Polymer build publicly released
#31 Posted 27 September 2009 - 05:31 PM
#32 Posted 27 September 2009 - 05:43 PM
WedgeBob, on Sep 27 2009, 06:31 PM, said:
That's not true. And anyway, let's not make the thread any more chaotic with off topic discussions like this.
#35 Posted 27 September 2009 - 07:20 PM
EDIT: Never mind. I had the box checked to not show the setup screen when loading the game. That is where you choose to turn on Polymer. Its running fine now. DUH!
This post has been edited by Marked: 27 September 2009 - 07:31 PM
#36 Posted 27 September 2009 - 07:30 PM
It wouldn't load in the autoload folder.
This post has been edited by William Gee: 27 September 2009 - 07:31 PM
#37 Posted 27 September 2009 - 07:34 PM
put the new polymer_hrp.zip in the autoload folder and than in a folder called "duke3d.grp" should work then, thats how mine is setup
#38 Posted 27 September 2009 - 09:25 PM
The parallax can look very ridiculous though, especially the water, looks like i'm dipped into some packaging safety sinewave foam
It's also very slow and sometimes textures can even get corrupt. ATI card of course. My favorite map AQUAPARK.MAP crashes in the bathroom :/
This post has been edited by leilei: 27 September 2009 - 09:25 PM
#39 Posted 27 September 2009 - 09:42 PM
Things will of course smooth out performance-wise over time, Plagman has some more ideas he's got written down for when he has time to work on this some more. This is really more of a "well, we're not completely there yet, but things aren't moving along at the moment and we're tired of sitting on it so why don't you play with what we've got" sort of release.
Hopefully it'll build up some more interest in the project and we can pick up another developer or two sometime soon!
#40 Posted 27 September 2009 - 10:40 PM
This post has been edited by DerickVonD: 27 September 2009 - 11:12 PM
#41 Posted 27 September 2009 - 11:36 PM
This looks great! Looks even better with the ambient lighting real low
#42 Posted 28 September 2009 - 02:23 AM
To the ones who wonder, if you want to use Polymer and the Polymer HRP, I recommend to get something (much) better than the GeForce 7900GS. With this, I could get ~20fps in a few places if not lower, and mirrors don't work most of the time.
Mirrors do work without the HRP, so I suppose it's just a limit of the graphics card.
This post has been edited by NY00123: 28 September 2009 - 02:23 AM
#43 Posted 28 September 2009 - 04:32 AM
This post has been edited by Chip: 28 September 2009 - 04:33 AM
#44 Posted 28 September 2009 - 05:09 AM
NY00123, on Sep 28 2009, 05:23 AM, said:
To the ones who wonder, if you want to use Polymer and the Polymer HRP, I recommend to get something (much) better than the GeForce 7900GS. With this, I could get ~20fps in a few places if not lower, and mirrors don't work most of the time.
Mirrors do work without the HRP, so I suppose it's just a limit of the graphics card.
What's performance if you halve your resolution?
#45 Posted 28 September 2009 - 05:21 AM
My average FPS on my test map was around 30FPS, with Polymer its like 40+....... what ever it is, its definetly much smoother!
In addition to that - FANTASTIC!!!!!! For the first time ever I can see my models with lighting (since I don't know how to have my model displayed with a texture and shading in Blender3D) and its just amazing!
Well done!
However I appear to have audio related crashes during Polymer. I believe it to be audio related since when I have sound disabled Polymer does not crash even after a long play. With sound on the game can crash within a minute depending on how many .ogg audio files are played.
In my test map there's something like 60 actors all playing .ogg sound files which crahses Polymer (not Polymost) within minutes.
With sound off, (not neccaserly music) Polymer will not crash for me.
Also I have the old horrible clicking on .ogg sound files which I had on the last non-polymer public release which was then removed from the site shortly after TX uploaded it.
