Polymer build publicly released
#91 Posted 30 September 2009 - 09:44 AM
You need to make sure Polymer is enabled before E1L1 is loaded and that the renderer doesn't get reinitialized after E1L1 loads or else the static lights (and shadows) will disappear; don't alt-tab or minimize EDuke32 as this will reinitialize the renderer. If after doing all that and making sure the Cinema sign is lit you still don't get the grating shadow, please attach your log after running the `glinfo` command into the console as this could be a problem with hardware shadow rendering.
This post has been edited by Plagman: 30 September 2009 - 09:44 AM
#92 Posted 30 September 2009 - 11:40 AM
#93 Posted 30 September 2009 - 01:12 PM
#94 Posted 30 September 2009 - 02:28 PM
Alan, on Sep 30 2009, 09:40 PM, said:
You can enable it in the startup window or edit eduke32.cfg : Polymer = 1
#95 Posted 30 September 2009 - 03:53 PM
This post has been edited by DerickVonD: 30 September 2009 - 04:28 PM
#96 Posted 30 September 2009 - 05:32 PM
I guess I should edit the maps add some spotlights and put together a easy to install full polymer pack.
#97 Posted 30 September 2009 - 05:41 PM
#98 Posted 30 September 2009 - 05:51 PM
LeoD, on Sep 30 2009, 06:28 PM, said:
I wanted it turned off, actually. I was assuming it was using Polymer by default since everything was, well.. fucked up. I wanted to use Polymost (OpenGL that my computer can handle).
DanM, on Sep 30 2009, 05:12 PM, said:
Looks nice. Only complaints are the skins look flat in terms of color and the depth given to the floor is too much.
#99 Posted 30 September 2009 - 05:55 PM
This post has been edited by DerickVonD: 30 September 2009 - 05:55 PM
#100 Posted 30 September 2009 - 06:02 PM
DerickVonD, on Oct 1 2009, 12:25 PM, said:
As far as I know, maphacks are only in place for E1L1 so far. It's more of a test, and a performance-hogging one at that.
This is not a final, perfect release of Polymer, everyone understands that, right?
#101 Posted 30 September 2009 - 09:52 PM
I can send you my log file if you need it. There's a slew of error messages in there that reads: "Error: glGetTexLevelParameteriv returned GL_FALSE!" followed by: "No cached tex for tile X pal Y." (X and Y being the numbers)
Again congrats on the release.
#102 Posted 01 October 2009 - 02:53 AM
I never had any problems running the hrp until now when the polymer is public.
i got the latest hrp zip, latest eduke32 and the polymer hrp zip from this forum.
tried to put them in the autoload map but nothing happens not even the normal hrp works i tried with and without polymer box checked amung other things.
someone please tell me in simple steps how to make it work ?
#103 Posted 01 October 2009 - 03:04 AM
#104 Posted 01 October 2009 - 03:05 AM
William Gee, on Oct 1 2009, 02:32 AM, said:
Maybe you should do that after WGRealms2 is out.
This post has been edited by KillerBudgie: 01 October 2009 - 03:06 AM
#105 Posted 01 October 2009 - 03:09 AM
William Gee, on Oct 1 2009, 03:04 AM, said:
thing is that the the option to choose directorys etc in the startup menu isnt there anymore i can see the text but nothing more. i tried to rezise the window to see it but cant do that either.
in other words i cant change the *custom game content directory* in the start menu cause it isnt there. i see the text but the list isnt there to view or do anything with.
i used the hrp since the first versions so this is so lame.
This post has been edited by Devon: 01 October 2009 - 03:11 AM
#106 Posted 01 October 2009 - 03:30 AM
#107 Posted 01 October 2009 - 03:48 AM
William Gee, on Oct 1 2009, 03:30 AM, said:
didnt work.
give me an directory explanation for example c:/duke3d/autoload/polymer.zip
i just wanna be totally sure if i put the stuff in the right folder deleting the game and repack it didnt work.
cause everything works fine when i dont use the new build with polymer.
edit: i still cant understand why i cant check/uncheck custom files in the startup menu it doesnt show at all i tried to delete and unpack it again and again etc etc etc. still i cant choose what to have like for example dukeplus or the hrp.
This post has been edited by Devon: 01 October 2009 - 03:58 AM
#108 Posted 01 October 2009 - 04:08 AM
unzip the polymer hrp zip and re-zip using STORE compression option.
