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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   Diaz 

#4021

 Mblackwell, on 18 November 2012 - 12:14 PM, said:

Are you grouping models for performance or are you rendering them in narrow corridors where you can get away with larger numbers (due to less overall visibility)? Though it looks like the landscape in general is closed enough that Polymer should be able to handle it without much trouble as long as they are non-actors.

I've done lots of tests over wide open spaces and Polymer is pretty good at handling a large volume of models as long as you fade them out in the distance, but if you can group them in various ways you'll exponentially increase performance.


That's not a very big area, so I can kinda get away with it. Performance is not bad but not great either; I have a quite old graphics card (GeForce 8800GT). I want to upgrade it next month. With my current card and so many models with normal maps I'm being limited by fillrate anyways - so I'm not sure reducing number of objects would help that much, plus it makes them harder to place and less flexible. I need a better graphics card to see how EDuke32 handles current-gen content on current-gen cards.

However, the grass clumps are grouped "polygon leaves" by themselves, so I don't need as many as I did using sprites. It's funny how model vegetation actually runs better than sprite vegetation (until I hit the fillrate barrier, but normal maps aren't always necessary) :P

This post has been edited by Diaz: 18 November 2012 - 03:05 PM

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User is offline   Diaz 

#4022

Argh, gawd damn it. After returning from vacation I find my computer at work is no longer able to handle what I'm doing (shitty GeForce 310).
I get like 5 fps in Mapster at minimal resolution. :P
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User is offline   Mark 

#4023

Good. Now get back to work and earn that paycheck. :P
0

User is offline   Tea Monster 

  • Polymancer

#4024

How do you 'group' models in mapster?
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User is offline   Mblackwell 

  • Evil Overlord

#4025

You don't. You make copies and arrange them in your modeling app and then export and use that in-game. The slow part is multiple objects not the number of polygons.
1

User is offline   Tea Monster 

  • Polymancer

#4026

OK, cheers.
0

User is offline   Zaxtor 

#4027

Did a lot the past several days.
Hours of coding to make an interesting security system. And more computer exploring scenes like that SNES classic Shadowrun

(pic one) That security system thing, lots of coding were involved. They are little energetic disks wandering around and following you. Rest is a surprise.


(pic 2 and 3) Just like the classic SNES game Shadowrun, you enter computers to gather data and or open hard-encrypted security doors etc.
Computer we enter (as previous level) is to open doors, lower security etc.
This one (on pic) has to do with (pic one), as if the security energy disk becomes problematic you enter the computer. (rest is a surprise)
Hardest part was when you exit computer it undo all the alteration/deactivations without restarting / reloading the map.
Computer was the longest to (con edit) for its functions.

Shadowrun pic SNES inside the computer
Posted Image

My mod security thing and inside the computer.
Posted Image
7

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4028

Damn, son.
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User is offline   dnskill 

  • Honored Donor

#4029

Posted Image
Posted Image
:P
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User is offline   Diaz 

#4030

Jezus - that jungle scene I posted a few days back is running at almost 60FPS @ 1280x720 on my new GeForce GTX670 - my CPU is bottlenecking it now at resolutions below that. If you have a modern system you can definately play it just fine :P

This post has been edited by Diaz: 23 November 2012 - 12:57 PM

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User is offline   Mblackwell 

  • Evil Overlord

#4031

Well... I use 1920x1200, and use a GTX 560Ti so I probably wouldn't get that framerate (for example). But my system isn't exactly old. I guess I have no way of knowing without testing it however.
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User is offline   Micky C 

  • Honored Donor

#4032

There'll be a little surprise coming along in the next few weeks. I won't say what it is or show any pictures, but it's two thirds done and so far has over 700 almost 900 (I miscounted) polymer lights. Muahahahahaha!

This post has been edited by Micky C: 24 November 2012 - 12:17 AM

1

User is offline   Lunick 

#4033

View PostMicky C, on 24 November 2012 - 12:04 AM, said:

There'll be a little surprise coming along in the next few weeks. I won't say what it is or show any pictures, but it's two thirds done and so far has over 700 polymer lights. Muahahahahaha!