This post has been edited by Chip: 28 September 2009 - 05:25 AM
#46 Posted 28 September 2009 - 05:55 AM
Odd, as last time I checked. Ati X1600 Radeon should be able to run Polymer.
This post has been edited by lycanox: 28 September 2009 - 06:00 AM
#47 Posted 28 September 2009 - 06:22 AM
Mblackwell, on Sep 28 2009, 04:09 PM, said:
Maybe I should test again as, apparently, saving texture cache to disk was disabled
Well initially I tried this with 1280x1024; Many other graphical-related settings (if not all) should be set high quality.
Then I got the frame-rate of ~20fps 'in the outside', and in the main room where you can go from there to bathrooms and the theatre.
This is basically the case I mentioned before, just with a little more info.
Then I changed to 640x512 (same ratio of 5:4). Could be quite quick, even above 100fps, in places without too many details/lights.
It got to run at 20-30fps in the same two sections I mentioned before.
There were a few cases it got 'stuck', maybe for loading new textures.
Finally, I actually tried 320x240. Was 30-40fps in the 'heavy' sections this time. Also quicker to quit the game.
In all cases, mirrors weren't fully working as expected (being plain black most of the time). Could be the hardware here.
#48 Posted 28 September 2009 - 06:33 AM
does my graphic card isn't enough?
This post has been edited by asdasd: 28 September 2009 - 06:34 AM
#50 Posted 28 September 2009 - 06:47 AM
leilei, on Sep 28 2009, 07:25 AM, said:
The parallax can look very ridiculous though, especially the water, looks like i'm dipped into some packaging safety sinewave foam
It's also very slow and sometimes textures can even get corrupt. ATI card of course. My favorite map AQUAPARK.MAP crashes in the bathroom :/
Note that quiet a few of the textures in the Polymer HRP are quick dirty tests, including the water. All I did with it was run the hrp textures through crazy bump to get displacement and normal maps.
#51 Posted 28 September 2009 - 06:51 AM
#52 Posted 28 September 2009 - 06:54 AM
Mikko_Sandt, on Sep 28 2009, 07:51 AM, said:
I wrote some instructions in the first post of the Polmer and EDuke32 thread about placing lights.
#53 Posted 28 September 2009 - 06:58 AM
Bugs with parallax:(first sshot with classic renderer, second shot with polymer)
Misaligned textures:
And i found another very strange thing, now using the polymer hrp plagman posted:
Just go to the cinema room, and walk crouched and take a look at the parallax mapping in the floor texture, its all weird. And it only happens in this room, outside in the street where the same texture is used this doesnt happen, maybe its caused by the texture expansion flag ('E' in build). if it only happens in my system then i think ill record a video of it cause a picture cant show much... tell me if its an issue here or if it happens for everyone...
#54 Posted 28 September 2009 - 10:43 AM
However spotlights for me don't seem to be very bright. They're dull at best and so the shadows don't stand out much at all and that's with all 3 RGB values set to 256. Is there any other way to make them brighter?
Also sprites with the con command "spritenoshade" (if that's what it was called) doesn't seem to work anymore and get shaded in the same way as other sprites.
This post has been edited by Chip: 28 September 2009 - 10:47 AM
#55 Posted 28 September 2009 - 12:21 PM
Thanks for any map glitches and misaligned textures reports, please attach/link the maps whenever you encounter such a problem or a crash so that I can fix any remaining oversights.
Chip: what card are you using? Can you post a screenshot of the spotlight dullness? Does it go away if you disable shadows? (r_pr_shadows) It might be a case of shadow texture aliasing.
#57 Posted 28 September 2009 - 12:58 PM
#58 Posted 28 September 2009 - 12:59 PM
WedgeBob, on Sep 28 2009, 04:58 PM, said:
Don't count on it.
#59 Posted 28 September 2009 - 01:29 PM
#60 Posted 28 September 2009 - 03:32 PM
Anyway, share your best screenshots people :-)