Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 123
  • 124
  • 125
  • 126
  • 127
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   NightFright 

  • The Truth is in here

#3721

Is it just me, or is EDuke32 improving even faster than usually lately? ;)

This post has been edited by NightFright: 14 May 2013 - 04:01 AM

2

User is offline   Micky C 

  • Honored Donor

#3722

 TerminX, on 13 May 2013 - 12:36 PM, said:

Working on a Polymost enhancement:
Posted Image


How does that work anyway?
0

User is offline   TerminX 

  • el fundador

  #3723

I committed it. It's still pretty experimental, but you can enable it with r_usetileshades 1. It increases memory usage for Polymost quite a bit because it requires a separate texture be generated and stored corresponding to each shade level that needs to be drawn, but it shouldn't make each .art texture take up any more memory than the average HRP texture.
3

User is offline   Jimmy 

  • Let's go Brandon!

#3724

Those burgundys and maroons make him look so much more menacing in the dark. Good work, I say.
0

User is offline   Micky C 

  • Honored Donor

#3725

View PostTerminX, on 14 May 2013 - 06:27 PM, said:

I committed it. It's still pretty experimental, but you can enable it with r_usetileshades 1. It increases memory usage for Polymost quite a bit because it requires a separate texture be generated and stored corresponding to each shade level that needs to be drawn, but it shouldn't make each .art texture take up any more memory than the average HRP texture.


Wow, I just tried this out with my WIP DNF map, and the difference is huge! Thanks!
The sky is finally the correct orange, and the rocks have much better colour variety, making them look more interesting.

This post has been edited by Micky C: 14 May 2013 - 07:00 PM

0

User is offline   supergoofy 

#3726

R3768 - Attrition mod crashes


something is wrong with my system. I will do a restart asap and will edit my post


[edit]

it was something on my end

This post has been edited by supergoofy: 15 May 2013 - 02:48 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#3727

Quote

Revision: 3759
Author: terminx
Message: Remove md4 library, since we aren't using it anywhere anymore
Oops. On Helixhorned's proposal I chose MD4 as the map identification for the (hopefully upcoming) user map maphack system.
0

User is offline   TerminX 

  • el fundador

  #3728

If anyone ever gets around to doing that, they can add md4 back in (or choose something better) at the time. Or, something like crc32 (which is used everywhere else) could be used instead since it's not really about security against intentional modifications, but simple identification of files. Or, maybe we can just pull in something like md5 and use that for everything everywhere... who knows.
0

User is offline   supergoofy 

#3729

md5 is better ;)
0

User is offline   TerminX 

  • el fundador

  #3730

Sometimes speed is more important than being secure against malicious intentions; e.g we don't have much of a reason to care about someone being able to modify a GRP file to be corrupt but still show up as valid in the startup window but we do care if suddenly the GRP scan at startup takes 5 times as long.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3731

View PostFox, on 01 May 2013 - 07:40 AM, said:

By the way, is it possible to add SoundToggle, FXVolume, MusicToggle and MusicVolume to the avaiable userdef structures?

Any light on this? I don't want to sound like a douche, but since the source code already perform a ud check on this, I think it shouldn't be too hard to implement.
0

User is offline   TerminX 

  • el fundador

  #3732

I would be OK with supporting reading the values, but definitely not with setting them from within CON.
1

User is offline   TerminX 

  • el fundador

  #3733

Another couple of comparison shots from Polymost:

Posted Image
Posted Image
8

User is offline   Plagman 

  • Former VP of Media Operations

#3734

E1L5 is great for that stuff. I used this one tile both for highpal and artmapping testing since it has so much variance.
0

User is offline   TerminX 

  • el fundador

  #3735

Indeed. On that note, I'm so glad we're able to reproduce the coloring of the original game accurately (for the most part) in all renderers now.

Please test the new mode, guys... I plan on making it the default sometime soon (just like the one in Polymer is default now), assuming major problems with it don't crop up.
2

User is offline   Gambini 

#3736

I have been testing it a lot, along with new polymer´s shading system.

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

They´re both dreamlike. There are some minor problems with each one, but most of those are known problems that have been happening long before.

It´s important to remark that the relevance of these issues in comparision to the improvements is so small that it almost makes no sense to mention them. With the exception of a few polymer specific issues, which should be IMO high priority.

Visibility in polymost may need some minor tweaking:
Posted Image
Posted Image

Posted Image
Posted Image
Posted Image

Here you can see that in both 32bits renderers vertical offset in viewalligned sprites is mirrored:

Posted Image
Posted Image
Posted Image

Some gradient ramps in duke´s palette have poor shadetables transitions, this is more noticeable in Polymost now since the visibility is based on open-gl´s regular shading system, no big deal, just pointing it out (I don´t consider it worth being fixed):

Posted Image
Posted Image

Here you can see how Polymer still has problems when rendering maskwalls that are inside a double-parallaxed sector:

FORGOT TO UPLOAD THOSE SCREENS

Here you can see how both 32bit renderers draw non-square-of-2 textures wrong (old problem anywway):

Posted Image
Posted Image
Posted Image

Here you can see how in Polymer decal sprites still clip their background;

Posted ImagePosted Image

Not pictured problems: Grills fences and other sprites with alhpa parts become thick and blur on a relatively short distance.
6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3737

View PostTerminX, on 15 May 2013 - 01:42 PM, said:

I would be OK with supporting reading the values, but definitely not with setting them from within CON.

I only intend to read it, but I suppose anyone should use it at their own risk.

By the way, is ud.config.MusicDevice even used in Eduke today?

