serious graphical glitches in r7438
#1 Posted 19 March 2019 - 01:10 PM
it was a clean install
UPDATE: game crashes when starting episode 2 and e1l3
UPDATE 2: only happens in 32bit build!
This post has been edited by Lazy Dog: 19 March 2019 - 03:26 PM
#2 Posted 19 March 2019 - 01:12 PM
#3 Posted 19 March 2019 - 01:20 PM
#4 Posted 19 March 2019 - 02:10 PM
#7 Posted 19 March 2019 - 05:21 PM
#8 Posted 19 March 2019 - 05:26 PM
Hendricks266, on 19 March 2019 - 05:21 PM, said:
the 32 bit debug release doesn't have this glitch
#9 Posted 22 March 2019 - 06:41 PM
This post has been edited by filipetolhuizen: 22 March 2019 - 06:43 PM
#10 Posted 22 March 2019 - 07:52 PM
filipetolhuizen, on 22 March 2019 - 06:41 PM, said:
Screenshot?
#11 Posted 23 March 2019 - 06:44 AM
Hendricks266, on 22 March 2019 - 07:52 PM, said:
E1L1:
E2L1:
E3L1:
E4L1:
All using Polymost.
#12 Posted 23 March 2019 - 06:52 AM
#13 Posted 23 March 2019 - 08:04 AM
filipetolhuizen, on 23 March 2019 - 06:44 AM, said:
eduke32 2019-03-23 11-37-44-67.jpg
E2L1:
eduke32 2019-03-23 11-41-15-78.jpg
E3L1:
eduke32 2019-03-23 11-41-25-74.jpg
E4L1:
eduke32 2019-03-23 11-41-38-97.jpg
All using Polymost.
r_texfilter 0 in console
Texture filtering isn't supported in current polymost builds.
Just confirmed this by testing as well.
#14 Posted 23 March 2019 - 08:28 AM
You shouldn't force it on as it has been intentionally disabled in the menu for some of these reasons.
#15 Posted 24 March 2019 - 06:50 AM
#19 Posted 19 April 2019 - 03:27 PM
filipetolhuizen, on 24 March 2019 - 07:04 PM, said:
Been doing that recently.
With older duke in polymer
It only does that when you move far from walls.
In polymost and 8 bit mode mostly doesn't do it.
As for wall if you move the sprite 1 pixel or 2 away from wall should solve it.
Did u try that?
#20 Posted 19 April 2019 - 03:42 PM
Zaxtor, on 19 April 2019 - 03:27 PM, said:
With older duke in polymer
It only does that when you move far from walls.
In polymost and 8 bit mode mostly doesn't do it.
As for wall if you move the sprite 1 pixel or 2 away from wall should solve it.
Did u try that?
I didn't try editing the levels. This screenshot was taken on plain E2L1 using Polymost.
#22 Posted 20 April 2019 - 05:17 PM
filipetolhuizen, on 19 April 2019 - 03:15 PM, said:
And it's back in 7618
Zaxtor, on 20 April 2019 - 01:42 AM, said:
Using Polymer it's slightly different. The cut moves as you get near or far from the wall or look away from it but on Polymost it always stays the same. Only on classic mode it's rendered properly.
#23 Posted 20 April 2019 - 07:26 PM
Polymer let you do cool trick, stable TROR etc but has limitations
3D sky trick like AMC TC and other mods uses doesn't work, you know the SE Ltag 80 etc
https://wiki.eduke32...er_Deficiencies
Sky trick works in polymost and classic mode
Also you can do many skyboxes in the same level in polymost
My mod rerlease will be polymost and classic (polymost for best results)
PS
I have 2 polymer levels
Dark temple and floating island but you need NVIDIA and strong comp
Dark temple has cool raising lava trick that doesn't work below polymer mode
Lava trick rises to a "sloped" ceiling and most of the ceiling submerges into it without glitching
This post has been edited by Zaxtor: 20 April 2019 - 07:30 PM
#24 Posted 02 March 2020 - 11:22 PM
filipetolhuizen, on 24 March 2019 - 07:04 PM, said:
Apologies, I don't know the ettiquite here about bumping threads, but this issue still occurs in the latest version. Just did a quick search instead of opening a new topic.
#25 Posted 11 June 2020 - 02:02 PM
Mitch Richters, on 02 March 2020 - 11:22 PM, said:
Yes, it does. The only fix I know is use software rendering. DukeGDX renders it fine in Polymost.
#26 Posted 11 June 2020 - 02:38 PM
There really isn't an easy answer to this.
This post has been edited by Doom64hunter: 11 June 2020 - 02:52 PM
#27 Posted 11 June 2020 - 03:06 PM
I assume DukeGDX hardcodes a fix for the specific sprite