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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Sangman 

#1381

Don't want to criticze anyone / burst any bubbles but oporix, the performance with Polymer is not that great yet.. while a new computer (how new is new?) will help a bit you shouldn't expect too much :) Unless of course Polymer has been greatly optimized since I last tried it.

Rusty's shot looks awesome of course.
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User is offline   TerminX 

  • el fundador

  #1382

When was the last time you tried it? It still needs some work but it's better now for sure than it was last year or something.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1383

View PostSangman, on Jul 22 2010, 11:33 AM, said:

Don't want to criticze anyone / burst any bubbles but oporix, the performance with Polymer is not that great yet.. while a new computer (how new is new?) will help a bit you shouldn't expect too much :) Unless of course Polymer has been greatly optimized since I last tried it.

Rusty's shot looks awesome of course.

You are still using them "eduke32_current.zip" downloads and not the more up to date snapshot builds aint you.

http://dukeworld.duk...ke32/synthesis/
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User is offline   Sangman 

#1384

View PostTX, on Jul 22 2010, 06:46 AM, said:

When was the last time you tried it? It still needs some work but it's better now for sure than it was last year or something.


I think "last year" is a pretty accurate guess, actually. Maybe 10 months ago. It ran pretty badly for me then and I haven't really given it a shot since. (well, I have played betas of a few mods that used it sparingly, they ran well, but for example I can't imagine based on my previous experience that Dan The Man's pack would run nicely. I'll give it a try later)


Commander: Yes it seems like I am. But if those aren't "officially" released on Eduke32 I don't really want it, what if there's some kind of silly bug? :)

This post has been edited by Sangman: 22 July 2010 - 09:06 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1385

View PostSangman, on Jul 23 2010, 05:05 AM, said:

Commander: Yes it seems like I am. But if those aren't "officially" released on Eduke32 I don't really want it, what if there's some kind of silly bug? :)

I think you are kind of silly for saying that. :)
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User is offline   Sangman 

#1386

really because even the latest officially released eduke32_current.zip had bugs for me


and if i don't have to look for a properly working version on the eduke32 website then that makes very little sense to me
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1387

I think that the "eduke32_current.zip" should be linked to the latest synthesis releases now IMO

Then it may eliminate possible people complaining of bugs from "eduke32_current.zip" which can be anything from 1+ months old that have been fixed in synthesis builds but they are to scared to try them because they think they have a silly bug that will burn up there pc. :)
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User is offline   Sangman 

#1388

Who? :)
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User is offline   TerminX 

  • el fundador

  #1389

View PostSangman, on Jul 21 2010, 04:33 PM, said:

Don't want to criticze anyone / burst any bubbles but oporix, the performance with Polymer is not that great yet.. while a new computer (how new is new?) will help a bit you shouldn't expect too much :) Unless of course Polymer has been greatly optimized since I last tried it.

I haven't committed it yet, but I made some changes to Polymer last night that net anywhere between a 25 and 45% increase in framerate across several randomly selected test scenarios. :) I'm seeing improvements like going from 22 -> 28 fps in clcoast.map and from 28 -> 36 fps in the main outside area of E1L1 with the Polymer HRP. My other test case was the top of E1L1 with no HRP loaded, where I went from about 570 fps to something like 830. Unless I've made some huge error and missed something blatantly obvious this will translate into better Polymer performance for literally everyone, across all maps. The performance boost will be especially evident in user maps that have a lot of sprite based architecture.
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User is offline   Sangman 

#1390

Hehe, looking forward to trying it out again later.
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User is offline   Skulldog 

#1391

:) Gotta try it.

This post has been edited by Skulldog: 23 July 2010 - 05:04 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1392

Niiiiiiiice. Can't wait!
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1393

TX would have coded it when he was high so in the process broke a number of other things. :)
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User is online   Lunick 

#1394

View PostThe Commander, on Jul 24 2010, 06:53 PM, said:

TX would have coded it when he was high so in the process broke a number of other things. :)


Hehe
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#1395

It's been over a month since I posted in here only to find that people would actually realise I got the scale just a little bit wrong in my map (OK, maybe like four times bigger than it needs to be... shush!) - I have not had a lot of time to work on it, but have picked it up again over the past few days.

Posted Image
I fixed the scaling up quite a bit, I might have to do a bit more work on stuff in this room though.

Posted Image
A regular friday night scene of burning cars and police tape provide a good excuse for stopping you walking further up the road.

Posted Image
There will come a time when you probably won't want to stand in the bus shelter with it's blue-tinted light (they really do use those, it's so your veins don't stand out - thus you can't inject yourself with heroin or soemthing - you can still sniff glue and smoke pot though). The early work on the construction site can be seen in the distance.

Posted Image
Adding more detail to the streets, think I'll abandon the self-driving cars though. The bus shelter and the wall include gimmicky polymer sector trickery, I'm going to attempt making a crane out of trick sectors for that construction site - but it might not work and I'll probably end up making it with sprites.

