Character shadows missing - polymer "help?"
#1 Posted 27 December 2022 - 06:33 PM
Attempting to find out why ground shadows aren't showing below enemies when using polymer rendering mode.
First screenshot shows the shadow displaying correctly in polymost mode. Secondscreenshot shows missing shadow in polymer mode.
Not running high resolution pack. Have tried with clean install on latest eduke32 release.
Running Windows 10 64 bit.
Edit: embarrasing newbie mistake. meant to post in "Bug reports & 'help me' threads"
This post has been edited by Dr. Cheis: 27 December 2022 - 06:37 PM
#2 Posted 27 December 2022 - 07:15 PM
#3 Posted 27 December 2022 - 08:01 PM
Ninety-Six, on 27 December 2022 - 07:15 PM, said:
The lack of 2D sprite shadows is normal for polymer, though. The idea was that proper shadows would be generated by spotlights, making the old-fashioned shadows redundant. And AFAIK you can still make that happen by adding spotlights to the maps.
#4 Posted 27 December 2022 - 08:52 PM
Danukem, on 27 December 2022 - 08:01 PM, said:
That makes sense. Pretty useless feature in vanilla maps though, unless using the 20th anniversary version of the maps.
(Actually, does that even work? I've always assumed Polymer would work with the WT point lights but I've never verified it since I can't run Polymer and probably never will)
This post has been edited by Ninety-Six: 27 December 2022 - 08:53 PM
#5 Posted 28 December 2022 - 04:11 PM
On a related note, I have seen a lot of negativity towards Polymer in recent discussions, while the eDuke32 website still lauds it as a massive improvement over Polymost. It certainly looks better to me due to the lighting features. What is the nature of the trouble people are having with Polymer? Is it simply a matter of consuming system resources?
#6 Posted 28 December 2022 - 05:52 PM
The original author of Polymer left the modding community before putting in the finishing touches. Others have tried or are occasionally trying to patch it up but its still has a ways to go.
This post has been edited by Mark: 28 December 2022 - 05:54 PM
#7 Posted 28 December 2022 - 06:49 PM
Mark, on 28 December 2022 - 05:52 PM, said:
The original author of Polymer left the modding community before putting in the finishing touches. Others have tried or are occasionally trying to patch it up but its still has a ways to go.
You left out two of worst things: It doesn't support blend modes, and doesn't support voxels.
#8 Posted 29 December 2022 - 04:00 AM
Mark, on 28 December 2022 - 05:52 PM, said:
I think TerminX fixed that a while ago actually...
Quote
This allows maps that use more than one parallax sky texture to look more correct in polymer, assuming only one type of sky is visible at once.
#9 Posted 29 December 2022 - 04:56 AM
Dr. Cheis, on 28 December 2022 - 04:11 PM, said:
A lot of this was written 10 years ago when it was in active dev. Mentions in the web page and wiki are very outdated.
#10 Posted 29 December 2022 - 06:18 AM
Dr. Cheis, on 28 December 2022 - 04:11 PM, said:
That and that it's currently broken in many ways. I don't think most of us have issues with polymer in concept (there are always purists of course, and personally I wouldn't bother using Polymer in classic maps unless they had specific support for point lights), it just requires a surprisingly beefy PC, and over the years with it being unfinished and untouched, it started to break with updates.
Though TerminX has been working on it behind the scenes over the past year or so, so hopefully the second problem will be addressed in the near future.
I know that I, personally, would love to run Polymer if I were physically possible capable of it. I'm part moth and so am a sucker for really fancy lighting. I've just sat and stared at certain lighting effects in games and would love to do so in Duke
This post has been edited by Ninety-Six: 29 December 2022 - 06:20 AM
#11 Posted 29 December 2022 - 11:46 AM
#12 Posted 29 December 2022 - 12:37 PM
Mark, on 29 December 2022 - 11:46 AM, said:
That's also a thing with Polymer. Sometimes systems can run it fine and other times it absolutely refuses no matter how powerful it is. It's very strange.
#13 Posted 29 December 2022 - 05:24 PM
#14 Posted 30 December 2022 - 04:04 AM
#15 Posted 30 December 2022 - 05:01 AM
#16 Posted 30 December 2022 - 07:05 AM
Danukem, on 28 December 2022 - 06:49 PM, said:
Haha. Mark surely is aware of this one. He and I just ran into that a couple of days ago when we were working on something together.
#17 Posted 30 December 2022 - 08:39 AM
Aleks, on 30 December 2022 - 04:04 AM, said:
I wasn't aware of any such announcement,
#18 Posted 30 December 2022 - 06:23 PM
dwtietz, on 30 December 2022 - 07:05 AM, said:
Feel free to call me an idiot, but what is a "blend mode?"
#20 Posted 30 December 2022 - 07:32 PM
Ninety-Six, on 30 December 2022 - 06:23 PM, said:
Read this thread and do google searches for terms you don't know: https://forums.duke4...cency-in-eduke/
#22 Posted 02 January 2023 - 01:19 AM
Aleks, on 30 December 2022 - 04:04 AM, said:
Phredreeke, on 30 December 2022 - 08:39 AM, said:
I'm also not aware of any announcement. I assume this was on discord. Could someone please elaborate?
#23 Posted 12 May 2023 - 07:00 AM
Micky C, on 02 January 2023 - 01:19 AM, said:
The only thing I'm aware of were a number of Polymer performance improvements, but development has slowed due to various reasons.