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May 10 2009, 10:49 PM
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#61
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May 10 2009, 10:53 PM
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#62
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Honorable Donor
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The Commander, Parkar sent it to me.
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May 10 2009, 10:54 PM
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#63
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EDuke32 developer & Tyrant Administrator
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Probably by smoking excessive amounts of pole...
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May 10 2009, 11:32 PM
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#64
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May 11 2009, 01:24 AM
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#65
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Assault Trooper |
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!!!!! __________________ 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 11 2009, 07:55 AM
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#66
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May 11 2009, 08:19 AM
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#67
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Octabrain
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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
__________________ 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... This post has been edited by MusicallyInspired: May 11 2009, 08:20 AM |
May 11 2009, 08:38 AM
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#68
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EDuke32 developer
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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. __________________ EDuke32 - "The corrupt doctrine of terror has begun."
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May 11 2009, 08:51 AM
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#69
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May 11 2009, 08:53 AM
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#70
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Octabrain
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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 __________________ 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... This post has been edited by MusicallyInspired: May 11 2009, 09:07 AM |
May 11 2009, 08:58 AM
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#71
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Honorable Donor |
May 11 2009, 09:06 AM
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#72
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May 11 2009, 09:14 AM
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#73
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May 11 2009, 09:14 AM
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#74
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Assault Trooper
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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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May 11 2009, 10:26 AM
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#75
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EDuke32 developer
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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. __________________ EDuke32 - "The corrupt doctrine of terror has begun."
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May 11 2009, 11:35 AM
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#76
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Assault Captain |
May 11 2009, 11:40 AM
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#77
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Octabrain
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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. 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. __________________ 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... This post has been edited by MusicallyInspired: May 11 2009, 12:03 PM |
May 11 2009, 04:57 PM
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#78
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Duke Nukem Red Alert Developer
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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. __________________ ![]() https://edukeredalert.svn.sourceforge.net/svnroot/edukeredalert Revision 89 http://www.moddb.com/games/duke-nukem-red-alert Ask Me Anything! masterfaster can burn in hell This post has been edited by The Commander: May 11 2009, 05:00 PM |
May 11 2009, 07:45 PM
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#79
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May 11 2009, 08:18 PM
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#80
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May 11 2009, 10:38 PM
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#81
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May 11 2009, 10:42 PM
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#82
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May 12 2009, 12:48 AM
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#83
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Assault Captain
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I can't wait to see this released.
__________________ ?machines have no conscience?
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May 12 2009, 01:11 AM
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#84
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Honorable Donor |
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. |
May 12 2009, 02:12 AM
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#85
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Protozoid Slimer
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May 12 2009, 04:51 AM
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#86
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May 12 2009, 05:07 AM
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#87
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May 12 2009, 06:23 AM
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#88
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Octabrain
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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. __________________ 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... This post has been edited by MusicallyInspired: May 12 2009, 06:25 AM |
May 12 2009, 07:33 AM
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#89
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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. I just cant wait to let my GTX280 sink its teeth into this. |
May 12 2009, 08:02 AM
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#90
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Protozoid Slimer |
really amazing graphics, is (or will) there a linux version of this engine ?
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