yet another Polymer bug
#1 Posted 26 August 2023 - 05:58 PM
#2 Posted 27 August 2023 - 06:46 AM
As mentioned by someone else in the discord, I too on occasion will see the skybox replaced by a texture when in certain areas. Its isolated and rare but it did happen to me a couple times.
I'm also experiencing a problem that I haven't tested outside of this one project to see if somehow its map related. In 3D mode I press S to place a sprite and it doesn't show in 3D but does show in 2D. But if I place a model there or a copy of a previously placed wall sprite first, it shows then I change it to the sprite I want. I'll have to see if this happens in other projects using this same revision.
This post has been edited by Mark: 27 August 2023 - 06:51 AM
#3 Posted 27 August 2023 - 11:23 AM
Community members told me that polymer isn't update anymore. It seems that polymer lack of efficiency. Fps rate very slowdown for most of users.
#4 Posted 27 August 2023 - 02:13 PM
This post has been edited by Mark: 27 August 2023 - 02:18 PM
#5 Posted 27 August 2023 - 02:24 PM
#6 Posted 27 August 2023 - 09:09 PM
#7 Posted 28 August 2023 - 04:45 AM
For my own copy I deleted over half of them and changed some of the large spotlights to point lights. It helped a lot and didn't destroy the overall look of the map.
This post has been edited by Mark: 28 August 2023 - 04:46 AM
#8 Posted 28 August 2023 - 11:04 PM
It was too much indeed!
Working without polymer, then, was quite a challenge to keep the mood I was aiming for the street.
Brunohh3.map still in progress. Slowly due to my CON learning for my Serious Sam project. I'm working on the last room of that third Brunohh map : after escaping cinema basement without any weapon, you find a secret EDF hidden post when toxic dump are flood in sewers. After understanding that EDF is a little guilty in that invasion due to the toxic dump (which cause pig mutation) and due to an"alien" traffic that EDF manage to operate with "secured" conteners, you enter a huge dump destructor where you need to make all you can do to put a boss in. And then, like in combustion chamber from HL, you have to switch on the dump combustion to kill the boss with a few tries and escape. Issue : wall limits in mapster32!!
#9 Posted 29 August 2023 - 03:27 PM
At some point, when I'm not busy with NetDuke32 and Ion Fury, I'd like to try to at the very least get some things like Polymer's highpal system working in Polymost, so the sting of Polymer being in the state its in won't be quite as painful.
#10 Posted 29 August 2023 - 05:37 PM
Bottom line is I can still get by using old revisions and just have to go without new features or other fixes.
This post has been edited by Mark: 29 August 2023 - 05:39 PM
#11 Posted 29 August 2023 - 07:01 PM
#12 Posted 30 August 2023 - 08:38 AM
#13 Posted 30 August 2023 - 10:14 AM
Mark, on 30 August 2023 - 08:38 AM, said:
I can relate with you Mark. I too heavily relied on the Polymer renderer by choice as nothing quite measured up and still there isn't an equivalent. It's a shame to see it being slowly phased out or no longer supported. I can't imagine how difficult it must be to maintain it's no easy feat.
This post has been edited by Paul B: 30 August 2023 - 10:15 AM
#14 Posted 13 September 2023 - 03:27 AM
#17 Posted 13 September 2023 - 10:42 AM
Mark, on 29 August 2023 - 05:37 PM, said:
This is usually the case.
There just hasn't been a proper rendering programmer on the team so whatever gets fixed is often done based on what can be seen as a "before/after" and learning from that as things go.
A lot of the devstuff in the last few years are mostly the result of fixing/improving stuff for Fury, Netduke and/or TCs like AMC. (Loads of recent TROR fixes, interpolation, tons of perf improvements, voxel improvements, etc.. and yes... the very popular clipping stuff)
People who develop the engine do not primarily use polymer so it naturally gets little attention. Same reason possibly mapster's feature set has largely stagnated after helix's stuff... aside from maybe few minor patches per year.
In case of Fury, polymer lacks so many features that even jokingly testing with it has always looked outright broken so you just don't get to use it.
There is no secret new direction or anything going on, it's just the nature when things get changed/fixed/broken as features get added, improved or changed.
Polymer is 10+ year old abandoned code with no active maintainers. Just like any piece of software, they go rotten over the years.
I understand it's frustrating but there is just no good answer to give either.
You've done what you could and hopefully once people free up, they can take a look.
Real way to the future is to either get a new renderer for eduke or another source port.
#18 Posted 13 September 2023 - 10:58 AM
terminx said:
I had a local branch I was working on that rewrote stuff like the use of occlusion queries to squeeze more perf out of it but it never made it to a point where it was worth committing and the experimental nature of the branch made it as much of an exercise in what not to do as an exercise in what to do
Here's an earlier one from Nov 30 2019 10:16-17 AM UTC time, which I recall to be quoted in the forums beforehand:
terminx said:
when we were exploring rendering options for the console ports of IF we talked about maybe reworking it into something usable but even Plagman said he'd probably just throw it out and redo it before trying to actually do something with it at this point
#19 Posted 13 September 2023 - 03:08 PM
One example of many is the breaking of the flashlight feature. TX said he did some light interpolation magic and that was likely the cause. He asked for and received the flashlight code and was going to either change his code if possible or come up with a tweak of the flashlight code to work along with his interpolation changes. That was quite a while ago and then silence. If its not going to be addressed, just post it so we know.
This post has been edited by Mark: 13 September 2023 - 03:21 PM
#20 Posted 13 September 2023 - 03:37 PM
Loads of things beyond just engine stuff keeping him busy on that.