EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1009 Posted 19 October 2009 - 05:17 AM
1- You know the old trick that uses sprites with pal 4 to make shadows? With that special flag enabled these sprites would be rendered only in polymost and classic mode, in polymer an shade would be cast by an light source and would look much better.
2- In the future we will probably have an method to make flashing lights in polymer so we need a way to deactivate the sector based flashing lights (SE with lotag 4) and maybe even cyclers, with this method you could simply put the flag in these sprites and they wouldnt be rendered in polymer, cause in polymer youre able ( well, in future i think we will ..) to do the same kind of lightning but all dynamic using polymer.
Note that im not talking about the 8192 flag.
#1011 Posted 20 October 2009 - 10:34 AM
Ilovefoxes, on Oct 20 2009, 08:53 AM, said:

As I recall, all you have to do is make the graphics really really small in the art files, or make a dummy tile for it of 0 0, or something.
#1012 Posted 21 October 2009 - 02:14 AM
#1014 Posted 26 October 2009 - 03:17 AM
http://img18.imagesh.../3601/duker.jpg

Whats happening here is Polymer seems to be rendering back faces. This is a problem for me as I am trying to do a bit of a stylised thing here (Psuedo cel-shaded jazz) and if I try to run Polymer it draws all the faces. Polymost doesnt. Can this be "fixed" ?
#1015 Posted 27 October 2009 - 01:45 PM
This post has been edited by BuddhaMaster: 27 October 2009 - 05:41 PM
#1016 Posted 27 October 2009 - 03:25 PM
BuddhaMaster, on Oct 27 2009, 10:45 PM, said:
i.e. the canyon rock texture got a normal-map, but I dont notice any bumping. Btw the normal map looks very wrong
I asume you are viewing the normal map without removing the alpha layer. The heightmap is stored in the alpha layer so you have to remove it first to see just the normal map.
You should not install both the latest HRP and the polymer update as the polymer "update" pack is not an update, it's the whole thing.
#1017 Posted 27 October 2009 - 05:43 PM
Parkar, on Oct 28 2009, 12:25 AM, said:
You should not install both the latest HRP and the polymer update as the polymer "update" pack is not an update, it's the whole thing.
file polymer_hrp.zip 291mb, delete ?
But there are all normal maps inside. I don't see any in the 4.1.1 hrp pack
This post has been edited by BuddhaMaster: 27 October 2009 - 05:46 PM
#1018 Posted 27 October 2009 - 05:56 PM
BuddhaMaster, on Oct 27 2009, 06:43 PM, said:
But there are all normal maps inside. I don't see any in the 4.1.1 hrp pack
You only need the polymer pack.
#1019 Posted 27 October 2009 - 06:32 PM
Commando Nukem, on Oct 28 2009, 02:56 AM, said:
um it's working. but I had to extract the polymer pack to get the folder 'highres' one level back in folder structure (there was a additional base folder)...
#1020 Posted 30 October 2009 - 06:06 AM
zchri9, on Oct 21 2009, 03:32 AM, said:
Screenshot is about 1mb~
Fucking great!
#1021 Posted 31 October 2009 - 03:11 PM



We need a screenshot thread.
This post has been edited by vtastek: 31 October 2009 - 03:11 PM
#1022 Posted 31 October 2009 - 04:17 PM
#1023 Posted 07 November 2009 - 01:11 PM
#1024 Posted 08 November 2009 - 01:44 AM
This post has been edited by Megadeus: 08 November 2009 - 01:45 AM
#1025 Posted 08 November 2009 - 11:30 AM
#1026 Posted 08 November 2009 - 01:09 PM
There are some bugs in Polymer as well. Want us to remove that, too? Seems like it would be prudent to just fix the problems when we find a way to reproduce the issue at will. No sense razing the whole building just because of some bad drywall.
#1027 Posted 08 November 2009 - 02:17 PM
In the map, train255.map or train263.map if you jump out of the train you will die from the BIGORBIT1 sky, which is normal.
What isn't normal is that when you go to respawn you don't and instead keep dieing on the same spot from which you were originally killed, which makes the map completely unplayable. (My guess is that there could be other maps with this bug as well)
This post has been edited by The Commander: 08 November 2009 - 02:17 PM
#1028 Posted 08 November 2009 - 09:34 PM
#1029 Posted 09 November 2009 - 01:10 AM
#1030 Posted 09 November 2009 - 03:37 AM
I've tried multiple runs and still no crashing so if you did something then you certainly hit it, however its not fully fixed though as if I were to increase my amount of sounds played then it crashes. Currently I play it with 32 sounds and no problems. I then tried my luck and doubled it to 64 but the game crashed instantly as soon as I entered the map.
I only did one test though and only with 64 sounds after that I put it back to 32.
I haven't been able to do much more testing on this due to work getting bust due to Christmas but I have today off so I'll try the amount of sounds at different levels and see how much my computer can take before it crashes.
Also I only managed to try this build out for the first time last week so sorry for the late reply about my crashing situation.
Anyway, I'm happy as I can now actually play the game again with audio
This post has been edited by Chip: 09 November 2009 - 03:40 AM
#1032 Posted 18 November 2009 - 02:43 PM
DanM, on Nov 18 2009, 03:08 PM, said:
The one where you connect adjoining red lined sectors together and get some "extra" one sided walls as a bonus? I love the challenge of flipping them around so I can use alt-s and then J - to have them assimilated by the parent sector. It's kinda like playing pac-man, but eating sectors instead of pellets.
#1033 Posted 18 November 2009 - 03:05 PM
#1034 Posted 18 November 2009 - 03:56 PM
Edit: OOPS. This should be in the other mapster thread. My mistake.
This post has been edited by Marked: 18 November 2009 - 04:04 PM
#1035 Posted 18 November 2009 - 07:24 PM
Marked, on Nov 18 2009, 06:56 PM, said:
Edit: OOPS. This should be in the other mapster thread. My mistake.
That's not isolated to that particular quadrant, but by close coincidence it happened in my map in the mid-left section. Lucky I had a backup that wasn't corrupted. I was adding and reshaping sectors and nothing else so I'm not sure what triggered it.
#1036 Posted 18 November 2009 - 07:31 PM
DanM, on Nov 18 2009, 06:05 PM, said:
Another great effect. I'm still trying to figure out how to implement that into the map and use it to my advantage. So far I've managed to get those orphaned lines to stick, but they make poor masked walls and they're a excellent ingredient for the recipe of corruption.
#1037 Posted 18 November 2009 - 08:42 PM
as soon as that kind of stuff happens its quit without save time, regardless of what i have done

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