
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8671 Posted 22 February 2019 - 07:35 AM
https://psv4.userapi.com/c848220/u13304397/docs/d18/12a85cb6c886/SBZ_MENU.png?extra=neWSHl1YzWf5djXrYVKrT9yBtRKXoV_xBAGv8lz_6iz3k2ZmV2mWz1KY62DW1KpbM6WKgix9a-jjK0NW-u5TATOYJ2X2No9T0evprI3ThPe8h5PUbXXeNmcCQj9-2807I7wQIIhA8Eh200pkKfJOlWU
https://psv4.userapi.com/c848028/u13304397/docs/d11/46ade3590203/duke0003.png?extra=YRrfaTqtrShbOV8rzVfeXiapPehKzKiBE2LPBnRo03gqCUKZZST4IEehvVAAuNlCitqGsQEPluyxiheQ57_EMqGZ--oULTBF0i8iZj94YYNmHMgix-WPJOhsozQx-HJFqTMELs-Zud7kBIy0x52Wu-4
EDIT: attached pics in case you don't see it.
This post has been edited by Sanek: 22 February 2019 - 09:29 AM
#8673 Posted 22 February 2019 - 08:45 AM
blizzart, on 22 February 2019 - 06:46 AM, said:
Any chance to get a download for this? :D :)
Well I would need to get it to a releaseable state first, and it's not one of my priorities... plus it's not 1999 and I'm not sure I could release ot with all the stuff from other games like I did with the first Fusion. World has become crazy in all these years.
#8674 Posted 22 February 2019 - 09:31 AM
It displays properly for me...
#8676 Posted 02 March 2019 - 09:23 AM
https://i.imgur.com/85AZE68.jpg
#8678 Posted 06 March 2019 - 05:33 AM
#8679 Posted 06 March 2019 - 10:58 AM

Big thanks to Nuke.YKT for some new additional fixes (that should go live soon)
From what I can see after some testing, polymost has surpassed classic in terms of TROR rendering stability as it seemed to handle a few corner cases better than classic did.
Apparently mirrors aren't in, but this alone should allow SO much more to be done without going classic-only or polymer.
Still needs more testing but these patches will be a game changer for polymost TROR.
Compared to the current "v1 patch" from the other day, sprites render much better and everything overall is much more stable.
#8680 Posted 06 March 2019 - 11:18 AM
#8682 Posted 06 March 2019 - 04:08 PM
Micky C, on 06 March 2019 - 02:48 PM, said:
damn straight. Alien Armageddon, AMC E3, the resurrection of WGR2...
#8683 Posted 06 March 2019 - 04:50 PM
Not to mention the all-new eduke32 ports for Redneck Rampage and Blood, of which the developer has been improving TROR in polymost.
#8684 Posted 06 March 2019 - 05:03 PM
Micky C, on 06 March 2019 - 04:50 PM, said:
#8685 Posted 06 March 2019 - 05:39 PM
If polymost TROR is at least as stable as classic, this is absolutely huge news.
Once the new version is available, I’ll stress test it to see how good it really is. The picture oasiz posted looks promising.
This post has been edited by Micky C: 06 March 2019 - 05:40 PM
#8687 Posted 07 March 2019 - 07:35 AM
Micky C, on 06 March 2019 - 05:39 PM, said:
High Treason, on 06 March 2019 - 07:02 PM, said:
#8688 Posted 07 March 2019 - 03:15 PM
The new ZBrush is out and it has a few render filters built in. One is actually a 'retro game' filter.
https://i.imgur.com/byRl0Qy.jpg
#8689 Posted 07 March 2019 - 03:27 PM
#8690 Posted 07 March 2019 - 04:03 PM
This post has been edited by MusicallyInspired: 07 March 2019 - 04:03 PM
#8692 Posted 08 March 2019 - 07:51 PM
oasiz, on 06 March 2019 - 10:58 AM, said:
Big thanks to Nuke.YKT for some new additional fixes (that should go live soon)
From what I can see after some testing, polymost has surpassed classic in terms of TROR rendering stability as it seemed to handle a few corner cases better than classic did.
Apparently mirrors aren't in, but this alone should allow SO much more to be done without going classic-only or polymer.
Still needs more testing but these patches will be a game changer for polymost TROR.
Compared to the current "v1 patch" from the other day, sprites render much better and everything overall is much more stable.
This is taking forever to come out. The AMC TC Episode 4 will probably be released first :)
#8693 Posted 09 March 2019 - 10:28 AM
I expect there to be a patch/merge and builds soon enough on synthesis. I guess we want to catch any possible side-effects as It's not just plain TROR related bugs that these patches address.
Need to add that island sectors still behave the same as they do with classic so there are still the limitations otherwise.
#8694 Posted 18 March 2019 - 10:34 AM
Things like,
VBOs for voxels
Approximate software renderer's relative aligned textures (very close to classic now in poly)
More accurate shading steps for polymost
Very good TROR support for polymost
Masked texture support on slopes (TROR in classic)
One controversial change, bound to be very welcome by mappers :)
In one (rather heavy) test case I managed to get 60fps to 300fps with voxels.. crazy stuff.
We've been testing a lot of this stuff in IM and it's crazy.
Been bugging TX constantly to push these changes :D
It's very close to release though and we've managed to fix a few annoyances meanwhile.
Huge props to Nuke.YKT for unfucking polymost.
Can see his changelogs here btw: Github nblood
That one big change is still pending but other than that, I think things are mostly done.
#8695 Posted 18 March 2019 - 10:55 AM
oasiz, on 18 March 2019 - 10:34 AM, said:
VBOs for voxels
Took a look at those changelogs and you weren't kidding. So does VBO on voxels mean we can change their pitch and roll just like models now?
#8696 Posted 18 March 2019 - 12:27 PM
#8697 Posted 18 March 2019 - 01:33 PM
oasiz, on 18 March 2019 - 10:34 AM, said:
Let me guess, you can see blocked walls again in 2D mode https://forums.duke4.net/public/style_emoticons/default/ohmy.gifhttps://forums.duke4.net/public/style_emoticons/default/wink.gif
#8698 Posted 18 March 2019 - 01:43 PM
I think original build was hardcoded to EGA 16 colour palette instead, where it was quite bright.
For IM they look rather bright since we have some nice purple/pink hues in the palette.
...And this change is way more than that :)