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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   Micky C 

  • Honored Donor

#3481

Sometimes lights have nothing to do with the framerate in polymer. I've made maps which were really slow simply because of the number of sectors that were viewable at the same time (a.k.a if the maps are big and have a reasonable amount of detail then that'll be slow even if there isn't a single light). The original 3DR maps tend to run fast even with polymer lights hacked in and the HRP because they're small and very simple by today's standards.
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User is offline   Diaz 

#3482

I've noticed that too, and number of sprites also counts a lot. I had to make sprite vegetation in my maps a toggleable feature (render distance can also be adjusted in case you don't want to turn it off) because it's very, very expensive.
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User is offline   Mblackwell 

  • Evil Overlord

#3483

@Diaz

Trick from the map I showed you in PMs: Group related copies/clusters of sprites/models together as a single object. It's not that the engine has trouble drawing that number of polygons, it has trouble processing that number of objects.

Also in this map/test:

Posted Image Posted Image Posted Image

I did the same thing you did (fade objects in the distance) but I changed the statnum to something unused by other objects/actors and this keeps the game from reprocessing every object every frame. Then within the player code once every few tics I run a while loop using headspritestat/nextspritestat (so I'm only worried about the trees/vegetation) which compares distance and fades it out. This ended up being a good way to have thousands of objects without it getting too expensive on fps.

I'd still go with grouping as the first step though.
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User is offline   Diaz 

#3484

The fading code is inside the vegetation actor itself, which means it's only executed for these actors already, and not for every object.

How do you group sprites into single objects? Is that a Mapster32 feature? I didn't even know it was possible...
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User is offline   The Commander 

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

#3485

If your using models you would include more than one tree etc. in your model. That would be grouping.
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User is offline   Diaz 

#3486

I see... but they are sprites, so "grouping" them wouldn't work <_<
Anyways, the NVidia card I'm using here (work) pretty much sucks; maybe on my 8800GT performance will be acceptable. I'll see once I get home and install it...

This post has been edited by Diaz: 09 April 2012 - 07:26 AM

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User is offline   Mblackwell 

  • Evil Overlord

#3487

View PostDiaz, on 09 April 2012 - 07:03 AM, said:

The fading code is inside the vegetation actor itself, which means it's only executed for these actors already, and not for every object.

How do you group sprites into single objects? Is that a Mapster32 feature? I didn't even know it was possible...



Your code for fading is being executed per actor per tic which means it's slow. Actors also have additional processing going on. My method should double your fps.

I did the same thing at first, but when I did fps comparisons I noticed that generally it caused FPS to actually decline depending on the number of objects (because of how much code needs to be executed).

And yeah I meant group them by placing more than one copy of the model together. This would work with certain sprites as well if you staggered them, or you could build a simple + model.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3488

Check if setting statnum to 2 and running the normal code per actors works too.
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User is offline   Mblackwell 

  • Evil Overlord

#3489

Sadly statnum 2 would (or should at least) halt other code execution on the actor (which would defeat the point of having the distance check in each actor) and not be distinquishable from other sleeping actors (meaning a bigger list of objects to check).
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User is offline   Mia Max 

#3490

UFO update.
This is so much work and difficult as TROR doesn't show up correctly in mapster and there's a lot of clipping.
BUT TROR itself is just awesum.

Attached thumbnail(s)

  • Attached Image: duke0015.jpg

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3491

View PostMblackwell, on 09 April 2012 - 11:15 AM, said:

Sadly statnum 2 would (or should at least) halt other code execution on the actor (which would defeat the point of having the distance check in each actor) and not be distinquishable from other sleeping actors (meaning a bigger list of objects to check).

You can always run a code for each actor in EVENT_GAME
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User is offline   Diaz 

#3492

View PostMblackwell, on 09 April 2012 - 09:38 AM, said:

Your code for fading is being executed per actor per tic which means it's slow. Actors also have additional processing going on. My method should double your fps.

I did the same thing at first, but when I did fps comparisons I noticed that generally it caused FPS to actually decline depending on the number of objects (because of how much code needs to be executed).

And yeah I meant group them by placing more than one copy of the model together. This would work with certain sprites as well if you staggered them, or you could build a simple + model.


Will try that code then... anyways, I've installed that old NVidia GeForce 8800GT and my framerate has more than doubled. I thought there was going to be a difference but not this big. Heck, even Eternity is playable now <_<

Guys, don't even think about getting an ATI card if you're going to do Polymer stuff... I guess you knew that, but now I won't ever get tired of saying it...

This post has been edited by Diaz: 09 April 2012 - 01:07 PM

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User is offline   OpenMaw 

  • Judge Mental

#3493

View PostMia Max, on 09 April 2012 - 11:24 AM, said:

UFO update.
This is so much work and difficult as TROR doesn't show up correctly in mapster and there's a lot of clipping.
BUT TROR itself is just awesum.


