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> Polymer and EDuke32 2.0!, talk about the wonders of EDuke32 and the new renderer
post Aug 15 2010, 02:04 PM
Post #1711
DeeperThought
Duke Plus Developer
QUOTE (Plagman @ Aug 15 2010, 02:30 PM) *
Does that still happen before 1680? That's when Polymer picked up support for the first mdflags bit, but I'm also pretty sure it checks for the right value. Something else must be going on.


It happens in the latest build, and some earlier ones, so I assume the problem has always existed.
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post Aug 17 2010, 12:44 PM
Post #1712
Helixhorned
Assault Trooper
QUOTE (DanM @ Aug 10 2010, 09:16 AM) *
there is EVENT_KEYS3D opens swing doors I'am not sure how useful that is too you in space, need something for slide doors, they are a PITA in mapster

Helix seeing as the lights X Y Z can be modified with alt+kp1 can something be made like that for every other sprite, i would love something that could modify those values in 3d mode

[xyz]vel can now be changed with Alt-KP1 in 3D mode.

Sliding doors aren't actually that tricky once you've seen an exploded view of them:

The thing to keep in mind is that all wall-points (marked by green squares) of the door sector (blue) will be moved in the direction specified by the SE, as if drawpoint() had been applied to them. That's why you need the "extension" beyond the door frame -- otherwise it would move with the door!

QUOTE (Roma Loom @ Aug 15 2010, 09:45 AM) *
Helix, could you please make some small changes for parallax and spec routines? Clamp parallaxscale and bias like 0 to 1 with 0.001 increment step, and spec values from 0 to 255 by 0.1 increment step. Maybe just defining such vars like minspec maxspec specstep and minparallax maxparallax parallaxstep or something, so anyone could change their values in the script not touching the procedure itself...

It's in the script now, I added a section for user setting at the beginning. The *STEPS values determine the steps in an interval of length 1. It probably doesn't make much sense to change specularpower with linear steps (is the radius ~1/specularpower?), but CTRL and SHIFT multiply the step by 10 (seperately), so you can cover some range.

edit: forgot to say that mappers are encouraged to update. A bug was fixed which could cause a crash when first wall preview ("F4") was on.
edit2: forgot the rightmost points. They're important!


This post has been edited by Helixhorned: Aug 17 2010, 12:53 PM
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post Aug 17 2010, 01:25 PM
Post #1713
Plagman
EDuke32 developer
QUOTE (Helixhorned @ Aug 17 2010, 01:44 PM) *
(is the radius ~1/specularpower?)


The specpower is an actual power applied to the dot product between the eye and the reflection vector of the light from the surface. So the highest the power is, the faster the specular highlight decays (it's always 1.0 at the perfect reflection point).

From polymer.c, lines 505/506:

lightSpecular = pow( max(dot(R, E), 0.0), specularMaterial.x * specTexel.a) * specularMaterial.y;
result += vec4(lightDiffuse * specTexel.rgb * lightSpecular, 0.0);

specTexel is all 1s if there's no specular map, specularMaterial.x is power, specularMaterial.y is factor. The names all make sense, I swear!
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post Aug 17 2010, 02:44 PM
Post #1714
DanM
Pig Cop Recon
good stuff helix smile.gif

now this spec modifying stuff, can i use that to make stuff reflective? what uses would this have?
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post Aug 18 2010, 09:02 AM
Post #1715
Plagman
EDuke32 developer
specularpower and factor are for setting the base specular material of a tile and they've been supported forever through DEFs. The stuff HH added is for easy previewing of the material in mapster before writing it in DEFs (like parallaxoverride). It will make stuff look more or less shiny and glossy, but it won't reflect anything as of yet.
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post Aug 21 2010, 06:30 AM
Post #1716
Dk2
Turret
and my mapster continues crashing!
here is the log:


Mapster32 2.0.0devel 20100521
Using C:/Daniel/Games/Outros/DN HRP/Eduke Current/ for game data
Using group file 'autoload/polymer_hrp.zip'.
Windows XP (build 5.1.2600) Service Pack 2w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Switching kb layout from 00000416 to 00000409
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Initialized 16.0M cache
Loading NAMES.H
Read 765 lines, loaded 737 names.
Loading 'duke3d.def'
Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/0368.png}' does not exist
Error: file 'highres/textures/0422_n.png' does not exist
Error on line highres/textures.def:1449: expecting '{'
Error: file 'highres/textures/0750_50_n.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error on line highres/textures.def:2540: expecting float, got "}"
warning: defined hightile replacement for empty tile 5200. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 5200.
warning: defined hightile replacement for empty tile 5200.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 9000.
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Setting video mode 1280x960 (32-bit windowed)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GTX/9800 GTX+/PCI/SSE2
Cache contains 620587 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Setting video mode 1280x960 (8-bit windowed)
Map error: removing sprite #1691(23744,16768) in null space. Map is corrupt!
Map error: removing sprite #191(-36992,8704) in null space. Map is corrupt!
Map error: removing sprite #171(-35840,-3840) in null space. Map is corrupt!
Map error: removing sprite #170(-36608,-3840) in null space. Map is corrupt!
Map error: removing sprite #169(-36352,-3840) in null space. Map is corrupt!
Map error: removing sprite #168(-35840,-1280) in null space. Map is corrupt!
Map error: removing sprite #167(-36608,-1280) in null space. Map is corrupt!
Map error: removing sprite #166(-36352,-1280) in null space. Map is corrupt!
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...

