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> Polymer and EDuke32 2.0!, talk about the wonders of EDuke32 and the new renderer
post May 10 2009, 10:49 PM
Post #61
The Commander
Duke Nukem Red Alert Developer
QUOTE (DeeperThought @ May 11 2009, 06:07 PM) *
People who are actively making stuff for the game (maps, mods, models) have been remarkably successful at getting copies of polymer. Coincidence? I think not. wink.gif


How did Zchri9 get a hold of it then?
Coincidence? I think not. mad.gif
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post May 10 2009, 10:53 PM
Post #62
zchri9
Honorable Donor
The Commander, Parkar sent it to me.
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post May 10 2009, 10:54 PM
Post #63
TX
EDuke32 developer & Tyrant Administrator
Probably by smoking excessive amounts of pole...
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post May 10 2009, 11:32 PM
Post #64
Hectic-Zombie
Protozoid Slimer
QUOTE (DeeperThought @ May 10 2009, 11:07 PM) *
People who are actively making stuff for the game (maps, mods, models) have been remarkably successful at getting copies of polymer. Coincidence? I think not. wink.gif



Well I haven't contributed anything to the HRP in quite a while (aside from the odd texture update here and there). but there's no harm in asking, eh? I'm sure it will be worth the wait, the new renderer looks bad ass.


This post has been edited by Hectic-Zombie: May 10 2009, 11:33 PM
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post May 11 2009, 01:24 AM
Post #65
Piano Man
Assault Trooper
QUOTE (Yatta @ May 11 2009, 01:18 PM) *
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


WHY MUST YOU TEASE ME LIKE THAT!!!

I have a 1920 x 1200 monitor and I'm DYING to play this.... I MUST HAVE THIS!!!!!
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post May 11 2009, 07:55 AM
Post #66
KillerBudgie
Assault Captain
We'll all get our chance to use the new engine once all the optimisations are finished, and any bugs fixed. It may be released at the end of this month. (If we're lucky...)
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post May 11 2009, 08:19 AM
Post #67
MusicallyInspired
Octabrain
I discovered Polymer actually does work on my card.....it just doesn't work when there's actually any lights anywhere. It just won't start Episode one because of the explosions from Duke's ship which probably emit lights. I started Episode 3 successfully, though. But as soon as I went to jump off the building and that Enforcer appeared (the teleporting of which probably emits light) the game hung. Well, it doesn't really hang it just takes FOREVER. Like a framerate of 0.0000000000001. Well not really framerate either because the game isn't actually playing. It seems like the game is just pausing until it can figure itself out...the music still plays but the rest of the game doesn't. I've never ever seen any lights successfully sad.gif. Oh well...
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This post has been edited by MusicallyInspired: May 11 2009, 08:20 AM
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post May 11 2009, 08:38 AM
Post #68
Plagman
EDuke32 developer
You can always set `r_pr_lighting 0` in the console.

What's your card? Also, please attach eduke32.log after running `glinfo` in the console.
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post May 11 2009, 08:51 AM
Post #69
Another Duke Fan
Shark
QUOTE (DeeperThought @ May 11 2009, 08:07 AM) *
People who are actively making stuff for the game (maps, mods, models) have been remarkably successful at getting copies of polymer. Coincidence? I think not. wink.gif


If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!
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post May 11 2009, 08:53 AM
Post #70
MusicallyInspired
Octabrain
QUOTE ('Plagman')
You can always set `r_pr_lighting 0` in the console.

What's your card? Also, please attach eduke32.log after running `glinfo` in the console.


I tried it and the game at least runs a little better...though without lights...so that defeats the whole purpose. But it still really seizes up sometimes. I discovered that it won't seize up (framerate returns to normal) if you don't look at the fence (or the sky perhaps?) at the beginning of Hollywood Holocaust. And also the explosive tanks and the ship and everything (all sprites) on the roof are visible through walls (through the box and the skylight thing).

