Polymer issues "Please help finding them all (again)..."
#1 Posted 02 March 2013 - 10:15 AM
http://wiki.eduke32....er_Deficiencies
Basically if there's still a problem with Polymer that you know about and that's not listed on this page, can you create a map that makes it easy to reproduce, attach it here (or put it somewhere where it'll stay), and add an entry to the above page with a link to it?
I realize most of you already reported these issues in separate threads, but at least this way it won't be buried...
#2 Posted 02 March 2013 - 11:56 AM
Attached File(s)
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eduke32.log (25.34K)
Number of downloads: 167
#3 Posted 02 March 2013 - 12:14 PM
Since it lists issues with the skybox, one problem I am contantly facing is that Polymer still renders the paralaxed sky texture even if you replaced / removed it with CON at some point.
This post has been edited by Fox: 02 March 2013 - 12:56 PM
#4 Posted 02 March 2013 - 01:11 PM
Also last I checked sprites/models don't cast shadows when they're positioned behind spot lights.
Edit: And lets not forget the draw distance It's so obvious it's easy to forget sometimes.
This post has been edited by The Big Cheese: 02 March 2013 - 01:12 PM
#5 Posted 02 March 2013 - 01:16 PM
#6 Posted 03 March 2013 - 08:37 AM
Not that I can test this any more since last week.
This post has been edited by Cody: 03 March 2013 - 08:38 AM
#7 Posted 03 March 2013 - 09:46 AM
Cody, on 03 March 2013 - 08:37 AM, said:
Not that I can test this any more since last week.
well, I can confirm this.
Should anyone actually have the time and resources to address this, I could test it.
#8 Posted 03 March 2013 - 02:01 PM
In the image above, the model has the exact same texture and palette of the wall behind. However the model still displays the tint on top of the palette specific texture.
This post has been edited by Fox: 03 March 2013 - 02:02 PM
#11 Posted 03 March 2013 - 06:35 PM
#12 Posted 03 March 2013 - 06:53 PM
#13 Posted 03 March 2013 - 07:02 PM
#14 Posted 31 March 2013 - 06:17 AM
Another source of stuttering occasionally is when crossing the border between 2 ordinary flat surfaces with nothing special about them. They were split apart for texturing reasons. Just as you cross from one to the other FPS can drop for an instant from 60 down to 20 and then right back up to 60.
#15 Posted 31 March 2013 - 06:40 AM
Mark., on 31 March 2013 - 06:17 AM, said:
Then the cause of this bug should be investigated first. I presume that the flashlight mod is rather small? Then it should be easy to reduce the test case. Can you provide a link to the mod?
#17 Posted 31 March 2013 - 07:00 AM
#18 Posted 31 March 2013 - 07:06 AM
This post has been edited by Mark.: 31 March 2013 - 07:07 AM
#19 Posted 31 March 2013 - 09:29 AM
#20 Posted 31 March 2013 - 09:38 AM
EDIT: WOO HOO Come here big boy. I want to give you a big wet kiss. All glitches seem fixed. Why didn't this happen months ago.
This post has been edited by Mark.: 31 March 2013 - 09:44 AM
#21 Posted 31 March 2013 - 07:00 PM
#23 Posted 31 March 2013 - 07:59 PM
#24 Posted 12 June 2013 - 12:17 AM
I can provide an example screenshot later, but right now I can name the beginning of the last (fifth) map of the original WGRealms. There are two green, square-shaped columns/pillars to the left and right of the central pyramid (pretty much right after you open the first door and step outside - just walk straight), with sockets at the bottom and on top. The top sides are realized with sprites, and if you look at it from below, you wouldn't see anything but the skybox. This is a bigger issue with bridges since sometimes, you don't even see that you can get on top of them (or that there even is one). The upper side is always rendered properly.
This post has been edited by NightFright: 12 June 2013 - 12:55 AM
#26 Posted 16 June 2013 - 09:50 PM
There are more examples, but I guess they are all related to this. Another example is E3L2 "Martian Red Light District" of the same map pack (palm reader pedestal, see below). Any way to solve it, or is it a map-specific problem?
*UPDATE June 29, 2013*
Found some more problems:
- First one can be checked in ROCH 4, outside area where you can reach the manor. Seems there are issues with drawing "railing" sprites.
- Second one is more severe, and it might affect a lot of custom maps. In MaTH Pak, check the outside area of the "Factory" (second map, MATH_02). Note the considerable texture misalignments all over the place. For some weird reason, the game also won't render the custom skybox and use the star sky instead. Software rendering works fine. Check the comparison screenshots.
This post has been edited by NightFright: 29 June 2013 - 12:58 PM