AM »
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Why would you use it any differently then the similar myospal function? myospal is a strange function in the first place anyway - don't really see why it was created.
[snapback]91619[/snapback]
You're right -- I just didn't want to end up having different parameters to it than the DOS EDuke, which, incidentally, doesn't have rotatesprite in the first place.  I guess it's a non issue.

As such, I've implemented it with the parameters mentioned a few pages back:
Quote
rotatesprite x y z a picnum shade pal stat x1 x2 y1 y2

(x, y) is the center of the sprite to draw defined as screen coordinates shifted up by 16.
(z) is the zoom.  Normal zoom is 65536. Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X.
(a) is the angle (0 is straight up)
(picnum) is the tile number
(shade) is 0 normally but can be any standard shade up to 31 or 63.
(pal) can be from 0-255.
(stat) translucency, masking, etc...
Obligatory crappy screenshot

Quakis

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Eduke Source released
« Reply #333 on: September 04, 2004, 12:55:49 AM »
Sweet! Can It rotate like a ramp also? Or is that all you have managed to do right now? (Thise feature looks useful anyway :))
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Mblackwell

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Eduke Source released
« Reply #334 on: September 04, 2004, 01:34:39 AM »
It's for onscreen displays only, it's a powerful command that will let you place an image onscreen at any size and rotate it to any angle.
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FreeFrag

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Eduke Source released
« Reply #335 on: September 04, 2004, 06:37:15 AM »
Could be used like the gauges in Redneck Rampage.
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Eduke Source released
« Reply #336 on: September 04, 2004, 07:08:07 AM »
would probably be easy to code a compass with it
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Quakis

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Eduke Source released
« Reply #337 on: September 04, 2004, 07:11:34 AM »
As you mean compass - You mean a compass on you hud or something - Like RR deer huntin?
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Mblackwell

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Eduke Source released
« Reply #338 on: September 04, 2004, 07:17:55 AM »
no, he means a compass in your pants.
« Last Edit: September 04, 2004, 07:18:09 AM by Mblackwell »
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"Smoke rises from the mountain of Doom, and the hour grows late,
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Quakis

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Eduke Source released
« Reply #339 on: September 04, 2004, 07:23:07 AM »
Erm, Nevermind- Just re-read the posts i missed and some others and I know how you mean now.....
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Gangster

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Eduke Source released
« Reply #340 on: September 04, 2004, 01:19:32 PM »
...and some kind of radar on the hud comes in my mind!

imagine, a small green overview on the top left screen, rotating, with objectives marked...

damn, this will be great
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TerminX

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Eduke Source released
« Reply #341 on: September 08, 2004, 02:47:14 PM »
I have implemented custom projectiles controlled by the CON files.  Right now, thinks are looking like this:

defineprojectile 20
gamevar PROJECTILE20_WORKSLIKE 512 0
gamevar PROJECTILE20_SPAWN EXPLOSION2 0
gamevar PROJECTILE20_VELOCITY 3000 0
gamevar PROJECTILE20_DAMAGE 200 0
gamevar PROJECTILE20_DAMAGERAND 300 0
gamevar PROJECTILE20_DECAL -1 0
gamevar PROJECTILE20_TRAIL SMALLSMOKE 0
gamevar PROJECTILE20_CSTAT 257 0
gamevar PROJECTILE20_SHADE -96 0
gamevar PROJECTILE20_SIZEX 100 0
gamevar PROJECTILE20_SIZEY 100 0
gamevar PROJECTILE20_CLIPDIST 40 0
gamevar PROJECTILE20_SOUND 0 0
gamevar PROJECTILE20_IMPACTSOUND PIPEBOMB_EXPLODE 0
gamevar PROJECTILE20_BLASTRADIUS 3072 0

More to come as I finish more features..

FreeFrag

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Eduke Source released
« Reply #342 on: November 19, 2005, 11:19:31 PM »
EDuke32 v1.3.0 released here.
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Puritania

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Re: Eduke Source released
« Reply #343 on: February 05, 2007, 03:00:26 PM »
New snapshot for EDuke32 released!!  -_-

http://wiki.eduke32.com/stuff/eduke32_snapshot_20070202.zip

And the demo playback works!
« Last Edit: February 05, 2007, 03:03:53 PM by Puritania »
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William Gee

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Re: Eduke Source released
« Reply #344 on: February 05, 2007, 03:34:58 PM »
Really really cool about Demo playback.

In classic mode the graphics seem to get screwy, red lines on screen, it only happens very shortly so its hard to get a shot.

And I still cant get music to work.
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