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Polymer build publicly released

User is offline   OpenMaw 

  • Judge Mental

#151

View PostPlagman, on Oct 3 2009, 03:34 PM, said:

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


You're WINNER! r_pr_shadows 0 in the previous build let the light come on, upgaded to the latest version you just put up there, put r_pr_shadows to 1 and I get the shadowy light goodness. Thank you so much! Muahahaha...!

How did you get the lights to display in Mapster like that though? I dont see any light in mapster.
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User is offline   Plagman 

  • Former VP of Media Operations

#152

You have to enter shade preview mode using 'X.
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User is offline   Stabs 

#153

and speaking of which, the spotlights are looking great in 1524

http://dukeworld.duk.../20091004-1524/
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User is offline   Hendricks266 

  • Weaponized Autism

  #154

View PostPlagman, on Oct 3 2009, 05:12 PM, said:

I guess try grabbing a newer build from http://dukeworld.duk...ke32/synthesis/

I set up my own synthesis-like system here. I have to activate the script manually, but it does all the work and uploads the compiled files in a 7-zip archive, roughly ½ the size of zips.

This post has been edited by Hendricks266: 03 October 2009 - 07:34 PM

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User is offline   oakman 

#155

>answered my question earlier< :o

This post has been edited by oakman: 03 October 2009 - 08:05 PM

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#156

What's is the substantial difference between the synthesis and the official polymer build?
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User is offline   Spiker 

#157

Some screens. I will have to really upadte my maps when the polymer will reach it's optimal state

Attached thumbnail(s)

  • Attached Image: 1.jpg
  • Attached Image: 2.jpg
  • Attached Image: 3.jpg
  • Attached Image: 4.jpg

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User is offline   Sebastian 

#158

Love the second and third shot!
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User is offline   vinispacki 

#159

look my screenshots
max + 4xAA nvida Pcontrol + 16xAF + Vsync
Posted Image
Posted Image
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Posted Image
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Posted Image

This post has been edited by vinispacki: 04 October 2009 - 08:02 AM

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User is offline   Mark 

#160

I haven't done much with my map in the last month or two but with the release of Polymer I figured I would throw in a few point lights to see what they do. Now I'm excited about mapping again. The sky is just filler until I come up with a nice skybox.

This post has been edited by Marked: 04 October 2009 - 03:56 PM

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User is offline   Zaltar 

#161

Hello everyone, I'm new here but I'm a big fan of Duke and I love the HRP Duke.
I have some trouble with the Polymer and I need you help please.

I've downloaded the eduke32_current zip file. I've unzipped the files and put them in the duke3d HRP folder replacing the ancient files with the new. Then I launched the eduke32 starter, I checked the Polymer box and the "Enable autoload folder" box and I ran the game but the polymer effects don't seem to work, in fact the game is in polymost with only a few polymer lights (burning fires and alien lasers are in polymer lights but that's all). What did I do wrong ?

I've a Nvidia GeForce 8600 GT graphic card so it must work.

Thank you.
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User is offline   Chip 

#162

Quote

I've downloaded the eduke32_current zip file. I've unzipped the files and put them in the duke3d HRP


The Eduke32.exe and any files with it from the zip don't go in the HRP folder. They should just be put in the main Duke3D folder.
Unless you were refering to the Polymer_HRP.zip?





Quote

Its in polymost with only a few polymer lights (burning fires and alien lasers are in polymer lights but that's all).


Any form of non standard lighting such as fires and lasers means you are running it in Polymer. Those afore mentioned light sources (and others) are the only ones that come set up with Polymer, the rest you'll have to add in your self through Mapster32 by placing down certain number sectoreffectors.

See here:

You can however download an already setup lighting maphack for E1L1.map to truely see Polymer with no effort of placing SE's down yourself - check the first page of this thread.

This post has been edited by Chip: 05 October 2009 - 05:54 AM

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#163

Can someone please help me.
I already posted a topic about this but it seems nobody is replying and i really want to try this baby out.
Like i said, it crashes for me when the level is loaded, i only see a frame of the map and then it just crashes back to the desktop.

Here is my Logfile :

Attached File(s)


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User is offline   Plagman 

  • Former VP of Media Operations

#164

View Postthemaniacboy, on Oct 5 2009, 03:59 PM, said:

Can someone please help me.
I already posted a topic about this but it seems nobody is replying and i really want to try this baby out.
Like i said, it crashes for me when the level is loaded, i only see a frame of the map and then it just crashes back to the desktop.

Here is my Logfile :


Try a newer build: http://dukeworld.duk...ke32/synthesis/
Also, use the `glinfo` command in the console before reproducing the crash and re-attach the resulting logfile, please.

