Duke4.net Forums: serious graphical glitches in r7438 - Duke4.net Forums

Jump to content

  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

serious graphical glitches in r7438

#1

what is this i don't even



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

0

User is online   NightFright 

  • The Truth is in here

#2

Wow... that looks like activated noclip almost. Considering how many changes were applied in the last few snapshots regarding Polymost, it's entirely possible something broke. It's just 7438 or also some of the builds before that?
0

#3

i've been using r7395 and it works just fine, r7432 it's where it starts
0

User is offline   TerminX 

  • el fundador

  #4

The crash is fixed in r7440, but I'm not currently able to replicate the issues in your video. Can you send me your cfg files?
0

#5

View PostTerminX, on 19 March 2019 - 02:10 PM, said:

The crash is fixed in r7440, but I'm not currently able to replicate the issues in your video. Can you send me your cfg files?


here you go

cfgs
0

#6

UPDATE: only happens in 32bit build!
0

User is offline   Hendricks266 

  • Weaponized Autism

  #7

This is an example of the 32-bit bugs that deter us from releasing 32-bit builds of IM and NBlood.
0

#8

View PostHendricks266, on 19 March 2019 - 05:21 PM, said:

This is an example of the 32-bit bugs that deter us from releasing 32-bit builds of IM and NBlood.


the 32 bit debug release doesn't have this glitch
0

#9

Skyboxes seem to be gone on 64 bit builds and the framerate is slightly stuttering.

This post has been edited by filipetolhuizen: 22 March 2019 - 06:43 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #10

View Postfilipetolhuizen, on 22 March 2019 - 06:41 PM, said:

Skyboxes seem to be gone on 64 bit builds and the framerate is slightly stuttering.

Screenshot?
0

#11

View PostHendricks266, on 22 March 2019 - 07:52 PM, said:

Screenshot?

E1L1:
Attached Image: eduke32 2019-03-23 11-37-44-67.jpg
E2L1:
Attached Image: eduke32 2019-03-23 11-41-15-78.jpg
E3L1:
Attached Image: eduke32 2019-03-23 11-41-25-74.jpg
E4L1:
Attached Image: eduke32 2019-03-23 11-41-38-97.jpg
All using Polymost.
0

User is online   NightFright 

  • The Truth is in here

#12

I also noticed the stuttering. Game is regularly suffering from "slowdown bursts". I didn't notice the issue with skies since I was using Fox's vanilla skyboxes.
1

User is offline   oasiz 

  • Dr. Effector

#13

View Postfilipetolhuizen, on 23 March 2019 - 06:44 AM, said:




r_texfilter 0 in console
Texture filtering isn't supported in current polymost builds.

Just confirmed this by testing as well.
1

User is offline   oasiz 

  • Dr. Effector

#14

Oh yeah, and to add. Polymost filtering has been on the to-do list for a while, a known thing.
You shouldn't force it on as it has been intentionally disabled in the menu for some of these reasons.
2

#15

Thank you all for the help. Polymost hasn't been working properly for a very long time. The half-cut signs issue easily revealed secret passages.
0

User is offline   oasiz 

  • Dr. Effector

#16

What half-cut signs ?
0

#17

View Postoasiz, on 24 March 2019 - 02:27 PM, said:

What half-cut signs ?

Attached Image: eduke32 2019-03-25 00-02-53-21.jpg
0

#18

Latest release 7614 seems to fix the stuttering in Polymost.
0

User is offline   Zaxtor 

#19

View Postfilipetolhuizen, 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?
0

#20

View PostZaxtor, on 19 April 2019 - 03:27 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?

I didn't try editing the levels. This screenshot was taken on plain E2L1 using Polymost.
0

User is offline   Zaxtor 

#21

I see
0

#22

View Postfilipetolhuizen, on 19 April 2019 - 03:15 PM, said:

Latest release 7614 seems to fix the stuttering in Polymost.

And it's back in 7618

View PostZaxtor, on 20 April 2019 - 01:42 AM, said:

I see

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.
0

User is offline   Zaxtor 

#23

yes

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

0

User is offline   mjr4077au 

#24

View Postfilipetolhuizen, 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.
0

#25

View PostMitch Richters, on 02 March 2020 - 11:22 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.

Yes, it does. The only fix I know is use software rendering. DukeGDX renders it fine in Polymost.
0

#26

Technically what Polymost does here is correct. The sprite intersects the wall in that point and goes behind it. Proof: https://i.imgur.com/oTx5Y2y.png

There really isn't an easy answer to this.

This post has been edited by Doom64hunter: 11 June 2020 - 02:52 PM

0

User is online   Phredreeke 

#27

The HRP and voxel pack fixes it through maphack.

I assume DukeGDX hardcodes a fix for the specific sprite
0

User is offline   Radar 

  • King of SOVL

#28

It should replicate DOS rendering behavior.
0

#29

IIRC, it started to happen along with the disappearing triangle bug, which has already been fixed.
0

User is online   Phredreeke 

#30

If by disappearing triangle you mean what I think you mean (half of a texture disappearing depending on what angle you view it) then that is unrelated to the clipping error of the sign.
0

Share this topic:


  • 2 Pages +
  • 1
  • 2
  • 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