Oh dear, that will certainly doom my laptop.
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User is offline   Diaz 

#4034

View PostMblackwell, on 23 November 2012 - 09:51 PM, said:

Well... I use 1920x1200, and use a GTX 560Ti so I probably wouldn't get that framerate (for example). But my system isn't exactly old. I guess I have no way of knowing without testing it however.


That's not a bad card and you would probably get around 25-30FPS at that resolution. Anyways, I think that's too high a resolution for something that runs on an unoptimized renderer - I'm expecting people to play at lower resolutions until Polymer is finished.

Anyways, after the upgrade, that vegetation scene is much faster, but there's another scene (I've posted it, it's the inside of a temple, that one with green lighting) that runs as bad as it did on the old card. Looks like shadows are being done on the CPU. In fact, if I turn shadows off, the jungle scene (which has 2 spotlights to simulate sunlight into cave entrances) runs above 60FPS.

This post has been edited by Diaz: 24 November 2012 - 12:35 PM

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User is offline   Mblackwell 

  • Evil Overlord

#4035

I play everything at native resolution unless it's unsupported by the game.
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User is offline   Diaz 

#4036

I do too, unless it runs like crap. :P
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4037

Better late than never. Currently working on version 4.0 of the Duke3D SC-55 music pack which will support loop points and be listen-able outside the game without the current abrupt endings. There will be two versions. One unaltered at the current regular volume and one compressed slightly and boosted to a louder volume.

Audible Comparisson
3

User is offline   Mark 

#4038

DAMN. I'm playin' my own theme song. ( its animated too )

Attached thumbnail(s)

  • Attached Image: dukeguitar.jpg
  • Attached Image: dukeguitar2.jpg

6

User is offline   thatguy 

#4039

Nice Van Halen guitar Duke.
0

#4040

Haha, that looks awesome Mark. I'd like to see it in animation :P
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User is offline   Mark 

#4041

I don't have FRAPS installed so I have no video to post. The animation is just the left hand sliding up and down the neck of the guitar while the right hand strums. His head rocks back and forth while the body shifts slightly forward and back.
0

#4042

That would be awesome to include in some kind of mod, in a cutscene or something :P
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User is offline   Mark 

#4043

I have secret plans for him and others...
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4044

Yet another attempt of making a Wolfenstein 3D port:

Posted Image
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User is offline   Mike Norvak 

  • Music Producer

#4045

Looks sweet!
0

#4046

View PostMicky C, on 24 November 2012 - 12:04 AM, said:

There'll be a little surprise coming along in the next few weeks. I won't say what it is or show any pictures, but it's two thirds done and so far has over 700 almost 900 (I miscounted) polymer lights. Muahahahahaha!


Damn you micky.
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User is offline   Micky C 

  • Honored Donor

#4047

View Postrasmus thorup, on 29 November 2012 - 01:12 AM, said:

Damn you micky.


It's actually kinda finished now. However it needs a fair amount of testing and a few last minute tweaks before it's ready to be released. I've got pics, but I'm not gonna show em Posted Image

Edit: Testing it now, and despite having like a dozen or more lights on screen all the time, the frame rate is epic Posted Image

This post has been edited by Micky C: 29 November 2012 - 03:58 AM

1

#4048

can i play it without polymer lights too? Or will it look weird :S
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User is offline   Diaz 

#4049

If the geometry is simple, then lots of lights + good framerate makes sense :P

Lookin' forward to se what you come up with!
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User is offline   Micky C 

  • Honored Donor

#4050

View Postrasmus thorup, on 29 November 2012 - 04:19 AM, said:

can i play it without polymer lights too? Or will it look weird :S


Well it's a collaborative project and the other guy is working on gameplay and stuff, and he's taken care of the manual shading. It will have proper sector based shading, since that was the original plan, I only came in after and added lights to it. There'll probably be 2 versions, classic/polymost and polymer, where the polymer version is cut into smaller chunks, has excess ceiling doors, and sector shading completely removed.

View PostDiaz, on 29 November 2012 - 04:49 AM, said:

If the geometry is simple, then lots of lights + good framerate makes sense :P

Lookin' forward to se what you come up with!


Yeah the geometry is fairly simple, but the layout, gameplay, and of course the lighting rocks Posted Image
1

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