Seeing as DukeBike will likely end up in DukePlus I will probably end up making the map for use with DukePlus instead of the DukeBike, I always wanted to do it like that anyway to be honest and now I have a good reason. You probably won't see anything else of this for another month. As I said earlier, monsters will likely be the last thing I add. I wish there was some way to control the image size with the IMG tag on these forums.

This post has been edited by High Treason: 28 July 2010 - 06:12 PM

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User is offline   Stabs 

#1396

Those models look familiar :)

There is a proper street light model somewhere between 5240 - 5250, that overlapped sector polymer trick is probably not a good idea, you could never have the roof of the bustop as the only thing visible on screen as soon as you get the bus shelters walls out of view the roof would disapeer because its a child sector of the walls which would cease to be drawn because its offscreen, also if you jumped over the back of the bus shelter you would have a huge graphical glitch because you will enter the overlapped sector correctly, it will draw the roof and be solid but because its overlapped in invalid space everything else will not get drawn. the glitch is all paralax garbage, an SE that makes it a force draw whats on screen on the paralax glitch. ?? maybe but you still have the issue of the roof not being solid at all if you enter it through the front.

the only thing i could see it really being used for is making walls more ornamental, your cut in original sector can run further than the sector you use for the overlap and you dont need to jump all over walls anyway so the clipping is not an issue

the idea of using it for the top of the wall is good, you need to find a way to stop the player ever entering the overlaped sectors correctly though.
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User is offline   CruX 

#1397

That windowframe in the first shot looks pretty cool. Is it a sprite, or part of the level geometry?
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User is offline   Micky C 

  • Honored Donor

#1398

Here's a short video comparison between polymer and classic renderers for a speech I was giving on Plagman's contribution to eduke32 for school. Unsurprisingly the teacher pulled the plug on it at the last moment :wacko:

http://s734.photobucket.com/albums/ww345/c...frenchsmall.mp4

perhaps I'll do a longer one when I get the time, I think the music suits well
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User is offline   Mike Norvak 

  • Music Producer

#1399

Posted Image

This post has been edited by Norvak: 18 August 2010 - 11:53 AM

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User is offline   Mikko 

  • Honored Donor

#1400

View PostMicky C, on Aug 17 2010, 02:32 PM, said:

Here's a short video comparison between polymer and classic renderers for a speech I was giving on Plagman's contribution to eduke32 for school. Unsurprisingly the teacher pulled the plug on it at the last moment :wacko:


Why?
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User is offline   Micky C 

  • Honored Donor

#1401

Well I actually managed to get the teacher to go along with it until I'd basically finished the thing but she decided I didn't have enough biographical info :wacko:

@Norvak: interesting poster there, I hope more details on that mod are going to be posted soon
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User is offline   Shawneth 

#1402

Duke Nukem + school = WIN, I got such a high mark in geometry thanks to the Build editior, mostly from area :wacko:.
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#1403

Nothing much from me...
Oh wait, ya this is still alive

http://forums.duke4....?showtopic=1578
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User is offline   NF64 

  • Touched by the Banhammer

#1404

Trying to get into the DN Total Meltdown files and stuff. so far i came up with this (and a few other stuff)
Posted Image
Posted Image
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod :wacko:

This post has been edited by Nfelli64: 24 August 2010 - 09:00 PM

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User is offline   The Duke 

#1405

:wacko: yea Duke Nukem Toal meltdown

This post has been edited by The Duke: 24 August 2010 - 09:08 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1406

View PostNfelli64, on Aug 24 2010, 11:56 PM, said:

Trying to get into the DN Total Meltdown files and stuff. so far i came up with this (and a few other stuff)
Posted Image
Posted Image
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod :)

Damn! :wacko:

Could you share your method?

This post has been edited by Hendricks266: 24 August 2010 - 10:01 PM

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User is offline   Awesomebob 

#1407

Messing with the duke plus effects trying to get some inspiration for a map. Pic is of a small area I made to play with the polymer lighting. Map included if you want to take a look in game.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg

Attached File(s)


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User is online   Lunick 

#1408

View PostNfelli64, on Aug 25 2010, 03:56 PM, said:

Trying to get into the DN Total Meltdown files and stuff. so far i came up with this (and a few other stuff)
Posted Image
Posted Image
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod :wacko:


Oh yeah!!!
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User is offline   Micky C 

  • Honored Donor

#1409

I might sound like a noob when I say this but it's a risk I'm willing to take: what's the difference between the Total Meltdown artwork and the original Duke 3D artwork?
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User is offline   Geoffrey 

#1410

IIRC there are minor adjustments to the original art, plus there's some extra cool stuff in the TM artfiles: a zombie pigcop, pigcops in a dress.. some zombie heavy metal dudes and god knows what else.
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