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Polymer build publicly released

#121

Firstly I want to congratulate everyone on the project for this amazing acheivement!

But I've got a problem here. I'm on a 2.7Ghz Dual Core 2MB cache processor, so I've got plenty of power. Yet for some reason EDuke32 seems to be using 95% of it. It feels when every few seconds there is a sensable frameskip. I got annoyed by them and decided to look up task manager and I found it using almost my entire CPU. Regardless of how much I downgrade the textures, enemy models etc, it keeps on using the whole lot of it as long as polymer stays active. Any thoughts?
0

User is offline   Plagman 

  • Former VP of Media Operations

#122

Try enabling VSync.
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User is offline   Stabs 

#123

oh btw i ran polymer with task manager open on the 2nd screen and having a quad means sweet fuck all (as per usual :o) as iam only at 50% cpu usage in case anyones wondering how this scales

i dont expect it to fully support quads anyway (like most things heh)
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#124

It was a no go, still 100%. 50% usage on a quad means 2 full cores, which is how much it's using for me now.

This post has been edited by Searinox Navras: 02 October 2009 - 12:43 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#125

What's your FPS like when you're measuring that kind of CPU usage? What map/content are you using?
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User is offline   Stabs 

#126

iam just playing my maps, original game runs fine, those maps have a very low sector count tho, my maps are using point lights for every bit of lighting.

big slowdowns are naturally when i can see alot of stuff and & thats a 12 - 13 drop at max, mostly indoors is good to me providing a good 60fps, but awhile ago i asked gambini what his FPS was like in the latest duke community build thing and he said around 20 outdoor, 60 indoors, so i tried it out and got just a BIT higher than that with a gtx275 & q9400 @ 3.2ghz, 4g ram, win7 64-bit.

Iam pretty sure he is on a dual core and a 8600

now at work i have played on a e8500 3.15ghz with an ATI 2600 and it ran like crap. 5- 4 fps

Iam of the belief its a highly GPU driven code and it dosnt really matter a great deal what kind of card you have at a certain point.

we need some benches, original game & high sector user maps, the two can vary greatly

we should decide on a demo file and use fraps to bench it.
0

User is offline   corpy 

#127

So somone don't know whats wrong with my EDuke? Why there are no shadows? :o
0

User is offline   Plagman 

  • Former VP of Media Operations

#128

Please post your full log.
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User is offline   corpy 

#129

um How Can I copy 'n Paste full log?
Or I have to make s*** load of screenshots?

EDIT:
eh here is log.
Everything looks like this:
http://www.upload.ee/image/211108/eduke32_2009-10-02_15-42-53-51.jpg

This post has been edited by corpy: 02 October 2009 - 04:50 AM

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User is offline   Vtii 

#130

Shadows work for first level only?
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User is offline   Plagman 

  • Former VP of Media Operations

#131

It looks like the E1L1 maphacks aren't loaded. You must have just copied the highres folder from polymer_hrp and forgot the .mhk files directly in that directory when extracting it.

Get it from here and overwrite your previous maphack:
http://svn.eduke32.c...er_hrp/E1L1.mhk

You should be warned that this maphack is _very_ performance intensive. It has tons of big lights and projected shadows; you probably won't be able to play E1L1 properly with your graphics card and these maphacks.

This post has been edited by Plagman: 02 October 2009 - 06:16 AM

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User is offline   Mateos 

#132

View PostPlagman, on Oct 2 2009, 04:16 PM, said:

It looks like the E1L1 maphacks aren't loaded. You must have just copied the highres folder from polymer_hrp and forgot the .mhk files directly in that directory when extracting it.

Get it from here and overwrite your previous maphack:
http://svn.eduke32.c...er_hrp/E1L1.mhk

You should be warned that this maphack is _very_ performance intensive. It has tons of big lights and projected shadows; you probably won't be able to play E1L1 properly with your graphics card and these maphacks.


Well, same for me. I needed to downgrade my config for no-lag on Come Get Some, I think I'll keep my maphacks. Thanks for help :o

Edit :
Just added my LOG in attachment, I think I saw missing files the last startin'.

Attached File(s)



This post has been edited by Mateos: 02 October 2009 - 08:21 AM

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#133

It is 60 fps with vsync, 200 without. And yes btw I'm on windows 7 64 bit. I should tell you that if I rightclick task manager and select set affinity to just one core, cpu drops to 50% and the lagging disappears, however the game seems in no way negatively impacted by this despite having just been deprived of half the cpu power it was "using", or should I say thrashing. So whatever EDuke32 is doing to use the other 50%, it doesn't really need it at all.

This post has been edited by Searinox Navras: 02 October 2009 - 08:41 AM

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User is offline   z0mb1e 

#134

I realise E1L1 has the map hacks, but shouldn't my pc be able to handle it?

phenom 9500
3870 X2
3gb Ram

I get 2 to 14FPS. 40-60 at the beginning, thats it though.
0

User is offline   Kathy 

#135

It's really a time for an upgrade when my PC can't even run this...
0

User is offline   OpenMaw 

  • Judge Mental

#136

Can someone please tell me the exact steps to using spot lights in maps? I have the instructions posted in the Poylmer thread but every time I try to use SPOT lights in the map, they wont show up. I change the settings and I can see point lights just fine... What the Hell? There are no errors in the log so ... I must be following the steps wrong. Is there something in particular you must do for spot lights to work? I am of course talking about an SE with a lotag of 50.

