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May 8 2009, 12:29 PM
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#31
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EDuke32 developer
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Nah, the lights were added by CON code. The actors spawn and control light producing SEs. Ah, yeah; I forgot about the SE stuff TerminX did. Did you try making a flashlight yet? It would need a small offset from the view position to match the gun position so that shadows would be visible. You could even make it bob with the weapon for great justice. __________________ EDuke32 - "The corrupt doctrine of terror has begun."
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May 8 2009, 12:32 PM
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#32
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Assault Captain
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Thanks for posting the video, shows that some of the stuff I'm planning to do is possible.
Honestly, the possibilities are almost limitless. __________________ The Postmortem - A Blood and Blood II: The Chosen community.
"Life is a tragedy to those who feel, but a comedy to those who think." -Horace Walpole |
May 8 2009, 12:58 PM
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#33
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May 8 2009, 01:00 PM
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#34
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May 8 2009, 01:01 PM
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#35
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Assault Captain
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I'm still a bit worried about it not running on an ATI card, since I have SM3.0 support and all... it'd be a shame half of the community would miss this.
__________________ The Postmortem - A Blood and Blood II: The Chosen community.
"Life is a tragedy to those who feel, but a comedy to those who think." -Horace Walpole |
May 8 2009, 01:03 PM
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#36
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Enforcer
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Glad to hear about the optimizations. I had some serious stuttering on my system, but my son's laptop seems to run it fine, so I'll double check stuff and see if there are any other problems. The video looks amazing! I can't wait to get making some stuff. I know we just got the lighting engine, but what are the chances of someone writing some particle code and maybe integrating a physics engine of sorts? Would it be horribly difficult to borrow a few lines of code from Q3 or similar open source title and shoehorn them into EDuke? Physics are actually pretty easy... it doesn't even need to be in the source. It's the collision that's the problem. __________________ The Rejected Applications (listen now)
EDuke32 || EDuke32 Wiki || Latest EDuke32 Snapshot 11 years and still ticking... |
May 8 2009, 06:31 PM
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#37
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May 9 2009, 12:30 AM
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#38
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Assault Captain
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Here are a few more Polymer shots with some dynamic shadows in action. http://img4.imageshack.us/gal.php?g=duke0044.jpg That's really cool - those texture maps really are half the effect, the whole world is coming alive this way. __________________ OH MY GOD
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May 9 2009, 01:47 AM
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#39
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May 9 2009, 08:11 AM
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#40
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May 9 2009, 08:39 AM
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#41
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Assault Trooper |
Probably some sort of natural question that relates to evolution. Don't ponder too much about it. XD
__________________ And onto you I say "wut?"
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May 9 2009, 01:41 PM
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#42
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Assault Trooper
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Here are a few more Polymer shots with some dynamic shadows in action. http://img4.imageshack.us/gal.php?g=duke0044.jpg Pretty cool However, it's all a bit too dark for my tastes. I can I magine many more lights added at the cloakroom & toilets. And some small lights on the cinema sign above the entrance. __________________ [\\\]=>My automotive art & design gallery on DeviantArt<=[///]
"There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
May 9 2009, 01:48 PM
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#43
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May 9 2009, 03:58 PM
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#44
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Octabrain
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I got my hands on a polymer snapshot of eDuke32 and unfortunately it doesn't work with my ATI X1650 AGP card. Just hangs at around 99% of the loading screen. Sometimes randomly at other percentages, too.
__________________ Roland SC-55 Music Packs Website
Latest update 09/01/10: Whomp Beta OGG/MP3/FLAC available. - Oasiz's mirrors - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
May 9 2009, 04:59 PM
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#45
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Honorable Donor |
Yeah, way too dark. It's more like a cinema after closing hours. Great horror potential. I'm sure it can look normal as well but that wouldn't emphasize the lighting very well. Heh, I always imagened it was after closing hours. The ambient brightness is kinda fucked up due to the hack I was using not working to well with the sector fog. Implemented hardcoded overriding of the sector shading thats a lot closer to what things will look like now. To lazy to grab any screens right now though. Edit: those that got a polymer build from me can go grab the exe from the same url to get the latest build. Most importantly this one has the driver crashes fixed. This post has been edited by Parkar: May 9 2009, 05:01 PM |
May 9 2009, 05:04 PM
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#46
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May 9 2009, 06:49 PM
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#47
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May 9 2009, 07:23 PM
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#48
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May 9 2009, 09:06 PM
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#49
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Sentry Drone
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Nice shots really makes the game look more moody and dark.
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May 9 2009, 09:27 PM
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#50
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Assault Trooper |
I got my hands on a polymer snapshot of eDuke32 and unfortunately it doesn't work with my ATI X1650 AGP card. Just hangs at around 99% of the loading screen. Sometimes randomly at other percentages, too. WHERE???? SERIOUSLY? WHERE???? __________________ The one and only proper rendition of the Max Payne Theme & Duke Nukem (Grabbag) Theme for piano!
Max Payne Theme & Duke Nukem Theme for Piano Solo |
May 10 2009, 01:47 AM
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#51
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May 10 2009, 01:58 AM
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#52
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May 10 2009, 08:26 AM
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#53
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Turret
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awesome update. cant wait for its release
but wait such an graphical update on that old engine ? Doesnt it proof dnf is also still based on build engine ? ps: release it soon. please. |
May 10 2009, 11:34 AM
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#54
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EDuke32 developer
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To anyone using CON model rotation (spriteext.pitch and .roll): the scale of the mdxoff, yoff and zoff members was off and didn't exactly correspond to BUILD units. I fixed it, so you'll have to adjust these values in your code so that everything still looks the same in your mod after the next build.
__________________ EDuke32 - "The corrupt doctrine of terror has begun."
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May 10 2009, 12:53 PM
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#55
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Protozoid Slimer |
The work you guys are puting into Polymer is truely awesome. It couldn't have been timed any better. Atleast it's helping to soften the blow of DNF getting cancled. Now we have some Duke goodness to look forward to. Thanks guys for all your hard work. I was thinkin if DNF actually did get released that most modders would move over to that engine and leave Duke3d for good. So, this might be a blessing in desguise. On a side note: since DNF is shut down. You think there is any way Duke3d might be getting more love in the network code area? My dream would be, to play pimped out Duke Polymer deathmatch with a large online community. Any chance of somebody doing some updated network code. with master servers, ingame browser and the whole nine yards?
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May 10 2009, 02:11 PM
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#56
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May 10 2009, 08:50 PM
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#57
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May 10 2009, 09:18 PM
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#58
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Administrator
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God I love Polymer. It's our new DNF.
Here's a super high quality shot I just took: http://img93.imageshack.us/img93/1433/polymer.jpg __________________ Founder of Duke4.net
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May 10 2009, 10:01 PM
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#59
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Protozoid Slimer
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OK, forget the "WID"... I know it hasn't been released "publicly" yet. But is there anyway for me to download this build?
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May 10 2009, 10:07 PM
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#60
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