#109 Posted 01 October 2009 - 04:18 AM
DanM, on Oct 1 2009, 04:08 AM, said:
unzip the polymer hrp zip and re-zip using STORE compression option.
done that now too didnt work either.
seriously im not new at computers and the hrp this is very strange.
#110 Posted 01 October 2009 - 04:35 AM
eduke32.cfg
[Setup]
ConfigVersion = 195
ForceSetup = 1
NoAutoLoad = 0 <== try changing that to 0 if its 1
SelectedGRP = "duke3d.grp"
ModDir = "DukePlus"
#111 Posted 01 October 2009 - 04:48 AM
DanM, on Oct 1 2009, 04:35 AM, said:
eduke32.cfg
[Setup]
ConfigVersion = 195
ForceSetup = 1
NoAutoLoad = 0 <== try changing that to 0 if its 1
SelectedGRP = "duke3d.grp"
ModDir = "DukePlus"
still nothing m8.
what amazes me here is that i cant see anyone else having this problem.
Hrp just wont work when i use the newest eduke32 build with or without polymer.. doesnt matter where i put the files doesnt matter what i do with the config doesnt matter what i do with the filepaths or names of the files nothing works.
guess i have to stick with the old hrp 4.0 installer version of the game.. =(:::
speccs.
xp 32 sp3
8800gts
8gb ram
well whatever it shouldnt make any differnce besides my computer is clean and nice i actually foramted it yesterday and everything is perfectly updated etc.
This post has been edited by Devon: 01 October 2009 - 04:51 AM
#112 Posted 01 October 2009 - 05:04 AM
not in any long directorys or anything i take it?
#113 Posted 01 October 2009 - 05:19 AM
DanM, on Oct 1 2009, 06:04 AM, said:
not in any long directorys or anything i take it?
nope just in c:/duke3d/autoload/duke3d.grp
i really hope they make a new offical hrp installer cause this is ridicilus really.
#114 Posted 01 October 2009 - 06:41 AM
Plagman, on Sep 30 2009, 09:44 AM, said:
Not sure.
Here is Glinfo:
#115 Posted 01 October 2009 - 07:08 AM
How do I make my sectors do this too? I want to make my lava floors glow red!
#116 Posted 01 October 2009 - 07:20 AM
Did you mean the custom directory box isn't showing? After seeing everything you tried, I can only think of one thing, the "Controls" (I can't remember what they are really called - hope you know what I am on about) might be messed up, do you have another system to try it on?
A lot of software installs its own versions (Like sliders, text fields and that drop down box that is missing) - have you installed something that might have done that and possibly overridden the originals recently? Like software with it's own custom ones? if so, try re-installing that software.
This isn't likely at all, but I have seen it happen once before on one of my systems, it's just a thought.
#117 Posted 01 October 2009 - 07:36 AM
#118 Posted 01 October 2009 - 08:14 AM
This post has been edited by Another Duke Fan: 01 October 2009 - 08:55 AM
#119 Posted 01 October 2009 - 09:15 AM
NightFright, on Oct 1 2009, 05:36 PM, said:
My plan is to get the new SVN repository structure sorted out so we can use it for a complete Polymer HRP. With Complete I mean that it will have both Polymer and Polymost content. Even if it results in a pack thats a few 100 megs bigger I think it's worth it.
We can then just strip this pack from all the Polymer specific content to generate a HRP like the old ones with simple textures.
We could also do the oposite to create a Polymer only pack that is a few 100 megs smaller.
I will update the HRP wiki with naming conventions etc so it's easy to tell what type of texture an image is.
As has been said beofre the plan is to have a more open SVN now where each artist (the most active at least) can put in their content right away instead of always going by me and Nightfright.
#120 Posted 01 October 2009 - 09:58 AM
Parkar, on Oct 1 2009, 09:15 AM, said:
We can then just strip this pack from all the Polymer specific content to generate a HRP like the old ones with simple textures.
We could also do the oposite to create a Polymer only pack that is a few 100 megs smaller.
I will update the HRP wiki with naming conventions etc so it's easy to tell what type of texture an image is.
As has been said beofre the plan is to have a more open SVN now where each artist (the most active at least) can put in their content right away instead of always going by me and Nightfright.
sounds like a very good idea too me