Here's what i've currently done,

Place SE,
lo-tag (Style of light) 50
hi-tag (Raidus) 20000
Extra(Angle up and down... lower equal aiming farther down.) -90
Shade(ANGLE) -75
xvel( R ) 200
yvel( G ) 0
zvel( B ) 0

Am I missing something?

This post has been edited by Commando Nukem: 02 October 2009 - 11:35 PM

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User is offline   OpenMaw 

  • Judge Mental

#137

Then how the flying fungus am I seeing this?
http://img33.imagesh...21/duke0007.jpg

Yeah, its the maphack, I know that but... the lights are lights. I should be able to place them with the SE's just as well. Changing the 0's to 1's didnt do squat... Meh.

This post has been edited by Plagman: 03 October 2009 - 06:43 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#138

Don't pay attention to him, everything in his post was wrong.
Your SE members aren't correct; go read this post where DT explains how to use spotlights with SEs: http://forums.duke4.net/index.php?showtopi...amp;#entry12491
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User is offline   Jimmy 

  • 1776 World Wide

#139

View PostCommando Nukem, on Oct 3 2009, 03:48 AM, said:

Then how the flying fungus am I seeing this?
http://img33.imagesh...21/duke0007.jpg

Yeah, its the maphack, I know that but... the lights are lights. I should be able to place them with the SE's just as well. Changing the 0's to 1's didnt do squat... Meh.

Shadows cast by sprites look so cool.
0

User is online   Hendricks266 

  • Weaponized Autism

  #140

View PostCommando Nukem, on Oct 3 2009, 02:48 AM, said:

Then how the flying fungus am I seeing this?
http://img33.imagesh...21/duke0007.jpg

Yeah, its the maphack, I know that but... the lights are lights. I should be able to place them with the SE's just as well. Changing the 0's to 1's didnt do squat... Meh.

Damn, that looks good.

This post has been edited by Hendricks266: 03 October 2009 - 11:26 AM

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User is offline   OpenMaw 

  • Judge Mental

#141

View PostPlagman, on Oct 3 2009, 07:43 AM, said:

Don't pay attention to him, everything in his post was wrong.
Your SE members aren't correct; go read this post where DT explains how to use spotlights with SEs: http://forums.duke4.net/index.php?showtopi...amp;#entry12491


I have those instructions in a text file and its open right in front of me. What do you mean my "SE members" aren't correct? I need more information then im doing it wrong, because I know im doing it wrong. What I dont know is what is going wrong. Step by step I follow those instructions. An SE of 49 gets me a light, an SE of 50 gets me nothing. Im lost in the wilderness in that regard.
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User is offline   Plagman 

  • Former VP of Media Operations

#142

Never mind that, I had read your post wrong. I just setup a spotlight with these same values you posted and it worked fine. Could you please attach a test map with a working point light but a spot light that doesn't work for you?
0

User is online   Danukem 

  • Duke Plus Developer

#143

He should make sure he is testing with no mods (e.g. no Duke Plus) because there might be some CON code that doesn't work with the latest build. I haven't used Polymer in a while so it's possible.
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User is offline   OpenMaw 

  • Judge Mental

#144

View PostDeeperThought, on Oct 3 2009, 02:15 PM, said:

He should make sure he is testing with no mods (e.g. no Duke Plus) because there might be some CON code that doesn't work with the latest build. I haven't used Polymer in a while so it's possible.


No mods, just me, Duke3D, and the lights. The only customisation is a model im loading, but even without that model in place the light still wont load.


Here it is. :o

Attached File(s)



This post has been edited by Commando Nukem: 03 October 2009 - 01:19 PM

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User is offline   Omni 

#145

The light in that map worked for me.

This post has been edited by Omni: 03 October 2009 - 02:08 PM

0

User is offline   OpenMaw 

  • Judge Mental

#146

View PostOmni, on Oct 3 2009, 03:07 PM, said:

The light in that map worked for me.


There are two. which one worked?
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User is offline   Plagman 

  • Former VP of Media Operations

#147

Works like that here:
http://plagman.free.fr/dukestuff/spotlight.jpg


I guess try grabbing a newer build from http://dukeworld.duk...ke32/synthesis/
If it doesn't fix your issue, please paste your full log after running glinfo and running into the problem.
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User is offline   OpenMaw 

  • Judge Mental

#148

Tried all three versions in that repository, only the point light is showing up. The spotlight (red) does not appear.

Log is attached as requested. I dont think it has anything to do with my hardware, because if that were the case the shadows wouldnt cast on E1L1 with the maphacks, right? Ugh...



EDIT: Just discovered something odd, when I do a "restartvid" in the game, the red light flashes on the screen for just an instant. The point light is still there, but the spot light turns off... What the heck?

Attached File(s)



This post has been edited by Commando Nukem: 03 October 2009 - 02:32 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#149

Does it show up if you disable shadows? (r_pr_shadows 0).
If so, try the latest build from the above URL.
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User is offline   Mark 

#150

I have been following this thread throughout the day. I'm in the same situation as Commando. Both types of lights and shadows show up in E1L1 but only the point light in a user map.

EDIT: I was running the Eduke version from Sept 27 which I thought was the latest one. I updated to the latest one from the above link and the spotlight shows up now.

EDIT AGAIN: I have a temporary fix for the flickering wall aligned sprite issue that I and others have been having. Since it looks like the walls are clipping through the sprites I just went to the smallest grid size in mapster and moved the sprites away that one grid from the wall. The flickering is gone. I should be able to get away with that trick for most of the sprites in my map.

This post has been edited by Marked: 03 October 2009 - 03:25 PM

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