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Polymer build publicly released
#121 Posted 02 October 2009 - 12:10 AM
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?
#123 Posted 02 October 2009 - 12:37 AM
![:o](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
i dont expect it to fully support quads anyway (like most things heh)
#124 Posted 02 October 2009 - 12:42 AM
This post has been edited by Searinox Navras: 02 October 2009 - 12:43 AM
#125 Posted 02 October 2009 - 01:20 AM
#126 Posted 02 October 2009 - 02:40 AM
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.
#127 Posted 02 October 2009 - 03:08 AM
![:o](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#131 Posted 02 October 2009 - 06:16 AM
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
#132 Posted 02 October 2009 - 08:19 AM
Plagman, on Oct 2 2009, 04:16 PM, said:
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](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Edit :
Just added my LOG in attachment, I think I saw missing files the last startin'.
Attached File(s)
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eduke32.log (3.55K)
Number of downloads: 257
This post has been edited by Mateos: 02 October 2009 - 08:21 AM
#133 Posted 02 October 2009 - 08:20 AM
This post has been edited by Searinox Navras: 02 October 2009 - 08:41 AM
#134 Posted 02 October 2009 - 03:35 PM
phenom 9500
3870 X2
3gb Ram
I get 2 to 14FPS. 40-60 at the beginning, thats it though.
#135 Posted 02 October 2009 - 03:52 PM
#136 Posted 02 October 2009 - 11:33 PM
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
#137 Posted 02 October 2009 - 11:48 PM
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
#138 Posted 03 October 2009 - 06:43 AM
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
#139 Posted 03 October 2009 - 10:55 AM
Commando Nukem, on Oct 3 2009, 03:48 AM, said:
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.
#140 Posted 03 October 2009 - 11:26 AM
Commando Nukem, on Oct 3 2009, 02:48 AM, said:
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
#141 Posted 03 October 2009 - 12:01 PM
Plagman, on Oct 3 2009, 07:43 AM, said:
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.
#142 Posted 03 October 2009 - 01:02 PM
#143 Posted 03 October 2009 - 01:15 PM
#144 Posted 03 October 2009 - 01:16 PM
DeeperThought, on Oct 3 2009, 02:15 PM, said:
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](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Attached File(s)
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newboard.zip (336bytes)
Number of downloads: 213
This post has been edited by Commando Nukem: 03 October 2009 - 01:19 PM
#145 Posted 03 October 2009 - 02:07 PM
This post has been edited by Omni: 03 October 2009 - 02:08 PM
#146 Posted 03 October 2009 - 02:10 PM
Omni, on Oct 3 2009, 03:07 PM, said:
There are two. which one worked?
#147 Posted 03 October 2009 - 02:12 PM
![Posted Image](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.
#148 Posted 03 October 2009 - 02:23 PM
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)
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eduke32.log (5.21K)
Number of downloads: 246
This post has been edited by Commando Nukem: 03 October 2009 - 02:32 PM
#149 Posted 03 October 2009 - 02:34 PM
If so, try the latest build from the above URL.
#150 Posted 03 October 2009 - 02:38 PM
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