I have an ATI X1650 Pro AGP card. Here's the log after glinfo:

CODE
OpenGL Information:
Version: 2.1.8395 Release
Vendor: ATI Technologies Inc.
Renderer: Radeon X1650 Series
Maximum anisotropy: 16.0
BGRA textures: supported
Non-x textures: supported
Texure compression: supported
Clamp-to-edge: supported
Multisampling: not supported
Nvidia multisample hint: not supported
ARBfp fragment programs: supported
Depth textures: supported
Shadow textures: supported
Frame Buffer Objects: supported
Rectangle textures: supported
Multitexturing: supported
env_combine: supported
Vertex Buffer Objects: supported
Shader Model 4: not supported
Extensions:
GL_AMD_performance_monitor GL_ARB_depth_texture
GL_ARB_draw_buffers GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_framebuffer_object GL_ARB_half_float_pixel
GL_ARB_half_float_vertex GL_ARB_map_buffer_range
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shader_objects GL_ARB_shader_texture_lod
GL_ARB_shading_language_100 GL_ARB_shadow
GL_ARB_shadow_ambient GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader GL_ATI_meminfo
GL_ATI_separate_stencil GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3 GL_ATI_texture_float
GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_copy_texture GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_EXT_subtexture GL_EXT_texgen_reflection
GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_rectangle
GL_EXT_texture_sRGB GL_EXT_vertex_array
GL_KTX_buffer_region GL_NV_blend_square
GL_NV_conditional_render GL_NV_texgen_reflection
GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod GL_WIN_swap_hint

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This post has been edited by MusicallyInspired: May 11 2009, 09:07 AM
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post May 11 2009, 08:58 AM
Post #71
Parkar
Honorable Donor
QUOTE (Another Duke Fan @ May 11 2009, 06:51 PM) *
If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!


Well, you have to ask for it at least wink.gif. Besides I don't think the comment was suggesting anything regarding Kev.

@Hectic: Check your PM's.
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post May 11 2009, 09:06 AM
Post #72
Another Duke Fan
Shark
QUOTE (Parkar @ May 11 2009, 06:58 PM) *
Well, you have to ask for it at least wink.gif. Besides I don't think the comment was suggesting anything regarding Kev.

@Hectic: Check your PM's.


Thank you Parkar, I just want to be fair, that is all. I will try Polymer first when it becomes available for anyone and yes, I am really looking forward to it...
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post May 11 2009, 09:14 AM
Post #73
DeeperThought
Duke Plus Developer
QUOTE (Another Duke Fan @ May 11 2009, 09:51 AM) *
If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!


And no one suggested otherwise. Come on!

I had been under the impression that Polymer was being given to people actively developing stuff, which makes sense because we need to know what we are developing for. The fact is, a lot of copies are now going around and no serious effort is being made to keep it under wraps. That's fine by me, I really don't care. However, it would be nice to have some guidelines.
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post May 11 2009, 09:14 AM
Post #74
Jokke_r
Assault Trooper
Polymer works fine on my comp, runs just as smooth as polymost, but then again i don't have any of the lightpacks or whatever.
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post May 11 2009, 10:26 AM
Post #75
Plagman
EDuke32 developer
QUOTE (MusicallyInspired @ May 11 2009, 06:53 PM) *
I have an ATI X1650 Pro AGP card.


Ah, well; nobody's perfect, I guess.
Try installing the latest driver for that? I guess 9.05 or 9.04 or whatever.
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post May 11 2009, 11:35 AM
Post #76
KillerBudgie
Assault Captain
QUOTE (MusicallyInspired @ May 11 2009, 05:53 PM) *
I have an ATI X1650 Pro AGP card.


Mine's an Nvidia GeForce 7900 GS AGP.
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post May 11 2009, 11:40 AM
Post #77
MusicallyInspired
Octabrain
QUOTE (Plagman @ May 11 2009, 01:26 PM) *
Ah, well; nobody's perfect, I guess.
Try installing the latest driver for that? I guess 9.05 or 9.04 or whatever.


