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EDuke32 Mac - Problem with new gun models (too high up on screen)

User is offline   Mac34 

#1

Hi!

New member here. I used to play lots of Duke3d back in the day, especially deathmatch over LAN was a lot of fun. I've now installed the newest EDuke32 version, with the newest HRP packs for Atomic Edition, Carribean, DC etc.. However, there is a serious bug with the new gun models. The new gun models are too high up in the screen (not the old gun models). This is very obvious with the shotgun (for instance in Duke it out in DC), as when you move in the game the shotgun/hand model looks completely off, like a part of the gun and hand is missing.
Is there any way to fix this. I would love to play these games again on my MAC, but this bug is a showstopper unfortunately.
Any help would be greatly appreciated! (I use a MacBookPro late 2009, with latest version of Snow Leopard)
Thanks! :(

This post has been edited by Mac34: 29 July 2012 - 03:49 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#2

Most likely you are using the Polymer HRP in conjunction with the Polymost renderer. Either switch to the Polymer renderer when playing or use the Polymost HRP.
If that doesn't help post your eduke32.log (as attachment) and a screenshot.
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User is offline   Mac34 

#3

Thanks for the reply. I'm not sure if both are activated, who can I tell? The OSX version of EDuke32 is a bit weird, it doesn't say what renderer I use in game settings, but in the cfg file for Eduke32 there's a "0" after polymer.
Btw, here's a screen shot. Thanks again for helping me out.

Attached thumbnail(s)

  • Attached Image: Screen shot 2012-07-29 at 8.18.50 PM.jpg


This post has been edited by Mac34: 29 July 2012 - 10:26 AM

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User is offline   Mac34 

#4

Yikes, I've been playing with polymost, not polymer. I never did much research into all this, just downloaded the addons and started playing. Polymer looks better, but is much slower.. And now the gunmodels work. ;) Still, there are serious issues going on here, a lot of flickering (texture filtering bug?) colours (grass from light to medium dark green, in square patches). Also the game is very slow in native resolution (1440x900) on my autumn 2009 macbook pro using the Nvidia 9600GT (not IGP).
I activated polymer in the eduke32.cfg file. Are there other things I have to do also?
Thanks.

Attached thumbnail(s)

  • Attached Image: 2.jpg
  • Attached Image: 1.jpg


This post has been edited by Mac34: 29 July 2012 - 10:55 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5

It sounds like you are using an old version before I ported the startup window from JFDuke3D (and Helixhorned fixed it). The renderer is not found in the in-game video options, though you can toggle it by using the console command setrendermode <rendmode>.

Try the build found here. The main website should not link to rhoenie's page any more because there have not been new builds for years.
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User is offline   Mac34 

#6

Thanks for the reply, but this version won't even open on my mac, I just get a bunch of errors..


Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread: 0

Dyld Error Message:
Library not loaded: @executable_path/../Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer
Referenced from: /Applications/Duke Nukem 3D/EDuke32.debug.app/Contents/MacOS/eduke32
Reason: image not found


Thanks again for helping!
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User is offline   Hendricks266 

  • Weaponized Autism

  #7

You need to have the SDL and SDL_mixer frameworks installed. IIRC you can install them globally but if not you can slide them into the Frameworks directory in the .app bundle.
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User is offline   LeoD 

  • Duke4.net topic/3513

#8

 Mac34, on 29 July 2012 - 10:38 AM, said:

Also the game is very slow in native resolution (1440x900) on my autumn 2009 macbook pro using the Nvidia 9600GT (not IGP). [] Are there other things I have to do also?
Due to missing optimization the Polymer renderer is very resource demanding. Especially maps with added Polymer light maphacks (Atomic, DC) should better be played using Polymost renderer/HRP on your machine. You might fiddle with some game variables (type in console or put in your settings.cfg:
r_pr_normalmapping    "1"
r_pr_specularmapping  "1"
r_pr_lighting         "1"
r_pr_shadows          "1"

r_pr_shadowcount      "1"
// r_pr_shadowcount      "5"
r_pr_shadowdetail     "1"
// r_pr_shadowdetail     "4"
r_pr_maxlightpasses   "2"
// r_pr_maxlightpasses   "5"
r_pr_maxlightpriority "2"
// r_pr_maxlightpriority "6"

But don't expect that to work wonders.

This post has been edited by LeoD: 30 July 2012 - 08:00 AM

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User is offline   Mac34 

#9

Thanks for the heads up. If it wasn't for the gun model bug I would just stick with polymost, but I will try these settings. Many thanks for your help!
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