Looks very very cool! <_<
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User is offline   Helixhorned 

  • EDuke32 Developer

#3494

View Postpmw, on 08 April 2012 - 10:04 AM, said:

While taking a screenshots, I noticed something. When I'm running game as, example 800x600 windowed, aspect ratios are fine, game looks good. But when I take 16:9 or 16:10 ratio, everything is streched.
I ran eduke with 1152x864 then with 1920x1080. Take a look, left shots are from small resolution and right side shots are from fullhd -> http://kk4.fi/u/d3d-ar.jpg

This same thing is in 8-, 16- and 32-bit modes. Is this normal thing to happen? I mean, that looks like shit with 1920x1080.

Check out r2603, it fixes non-native fullscreen resolutions and auto-detects the physical screen proportions. Make sure that you have the r_usenewaspect cvar set to 1 (in the game, this is available from the OPTIONS -> VIDEO SETUP -> RENDERER SETUP menu). If you're interested in the differences between the new-style and classic aspect determination, see aspect.map in the samples directory.
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User is offline   Micky C 

  • Honored Donor

#3495

View PostMia Max, on 09 April 2012 - 11:24 AM, said:

This is so much work and difficult as TROR doesn't show up correctly in mapster and there's a lot of clipping.


What do you mean TROR doesn't show up correctly in mapster? I think it works perfectly.

Make sure you:
a) are using polymer in mapster (can be done by typing "setrendermode 4" in the console)
b ) are aware of side view mode in 2D mode (toggle with F3)
c) know how to toggle the TROR texture between layers in 3D mode with 'i'.

This post has been edited by Micky C: 09 April 2012 - 05:30 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3496

Yeah, TROR works fine in Mapster. What problems specifically are you having?
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User is offline   Mia Max 

#3497

Ehm, I just didn't know that I can use Polymer in mapster <_<
This will help a lot.
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User is offline   Diaz 

#3498

View PostMia Max, on 10 April 2012 - 02:33 AM, said:

Ehm, I just didn't know that I can use Polymer in mapster <_<
This will help a lot.


I you've been using Polymost with Mapster you probably don't know that while using rendermode 4 you can toggle Polymer lights with ´+X

Otherwise you will see no differences :huh:
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User is offline   Micky C 

  • Honored Donor

#3499

View PostDiaz, on 10 April 2012 - 03:16 AM, said:

I you've been using Polymost with Mapster you probably don't know that while using rendermode 4 you can toggle Polymer lights with ´+X

Otherwise you will see no differences :huh:


Mia Max is too good for polymer lights <_< I think this map uses mostly sector based shading.

I started a new WGR2 map yesterday, and have mostly finished the first area. I actually really like it so far, which is a really good sign because I normally hate my work after I get this far into it.

Posted Image
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3500

Very nice!
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User is offline   Mia Max 

#3501

So the UFO won't get any bigger.
Just have to do the bottom and... the... other side <_<
I think there's no way to copy and paste it.

Attached thumbnail(s)

  • Attached Image: capt0005.jpg

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User is offline   Mia Max 

#3502

View PostMicky C, on 09 April 2012 - 03:56 AM, said:

That's starting to look a lot better. How much more do you have to add to your map in terms of area?


This will be the boss area.
I still want to make some indoor rooms for the castle.
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#3503

Size doesn't matter. Are we going to see it close up or from far away.
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User is offline   Mia Max 

#3504

You will be able to enter it. There's a big room inside of the ship <_<
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User is offline   Helixhorned 

  • EDuke32 Developer

#3505

View PostMia Max, on 10 April 2012 - 11:13 AM, said:

So the UFO won't get any bigger.
Just have to do the bottom and... the... other side <_<
I think there's no way to copy and paste it.

Holding RSHIFT while releasing RAlt for sector highlighting will select all layers, even non-active TROR ones. That should make it possible to duplicate the other half.
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User is offline   Mia Max 

#3506

View PostHelixhorned, on 10 April 2012 - 12:12 PM, said:

Holding RSHIFT while releasing RAlt for sector highlighting will select all layers, even non-active TROR ones. That should make it possible to duplicate the other half.


Thanks for the info.
But I have already completed the ship without copy&paste.
It was too difficult to check all layers.

I wonder that I get in this boss area still 60 fps even with polymer lights.
That's good, because the boss will be difficult to fight an low framerate would ruin it all <_<

So, 4000 walls to go.
The limit of about 16000 walls still exists, right?
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User is offline   Mia Max 

#3507

Kind of some strange alien technology.

Attached thumbnail(s)

  • Attached Image: capt0000.png

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User is offline   Gambini 

#3508

Is that some kind of pebble, or more like a big thing like a lighthouse? There´s nothing to take reference of its size. Either way it needs shading to emphatize its shape.
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User is offline   Micky C 

  • Honored Donor

#3509

You've been using a lot of textures that I don't remember seeing before, are they new?
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User is offline   Mia Max 

#3510

View PostGambini, on 13 April 2012 - 03:28 PM, said:

Is that some kind of pebble, or more like a big thing like a lighthouse? There´s nothing to take reference of its size. Either way it needs shading to emphatize its shape.


Yet I don't know what it's going to be.
Maybe it will be a radar or something like that.
About its size, it is quite big like a building.

View PostMicky C, on 13 April 2012 - 04:00 PM, said:

You've been using a lot of textures that I don't remember seeing before, are they new?


Yes, TrooperDan allows me to include new textures.

This post has been edited by Mia Max: 13 April 2012 - 05:34 PM

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