EVERY MAP CRASHES!

EDIT: I use windows 7 x64, but I have to run mapster in compatibility mode.


This post has been edited by Dk2: Aug 21 2010, 06:32 AM
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post Aug 21 2010, 06:34 AM
Post #1717
The Commander
Duke Nukem Red Alert Developer
QUOTE (Dk2 @ Aug 22 2010, 02:30 AM) *
and my mapster continues crashing!
here is the log:

[Insert spam]

EVERY MAP CRASHES!

Read this Dk2. CLICK THIS LINK
In other words you need to make that post in THIS section, not in this thread.

Although I think this will be a waste of a post because I don't think you understand English at all from previous posts.
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This post has been edited by The Commander: Aug 21 2010, 06:36 AM
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post Aug 21 2010, 07:57 AM
Post #1718
Dk2
Turret
ok
tanks for nothing
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post Aug 21 2010, 11:39 AM
Post #1719
Spiker
Spiked Studios
I see that the latest snapshot supports HUD lighting and fixes the problem with the muzzle flash for the shotgun, pretty cool BUT now the bug happens for the pistol. Let me know when there are any more enhancements for the HUD system smile.gif
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post Aug 21 2010, 07:05 PM
Post #1720
MusicallyInspired
Octabrain
Oh nice!
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post Aug 21 2010, 08:03 PM
Post #1721
DeeperThought
Duke Plus Developer
QUOTE (DeeperThought @ Aug 15 2010, 09:30 AM) *
It appears that Polymer is not handling model flags correctly.



Revision 1700:
QUOTE
Fix wrong interpretation of SPREXT_NOTMD that would cause it to assume the flag was set whenever any flag was set, causing the models to switch on and off in Duke Plus with Polymer.


Thanks, Plagman!
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post Aug 22 2010, 12:26 AM
Post #1722
TX
EDuke32 developer & Tyrant Administrator
Thank DanM for taking the time to figure out not only which revision broke it, but which line of the changes was the culprit.
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post Aug 22 2010, 02:58 AM
Post #1723
Tea Monster
Enforcer
Whooo-hoo! I'm busy today, but I'll try it out with the HUD pistol tomorrow. I'm just tweaking the animations.
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post Aug 22 2010, 06:39 AM
Post #1724
Dk2
Turret
I'm already making the normal textures for the HUD
NOW, tell me why the hell the pistol, shotgun, freezer and chaingun don't works normal mapping?
I'm pissed off
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post Aug 22 2010, 07:01 AM
Post #1725
Dk2
Turret
look it:
http://img844.imageshack.us/i/duke0000.jpg/
and the pistol:
http://img801.imageshack.us/i/duke0001.jpg/


This post has been edited by Dk2: Aug 22 2010, 07:04 AM
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post Aug 22 2010, 11:31 AM
Post #1726
Tea Monster
Enforcer
Did you use a something like crazy-bump to do the normals? It looks a bit strange on the yellow and black stripes near the handle.

That is the old pistol you are using as well. I did a new one for pick-up and the HUD.
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post Aug 22 2010, 04:38 PM
Post #1727
Dk2
Turret
yes, I use crazy-bump and photoshop to make my own textures
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post Aug 24 2010, 04:19 PM
Post #1728
Dk2
Turret
I downloaded the latest version of Eduke, really, really good.
The FPS was 27 to 60 FPS, several bugs have been concerted! (and HUD now receive lights!)
Congratulations to all team Eduke 32!
=D

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post Sep 5 2010, 11:32 PM
Post #1729
Oliosis
Protozoid Slimer
QUOTE (TX @ Jul 16 2010, 09:06 AM) *
Maybe. I thought about it at one point and I think I decided against it because the light would need to be a spotlight (more resource intensive) and it would be horrible in usermaps where you have a bunch of those sprites going around a helipad or something like that.


You could just add a tag to the engine to make it so that it either will have the effect, or it won't.

Or make it use a specific palette number.