This post has been edited by Plagman: 05 October 2009 - 07:53 AM

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#165

View PostPlagman, on Oct 5 2009, 04:52 PM, said:

Try a newer build: http://dukeworld.duk...ke32/synthesis/
Also, use the `glinfo` command in the console before reproducing the crash and re-attach the resulting logfile, please.


Thanks for your help but it didn't work.
Anyways, about that glinfo command, i cannot use it because it crashes too fast.
It says it's missing textures files in the logfile.

Attached File(s)


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User is offline   Plagman 

  • Former VP of Media Operations

#166

You can use the command from the menu before starting E1L1.
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User is offline   Zaltar 

#167

View PostChip, on Oct 5 2009, 06:45 AM, said:

The Eduke32.exe and any files with it from the zip don't go in the HRP folder. They should just be put in the main Duke3D folder.
Unless you were refering to the Polymer_HRP.zip?







Any form of non standard lighting such as fires and lasers means you are running it in Polymer. Those afore mentioned light sources (and others) are the only ones that come set up with Polymer, the rest you'll have to add in your self through Mapster32 by placing down certain number sectoreffectors.

See here:

You can however download an already setup lighting maphack for E1L1.map to truely see Polymer with no effort of placing SE's down yourself - check the first page of this thread.


Thank you very much, I've installed the polymer_HRP correctly in the autoload folder and it works amazingly for the first level 1. But as I don't want to put myself the lights effects with mapster, I'll have to wait till a full release of the lighting maphack for all the levels (well I hope there will be one lol).

Anyway thank you mate ! Polymer looks great !
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User is offline   Splat 

  • Eat Shit and...

  #168

Posted Image

Can't we have a permanent effect like that one those type of textures?

I think it's strange it only looks cool and 3D when fire is near.
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User is offline   Parkar 

  • Honored Donor

#169

View PostRedSplat, on Oct 5 2009, 09:53 PM, said:

Posted Image

Can't we have a permanent effect like that one those type of textures?

I think it's strange it only looks cool and 3D when fire is near.


You want random red light sources all over the levels?

Without light sources, normal and specular maps will be useless.

This post has been edited by Parkar: 05 October 2009 - 01:19 PM

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User is offline   ProAsm 

#170

This is a magnificant developement, well done :o
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User is offline   Sobek 

  • There's coffee in that nebula!

#171

View PostParkar, on Oct 6 2009, 07:48 AM, said:

You want random red light sources all over the levels?

Without light sources, normal and specular maps will be useless.


Maybe he wants some kind of global light source! :o
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#172

Ok, got another question.
What files exactly go to the autoload folder, i have placed the polymer_hrp in that folder and it doesn't seem to work.
I have HRP 4.0 + Hrp Update 4.11 also in that folder.
And here's my logfile again.. just for the people that missed my previous comment.

Attached File(s)


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User is offline   vinispacki 

#173

my gameplay test
http://www.youtube.c...h?v=jTbfdu9i5WM
not pay attention to cheats^^

This post has been edited by vinispacki: 06 October 2009 - 03:41 AM

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User is offline   vinispacki 

#174

View Postthemaniacboy, on Oct 6 2009, 02:31 AM, said:

Ok, got another question.
What files exactly go to the autoload folder, i have placed the polymer_hrp in that folder and it doesn't seem to work.
I have HRP 4.0 + Hrp Update 4.11 also in that folder.
And here's my logfile again.. just for the people that missed my previous comment.

hey
for my work I put polymer_hrp uncompressed folder inside the folder c:\duke3d\
and extracts the eduke3d_current.zip in the c:\ duke3d\
ran the eduke32, selected polymer_hrp in eduke3d, activated the polymer and ran
look
Posted Image
Sorry the bad english. I'm Brazilian^^
GL!

This post has been edited by vinispacki: 06 October 2009 - 04:03 AM

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#175

View Postvinispacki, on Oct 6 2009, 01:00 PM, said:

hey
for my work I put polymer_hrp uncompressed folder inside the folder c:\duke3d\
and extracts the eduke3d_current.zip in the c:\ duke3d\
ran the eduke32, selected polymer_hrp in eduke3d, activated the polymer and ran
look
Posted Image
Sorry the bad english. I'm Brazilian^^
GL!


Thanks for the reply, but i want to have Dukeplus enabled
If you could take a screenshot of your map, i would appreciate that
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User is offline   Parkar 

  • Honored Donor

#176

View Postthemaniacboy, on Oct 6 2009, 02:21 PM, said:

Thanks for the reply, but i want to have Dukeplus enabled
If you could take a screenshot of your map, i would appreciate that


This zip file is not a "dump it in the autoload and it works" zip file. It's just a snapshot of the SVN in a zip file.