This post has been edited by Fox: 15 May 2013 - 08:08 PM

0

User is offline   Diaz 

#3738

View PostGambini, on 15 May 2013 - 07:57 PM, said:

Not pictured problems: Grills fences and other sprites with alhpa parts become thick and blur on a relatively short distance.


Yeah, to fix this I suggest implementing a way to define tiles as nomipmap, maybe in a separate file that could then be included with EDuke32 (just like tiles.cfg).

The bad thing about the other issues is that fixing them will probably break existing Polymer maps (since they have been done with those deficiencies being present). I guess, however, that fixing thousands of non-polymer usermaps and Duke itself is more important :P

While I'm at this, now that it seems like the priority is to get all renderers to look like classic as much as possible, may I ask that r_usenewshading value of 1 is never removed. Pretty pretty please, it would break all I've done so far ;)

This post has been edited by Diaz: 15 May 2013 - 10:11 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#3739

I don't think there are any plans of removing any existing functionality such as this, backwards-compatibility is understood to be extremely important. Isn't anisotropic filtering supposed to mitigate things like you describe?
1

User is offline   Jblade 

#3740

I just played with it a little yesterday and it's really impressive stuff TerminX, I didn't really notice any performance decreases at all. It's definitly fixed one of the biggest problems I had with polymost.
0

User is offline   Diaz 

#3741

View PostPlagman, on 15 May 2013 - 11:27 PM, said:

I don't think there are any plans of removing any existing functionality such as this, backwards-compatibility is understood to be extremely important. Isn't anisotropic filtering supposed to mitigate things like you describe?


Mmmmm, you're right. I don't notice grates becoming blurry with anisotropic filtering indeed. I mentioned the nomip thing off the top of my head because that's how it used to be in the past, with the Q2 and Q3 engines (might still be useful for those with videocards not fast enough to handle aniso)
0

User is offline   Mia Max 

#3742

Hallo!

Can we have an option for guns to prevent flash lights from fireing guns?
In huge areas that flash can ruin all the atmosphere.

This would be an great option (for me ;) )
2

User is offline   Diaz 

#3743

Alright, since we can't change a sectoreffector's cstat via CON, I was wondering how hard would it be to implement a visibility check for SE 50's.

Shadows seem to decrease performance even if the SE they come from is not in view, so maybe the SE's could have cstat 64 added (so they won't cast shadows) when they are not within the player's PVS. This would help shadow performance tremendously.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3744

View PostMia Max, on 16 May 2013 - 11:58 AM, said:

Hallo!

Can we have an option for guns to prevent flash lights from fireing guns?
In huge areas that flash can ruin all the atmosphere.

This would be an great option (for me ;) )

Yes, you would need to add flag 256 to WEAPONx_ FLAGS.
0

User is online   Danukem 

  • Duke Plus Developer

#3745

View PostFox, on 16 May 2013 - 12:24 PM, said:

Yes, you would need to add flag 256 to WEAPONx_ FLAGS.


He wants the option to be in the EDuke32 menu. I think it's reasonable to want a menu option, since the flashing looks bad in many vanilla maps (e.g. where fog is used).
1

User is offline   Helixhorned 

  • EDuke32 Developer

#3746

It's a five-line CON mutator though:

// EDuke32 mutator to prevent the pistol from lighting up the scene.

// EVENT_RESETWEPONS runs from G_EnterLevel() for each player.
onevent EVENT_RESETWEAPONS
    // NOTE: we use the predefined 'gs' global to avoid defining our own
    // gamevars.

    // pistol
    setvarvar gs WEAPON1_FLAGS
    orvar gs 256  // WEAPON_NOVISIBLE
    setvarvar WEAPON1_FLAGS gs
endevent


Edit: the point being, it's a bit arbitrary to pick one particular "game tweak" to be included into the EDuke32 executable, especially if it can be replicated with little effort with CON.
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3747

View PostTrooper Dan, on 16 May 2013 - 12:54 PM, said:

He wants the option to be in the EDuke32 menu. I think it's reasonable to want a menu option, since the flashing looks bad in many vanilla maps (e.g. where fog is used).

That's true, but it has always been like that.

This post has been edited by Fox: 16 May 2013 - 01:19 PM

2

User is offline   Paul B 

#3748

View PostPlagman, on 15 May 2013 - 11:27 PM, said:

I don't think there are any plans of removing any existing functionality such as this, backwards-compatibility is understood to be extremely important. Isn't anisotropic filtering supposed to mitigate things like you describe?



Plagman, you must really hate guys like me. LOL! I just wanted to say that the flashlight effect I was experiencing within Eduke and not in Mapster was a rendering setting among other visual renderer settings that were something other than their default values. This was really screwing me up when I was trying to map. I think perhaps maybe a custom user map may have been responsible for altering my settings. After resetting back to defaults and lowering some values in the shading rendering menus I don't have that visual problem I was experiencing in Polymer. Sorry to burden you with a non issue but I sorta have a feeling you already knew that. =)

Take care,
Paul
0

User is offline   NightFright 

  • The Truth is in here

#3749

Can it be that there are problems with EDuke32 r3786 and savegame screenshots? Somehow, it doesn't update the screenshot any more whenever I save a game.

*EDIT*
Disregard, seems it was happening because I was having a screenshot from a groupfile I had already deleted. Caused problems for some reason until I restarted EDuke32.

This post has been edited by NightFright: 17 May 2013 - 12:23 PM

0

User is offline   TerminX 

  • el fundador

  #3750

Does this window make my pixels look fat?

Posted Image

(support for high DPI in the startup window)
6

Share this topic:


  • 213 Pages +
  • « First
  • 123
  • 124
  • 125
  • 126
  • 127
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options