I dunno, just my suggestion.
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post Sep 5 2010, 11:50 PM
Post #1730
TX
EDuke32 developer & Tyrant Administrator
Right, but that would defeat the purpose of automatically adding lights to specific sprites found in maps. tongue.gif
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post Sep 6 2010, 07:11 AM
Post #1731
Tetsuo
Assault Trooper
Speaking of lights I noticed in eDuke32 when working properly things get brighter around a certain area around Duke like he has some kind of illumination. On my system there's a bug which makes this happen in reverse where things get darker as he gets near them. I don't think Duke should illuminate the level at all unless he had a flash light. Any chance of removing that or making it togglable?
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post Sep 6 2010, 01:35 PM
Post #1732
Micky C
Octabrain
Are you using eduke32 on windows? because I have that bug on my mac version of eduke32, although it might be because it has an ATI card. I also second making that 'illumination' optional, as things can look great at a distance in polymer with dynamic lights, but when you want to have a better look and get close the lights fade out and it doesn't look anywhere near as good sad.gif
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post Sep 6 2010, 02:27 PM
Post #1733
path0s
Protozoid Slimer
This is my first loadup of polymer and eduke32, so newb here.. smile.gif I do have to ask if the slow and choppiness with polymer turned on is normal or if it's some kind of a system problem. Here's as much specs as I can think of:

Software:
Win7 x64
Directx v11, OpenGL 3
eduke32 win32 20100831-1705
polymer hrp 132

laptop's hardware:
Nvidia GTX 260M - Driver version: 258.96
Mobile Intel Core 2 Quad Q9000 @ 2ghz
6G Ram

Eduke while it's running with polymer never tops out any core at above 50%, so I'm assuming it's something to do with the nvidia driver. Turning off polymer and just loading the hrp lets me run at well over 60fps, with polymer on it's probably averaging 10fps overall, if that. Definitely not playable by anyone's standards, impossible to aim/etc.

Here's the eduke32.log file:
CODE

EDuke32 2.0.0devel 20100727
Using C:/Games/Duke Nukem 3D/ for game data
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Using file 'autoload/polymer_hrp132.zip' as game data.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 20ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1600x900 (32-bit fullscreen)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 260M/PCI/SSE2
Unable to open cache index: No such file or directory
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
PR : Board loaded.
Loaded map hack file '/E1L1.mhk'
Cache time: 52926ms
E1L1: HOLLYWOOD HOLOCAUST
LARGE MEDKIT: +30

Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...

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post Sep 6 2010, 02:36 PM
Post #1734
Mr.Flibble
Yatta's Bitch
Do you have any major process hogs running the background? Your system and such seems like it should run polymer without any major problems.
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post Sep 6 2010, 02:43 PM
Post #1735
Tetsuo
Assault Trooper
QUOTE (Micky C @ Sep 6 2010, 02:35 PM) *
Are you using eduke32 on windows? because I have that bug on my mac version of eduke32, although it might be because it has an ATI card. I also second making that 'illumination' optional, as things can look great at a distance in polymer with dynamic lights, but when you want to have a better look and get close the lights fade out and it doesn't look anywhere near as good sad.gif


Yes that's right, it's with the Mac version. It doesn't have the same set of bugs I notice people with ATI cards have on Windows but it has a couple of bugs... that one and another one that seems to be a memory leak where after a while sectors outside the one you are in stop drawing.

Getting back to the illumination thing I think it's also unrealistic for Duke to for no reason have his own illumination in general. No other game with similar rendering does that as far as I know.


This post has been edited by Tetsuo: Sep 6 2010, 02:45 PM
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post Sep 6 2010, 02:49 PM
Post #1736
path0s
Protozoid Slimer
QUOTE (Mr.Flibble @ Sep 6 2010, 05:36 PM) *
Do you have any major process hogs running the background? Your system and such seems like it should run polymer without any major problems.


Nothing major, no. CPU history graph on the cores dont show any usage higher than 50% on any core while it's running, which leads me to think it's some kind of driver incompatibility or something with the gpu. The gpu does heat up pretty well though, goes from ~70c idle to 80-85c while chuggin in duke. I dont have any other way to guage the load on the gpu, but I'm guessing it's at 100% or so smile.gif
-------------

Ok.. Very odd. Works like a champ now. I rebooted, tossed the roland sc55 pack into autoload, and turned the fps counter on. Now I'm getting 40-90fps with no problems. Got no idea, I'm sure the reboot fixed it, but I didn't change anything with my gpu settings or the game settings. I dunno, I'm happy that works great now, but if there's anything I can do to try to get to the bottom of it, let me know smile.gif



This post has been edited by path0s: Sep 6 2010, 06:45 PM
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post Sep 7 2010, 04:25 PM
Post #1737
Marked
Octabrain
I wasn't sure if I should post here or the mapping area of the forum. I am REALLY needing to gain back some FPS in the large outdoor section of the map I am working on. Its dropping down to 12-15 FPS and I haven't even added any enemies yet.

I don't really know if it will have much affect, but I am willing to try a few things to speed things up.

Is there a line I can add or change in cons or cfg that will still allow the Polymer lighting but disable all spec/normal display of textures? Would it help?

Does anyone know if aligning all my tons of sector ceilings to the same height would make a difference? Is figuring out the parallax ceilings in the game engine a drain on resources at all ?

As a test in a spare copy of the map, I have already removed about 700 2D sprites and all Polymer spotlights but left a few point lights on and saw only about a 4-5 FPS increase in some areas.

I have noticed these massive slowdowns in outdoor areas of other maps. I was just wondering if they had anything in common with each other that could be avoided so as to keep FPS high.


This post has been edited by Marked: Sep 7 2010, 04:25 PM
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