Two Options.
  • Extract the contents in the polymer_hrp folder inside the zip to your duke folder. You should get the highres folder directly in the duke folder.
  • put the contents in polymer_hrp folder into a zip file without compression and put it into the autoload folder.


The folder polymer_hrp should not be in your duke folder or in the new zip file, just the contents of it.

Edit: You don't need the old hrp or the update packs, in fact they will probably just give you problems. The polymer hrp has all the content.

This post has been edited by Parkar: 06 October 2009 - 05:19 AM

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#177

I have an resource error whit Duke Plus + Polymer Hrp. It's my Log:

Quote

EDuke32 2.0.0devel 20090930
Application parameters: -game_dir DukePlus
addsearchpath(): Added C:/Programmi/duke3d/
addsearchpath(): Added DukePlus/
OS: Windows XP (5.1.2600) Service Pack 2
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Programmi/duke3d/DukePlus/
Using group file 'duke3d.GRP' as main group file.
Using group file 'autoload/duke3d.GRP/AtomicCONs.zip'.
Using group file 'autoload/duke3d.GRP/eduke32_mus.zip'.
Using group file 'autoload/duke3d.GRP/eduke32_sound.zip'.
Using group file 'autoload/duke3d.GRP/polymer_hrp.zip'.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (588458 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (42504 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (54677 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25697 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (59927 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (114057 bytes)
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:26919: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:26927: warning: found `ifsound' outside of a local event.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 105533*4 bytes
Script compiled in 94ms
Compiled code size: 105525*4 bytes, version 1.4+
Pointer bitmap size: 13192 bytes
2817/11264 labels, 662/2048 variables
289/16384 quotes, 46 quote redefinitions
36/88 event definitions, 393 defined actors
Initialized 32.0M cache
Loading 'dukeplus.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Error: file 'highres/textures/0186.png' does not exist
Error: file 'highres/textures/0186_n.png' does not exist
Error: file 'highres/textures/0186_s.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/2920_n.png' does not exist
Invalid frame name on line dukeplus.def:172
Invalid starting frame name on line dukeplus.def:173
Invalid frame name on line dukeplus.def:174
Invalid starting frame name on line dukeplus.def:175
Invalid frame name on line dukeplus.def:177

Definitions file 'dukeplus.def' loaded.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Switching kb layout from 00000410 to 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Tastiera
* JOYSTICK: USB Joystick
Joystick has 6 axes, 10 buttons, and 0 hat(s).
Failed setting joystick dead zone: DIERR_NOTFOUND
Failed setting joystick dead zone: DIERR_NOTFOUND
Failed setting joystick dead zone: DIERR_NOTFOUND
Failed setting joystick dead zone: DIERR_NOTFOUND
Executing "DukePlus/dp_binds.cfg"
bind <key> <string>: associates a keypress with a string of console input. Type "bind showkeys" for a list of keys and "listsymbols" for a list of valid console commands.
Setting video mode 1280x1024 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
Enabling ATI R520 polygon offset workaround.
OpenGL Information:
Version: 2.1.8544 Release
Vendor: ATI Technologies Inc.
Renderer: Radeon X1650 Series
Cache contains 0 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
UDP networking uninitialized successfully.

Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...


The "n" and "s" name files are surely the Polymer appereance textures. Why this happens?

This post has been edited by Fantinaikos: 06 October 2009 - 06:41 AM

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User is offline   Parkar 

  • Honored Donor

#178

View PostFantinaikos, on Oct 6 2009, 04:40 PM, said:

I have an resource error whit Duke Plus + Polymer Hrp. It's my Log:



The "n" and "s" name files are surely the Polymer appereance textures. Why this happens?


My guess is EDuke32 isn't lying and those files simply don't exist.

There are still a few warnings like that in the HRP SVN that I plan to look into (maybe tonight).

It shouldn't cause any major problems though.
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User is offline   Rellik 

#179

View PostFantinaikos, on Oct 6 2009, 08:40 AM, said:

I have an resource error whit Duke Plus + Polymer Hrp. It's my Log:



The "n" and "s" name files are surely the Polymer appereance textures. Why this happens?

The _n and _s files are normal maps and specular maps. and yes, they are polymer related.

Normal maps give the 'appearance' of depth with dynamic lighting, and specular maps control the 'shininess' of the texture.

This post has been edited by Rellik: 06 October 2009 - 08:48 AM

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User is offline   TerminX 

  • el fundador

  #180

A new snapshot is available from the usual location.
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