I know. sad.gif I'll check to see if I have the latest drivers but I doubt it'll work. Bloody ATI. Why did I have to make the mistake of buying an ATI card.....twice??? Well, the first time it was an ATI 9800 Pro All in Wonder card and it came with Half-Life 2 and Morrowind. So I guess that was a good thing. But I shouldn't have gotten this dumb X1650. I've been haggling with it in Linux for two years now. I'm never getting ATI again. My next card is going to be nVidia. Setting my eyes on a GeForce 9500 GT I think. But that won't happen until I get a new computer with a PCI-E capable mobo.

EDIT: It seems ATI has stopped supporting my card regularly and is now in the legacy category. I can only get the 9.03 driver which I think is what I already have.
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This post has been edited by MusicallyInspired: May 11 2009, 12:03 PM
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post May 11 2009, 04:57 PM
Post #78
The Commander
Duke Nukem Red Alert Developer
QUOTE (MusicallyInspired @ May 12 2009, 07:40 AM) *
EDIT: It seems ATI has stopped supporting my card regularly and is now in the legacy category. I can only get the 9.03 driver which I think is what I already have.


I don't know what your smoking, but your card is under the Radeon tab.



EDIT: Oh I see your using Linux but it's still under the Radeon tab, choose the X1600 series.
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This post has been edited by The Commander: May 11 2009, 05:00 PM
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post May 11 2009, 07:45 PM
Post #79
Tea Monster
Enforcer
QUOTE (DeeperThought @ May 8 2009, 01:00 PM) *
I don't have a model of Duke's hand holding a flashlight to put in the hud. I suppose I could make the flashlight hover in front of him, like the flares, and then I would only need a flashlight model.


Sounds very sweet. Is there any way to put a texture, or lightmap onto spots so that we could get that effect of seeing the imperfections in the plastic lens and reflector cup of the flashlight? If so, its Doom 3 quality flashlight here we come.

That reminds me of something else. Whats happening with HUD models? Is the HUD model system being redone to get rid of all the little flaws that cause the errors in the shotgun?
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post May 11 2009, 08:18 PM
Post #80
DeeperThought
Duke Plus Developer
QUOTE (Tea Monster @ May 11 2009, 08:45 PM) *
That reminds me of something else. Whats happening with HUD models? Is the HUD model system being redone to get rid of all the little flaws that cause the errors in the shotgun?


Back at 3DR, I recall Plagman stating that HUD stuff currently still uses polymost, but that he would eventually switch it over to polymer and have it lit as though it were part of the game world.
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post May 11 2009, 10:38 PM
Post #81
moggimus
Turret
@Teamonster

I was talking with DT, and he suggested I post this. How about instead of (or an alternative to) the flashlight we do a Zippo lighter? You could model it up nice with a signature Nuke symbol and nice shiny chrome!

I mean, Duke has to light his cigars somehow, right? =)


This post has been edited by moggimus: May 11 2009, 10:39 PM
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post May 11 2009, 10:42 PM
Post #82
DeeperThought
Duke Plus Developer
QUOTE (moggimus @ May 11 2009, 11:38 PM) *
@Teamonster

I was talking with DT, and he suggested I post this. How about instead of (or an alternative to) the flashlight we do a Zippo lighter? You could model it up nice with a signature Nuke symbol and nice shiny chrome!

I mean, Duke has to light his cigars somehow, right? =)


I like that idea as a alternative to the flares (because honestly, flares aren't very Duke like). Of course, the lighters would have to be unrealistically bright to be useful.

The cool thing about a flashlight is that it makes use of the spot light effect. There's no way a lighter can be a spot light.

But as some have noted, I really don't need a model for the flashlight. In fact, it would suck to have to put away your weapon and get it out each time you wanted to use it. It could be like some games where you turn it on and the light is just there while you still hold your weapon (maybe he has an attachment to his nightvision goggles?)
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post May 12 2009, 12:48 AM
Post #83
ryche
Assault Captain
I can't wait to see this released.
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post May 12 2009, 01:11 AM
Post #84
Parkar
Honorable Donor
QUOTE (Tea Monster @ May 12 2009, 05:45 AM) *
Sounds very sweet. Is there any way to put a texture, or lightmap onto spots so that we could get that effect of seeing the imperfections in the plastic lens and reflector cup of the flashlight? If so, its Doom 3 quality flashlight here we come.


