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Polymost renderer: HRP first person RPG HUD weapon display error
#1 Posted 17 October 2012 - 02:01 AM
Running eduke32 (shareware data) with latest HRP I get the attached rendering issue. Running on Linux, self-compiled, Radeon X1600 with updated oibaf mesa driver from:
https://launchpad.ne...aphics-drivers/
Is it a know issue? Other than that, it works surprisingly perfect and fast (60 fps).
https://launchpad.ne...aphics-drivers/
Is it a know issue? Other than that, it works surprisingly perfect and fast (60 fps).
This post has been edited by Hendricks266: 17 October 2012 - 08:42 PM
Reason for edit: thread title
#2 Posted 17 October 2012 - 04:22 AM
OK, I found this thread, same issue:
http://forums.duke4....h-up-on-screen/
I was running with polymost renderer but with polymer HRP. With Polymost HRP v5.1.295 it works fine. Polymer doesn't run well on my OpenGL 2.1 card.
http://forums.duke4....h-up-on-screen/
I was running with polymost renderer but with polymer HRP. With Polymost HRP v5.1.295 it works fine. Polymer doesn't run well on my OpenGL 2.1 card.
#3 Posted 17 October 2012 - 04:31 AM
I thought Hendricks or someone was going to modify the def files so that it displayed normally in polymost as well. IIRC there was no need to adjust the FOV to get the right position and look on the screen.
#4 Posted 17 October 2012 - 07:08 AM
Micky C, on 17 October 2012 - 04:31 AM, said:
I thought Hendricks or someone was going to modify the def files so that it displayed normally in polymost as well. IIRC there was no need to adjust the FOV to get the right position and look on the screen.
You could edit the DEF like this to make it look less bad in Polymost, at the expense of Polymer:
hud { tile0 2544 tile1 2546 xadd 1.5 yadd 5.2 zadd -0.5 angadd -64 }
But why bother when there's a Polymost HRP/override available?
Zagro, please rename this thread (using "Full Editor") to
Polymost renderer : HRP first person RPG HUD weapon display error
so that other guys can find this easier through the search function.
Maybe some moderator can make it sticky.
This post has been edited by LeoD: 17 October 2012 - 07:12 AM
#5 Posted 17 October 2012 - 08:43 PM
Micky C, on 17 October 2012 - 04:31 AM, said:
I thought Hendricks or someone was going to modify the def files so that it displayed normally in polymost as well. IIRC there was no need to adjust the FOV to get the right position and look on the screen.
It was Plagman's idea, and the idea was to have defs support automatically loading different assets (RPG model, textures) depending on each renderer. When we first discussed it I thought his implementation of it was imminent. I may implement it in the future but it is a little beyond my experience for the time being.
#6 Posted 19 October 2012 - 01:53 AM
Thanks, so this mean that both polymer / polymost could eventually use the same HRP zip? It took me quite a while to understand what was happening, this may simplify use.
A question: after a clean installation which is the default renderer? Following instructions here I supposed it was polymer. Is there some form of default based on OpenGL version (polymer if OpenGL >= 3.0)?
A question: after a clean installation which is the default renderer? Following instructions here I supposed it was polymer. Is there some form of default based on OpenGL version (polymer if OpenGL >= 3.0)?
#7 Posted 19 October 2012 - 07:24 AM
Zagro, on 19 October 2012 - 01:53 AM, said:
Thanks, so this mean that both polymer / polymost could eventually use the same HRP zip? It took me quite a while to understand what was happening, this may simplify use.
NightFright said:
... later this year
Zagro, on 19 October 2012 - 01:53 AM, said:
A question: after a clean installation which is the default renderer?
Zagro, on 19 October 2012 - 01:53 AM, said:
Following instructions here I supposed it was polymer. Is there some form of default based on OpenGL version (polymer if OpenGL >= 3.0)?
Hendricks266, on 17 October 2012 - 08:43 PM, said:
It was Plagman's idea, and the idea was to have defs support automatically loading different assets (RPG model, textures) depending on each renderer. When we first discussed it I thought his implementation of it was imminent. I may implement it in the future but it is a little beyond my experience for the time being.
#8 Posted 19 October 2012 - 08:56 AM
LeoD, on 19 October 2012 - 07:24 AM, said:
But, if you get to start that, please consider the same for maphacks, too. The latter would be the primary requisite to get rid of any override pack.
Ah, I didn't even think of that. Maphacks will absolutely get the feature at the same time defs do.
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