Duke3d original level Lighting "let there be the light!"
#1 Posted 25 April 2010 - 01:07 AM
Several weeks ago RomaLoom an I did start lighting up original Duke levels. I'm working on 4th episode and so far 5 levels are lighted up. I'd like to hear some feedback from you about this lighting (and i guess RomaLoom would like to hear too about his 2nd episode).
You can get maphacks with lights here: http://svn.eduke32.com/listing.php?
Thanks!
This post has been edited by Devastator: 25 April 2010 - 01:09 AM
#2 Posted 25 April 2010 - 03:31 AM
Sorry for not being specific about the lighting but it's really not easy when the game lags like shit
This post has been edited by Spiker: 25 April 2010 - 03:32 AM
#3 Posted 25 April 2010 - 05:29 AM
Btw, what are your computer specs?
#4 Posted 25 April 2010 - 05:39 AM
#5 Posted 25 April 2010 - 05:43 AM
right click on a file and choose save link as or use a download manager
This post has been edited by supergoofy: 25 April 2010 - 05:51 AM
#6 Posted 25 April 2010 - 05:51 AM
#7 Posted 25 April 2010 - 06:12 AM
#8 Posted 25 April 2010 - 06:30 AM
#9 Posted 25 April 2010 - 06:33 AM
Geoffrey, on Apr 26 2010, 01:51 AM, said:
EDIT:
Devastator, on Apr 26 2010, 02:12 AM, said:
Oops...
Marked, on Apr 26 2010, 02:30 AM, said:
Yup, thats upto date, im guessing you didn't install the hacks correctly or something else weird.
Just download TortoiseSVN... It only takes like 2 seconds to setup to be able to keep up to date with the HRP.
http://tortoisesvn.net/downloads
This post has been edited by The Commander: 25 April 2010 - 06:38 AM
#10 Posted 25 April 2010 - 06:44 AM
I already have Tortoise svn installed from another project I am helping out with. I guess that makes things a little easier. When I went to the link from Devastator it just didn't look like anything I could make use of. I'll search for previous posts on getting to the HRP svn. Thanks.
FOUND MY MISTAKE. I didn't realise until just now that the maphacks are also included in the PolymerHRP zip. I deleted my original maphacks.zip file from the Autoload folder and things are good.
I played E4L1 and framerate did not drop below 40fps except for one small room with lots of effects and stayed much higher through most of the level.
This post has been edited by Marked: 25 April 2010 - 07:09 AM
#11 Posted 25 April 2010 - 07:17 AM
-1900mhz Dual Core
-2,5 GB Ram
-nVidia GeForce 8400 GS 128mb
it's 2,5 years old so let's not expect miracles.
This post has been edited by Spiker: 25 April 2010 - 07:18 AM
#12 Posted 25 April 2010 - 07:30 AM
#13 Posted 25 April 2010 - 01:35 PM
SalaciusCrumb, on Apr 25 2010, 08:30 AM, said:
Im really hoping this is just a minor setback and that the lights can be further optimized.
As they are... Pretty, but if you can only have a few sources of light on screen at a time with a semi-decent rig and take such a huge dump in your FPS... Not worth it.
#14 Posted 26 April 2010 - 12:04 AM
I'm no coder, but I'm pretty sure that Polymer can be optimized a lot further, based on what the system specs are for other engines that do a similar job.
#15 Posted 26 April 2010 - 05:09 AM
Tea Monster, on Apr 26 2010, 08:04 PM, said:
Yeah I know what you mean... I sort of made that maphack quickly as a test to see how good that mapster32 light export script was, Roma or Devastator can tweak it if they wish.
Tea Monster, on Apr 26 2010, 08:04 PM, said:
Yes it can be, I am sure if some nice donations or similar appeared in Plagmans PayPal account that the optimisations may appear quicker.
#16 Posted 26 April 2010 - 09:02 AM
Spiker, on Apr 26 2010, 03:17 AM, said:
-1900mhz Dual Core
-2,5 GB Ram
-nVidia GeForce 8400 GS 128mb
it's 2,5 years old so let's not expect miracles.
My new specs are:
2.66 Dual Core
2 GB Ram
Sapphire 1GB ATI HD4650
Which gives me rather good results.
#17 Posted 26 April 2010 - 11:31 AM
The Commander, on Apr 26 2010, 10:02 AM, said:
2.66 Dual Core
2 GB Ram
Sapphire 1GB ATI HD4650
Which gives me rather good results.
Wow, nice.
I must try the files
#18 Posted 26 April 2010 - 11:57 AM
This wasn't a problem in the original game because everything was so bright that you never could tell if someone was home or not.
#19 Posted 26 April 2010 - 01:47 PM
One thing you could try is a purple or dark blue light on the opposite side of the building to emulate moonlight.
#20 Posted 27 April 2010 - 05:03 AM
As I went to OPTIONS, VIDEO SETUP, RENDER SETUP, AMBIENT LIGHT LEVEL: 0.13 (lowest setting)
This makes it darker (a bit like a lower DEFAULT VISIBILITY level) but retains the light emitted from Polymer lights.
#21 Posted 28 April 2010 - 09:13 AM
You can post some screens YOU like from e4 and feed my endless vanity
#22 Posted 29 April 2010 - 01:13 AM
#23 Posted 29 April 2010 - 03:26 AM
Micky C, on Apr 29 2010, 11:13 AM, said:
You can get the SVN version (easiest way to get this would be via TortoiseSVN) and thus be constantly updated with new stuff. Should I hand out the link?
This post has been edited by Ryan Cordell: 29 April 2010 - 03:26 AM
#27 Posted 03 May 2010 - 04:43 AM
Nancsi, on May 3 2010, 07:35 AM, said:
it's not that bad for me, but it's laggy as hell.
#28 Posted 04 May 2010 - 08:18 PM
#29 Posted 04 May 2010 - 08:29 PM
Devastator, on May 5 2010, 12:18 AM, said:
If you can't accept the fact that your work will be subject to criticism, no one will want to help you on your project at all.
#30 Posted 04 May 2010 - 08:33 PM
The Mighty Bison, on May 5 2010, 04:29 PM, said:
I done the stadium.
Unless Devastator has modified it? (he is more than welcome to)