Talked to Plagman about that just a few days ago and it's on the future feature list. Will be real useful for mappers to get cool looking cheap shadows in a lot of cases. Not to mention multicoloured spotlights.
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post May 12 2009, 02:12 AM
Post #85
Hectic-Zombie
Protozoid Slimer
QUOTE (Parkar @ May 11 2009, 09:58 AM) *
Well, you have to ask for it at least wink.gif. Besides I don't think the comment was suggesting anything regarding Kev.

@Hectic: Check your PM's.


Thanks Parkar. Got it. smile.gif
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post May 12 2009, 04:51 AM
Post #86
Tea Monster
Enforcer
I love the lighter idea. But as Deeper Thought says, you would need to fill it with magnesium to get the right amount of light out of it in real life. Then the hand would have to have some kind of asbestos glove on it and the lighter would have to be made of Beryllium or something similar to stop from melting. But hey, its a game, what the heck! It would look cool, which is the main thing! I'll come up with something though and I'll PM DT when its done biggrin.gif

The only other 'problem' with that is that the point lights don't cast shadows. You could do an array of spots to fake it, but you might get shadow artifacts and so forth. Also with enough to fake a sphere of light, you may get a performance hit on the frame rate. DT would have to have a play with a setup and see how it goes.


This post has been edited by Tea Monster: May 12 2009, 04:58 AM
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post May 12 2009, 05:07 AM
Post #87
moggimus
Turret
QUOTE (Tea Monster @ May 12 2009, 08:51 AM) *
I love the lighter idea. But as Deeper Thought says, you would need to fill it with magnesium to get the right amount of light out of it in real life. Then the hand would have to have some kind of asbestos glove on it and the lighter would have to be made of Beryllium or something similar to stop from melting. But hey, its a game, what the heck! It would look cool, which is the main thing! I'll come up with something though and I'll PM DT when its done biggrin.gif

The only other 'problem' with that is that the point lights don't cast shadows. You could do an array of spots to fake it, but you might get shadow artifacts and so forth. Also with enough to fake a sphere of light, you may get a performance hit on the frame rate. DT would have to have a play with a setup and see how it goes.


Yeah I think a point will do fine. The flashlight can be a spot though.
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post May 12 2009, 06:23 AM
Post #88
MusicallyInspired
Octabrain
QUOTE (The Commander @ May 11 2009, 07:57 PM) *
I don't know what your smoking, but your card is under the Radeon tab.

EDIT: Oh I see your using Linux but it's still under the Radeon tab, choose the X1600 series.


Yes, and that takes you to the Legacy Display Driver download page. Which is 9.3-only. And I'm not using Linux (not right now, anyway).

Says this:

QUOTE
AMD has moved a number of DX9 ATI Radeon™ graphics accelerators products to a legacy driver support structure. This change impacts Windows XP, Windows Vista, and Linux distributions. AMD has moved to a legacy software support structure for these graphics accelerator products in an effort to better focus development resources on future products.


Then it shows a list of all cards that have moved under Legacy devices and the X1650 is there.
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More SC-55 music packs coming soon...


This post has been edited by MusicallyInspired: May 12 2009, 06:25 AM
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post May 12 2009, 07:33 AM
Post #89
Alexraptor
Shark
This is pretty sweet stuff.
Its amazing what you can do when you got the sourcecode, update a game released in 1996 to todays modern graphical standards.
And to think these kind of visuals were rendered as an April fools for HRP. laugh.gif

I just cant wait to let my GTX280 sink its teeth into this. cool.gif
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post May 12 2009, 08:02 AM
Post #90
Frost Nukem
Protozoid Slimer
really amazing graphics, is (or will) there a linux version of this engine ?
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