Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 33
  • 34
  • 35
  • 36
  • 37
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1010

Is it possible to disable this status bar stage?

Posted Image
0

User is offline   OpenMaw 

  • Judge Mental

#1011

 Ilovefoxes, on Oct 20 2009, 08:53 AM, said:

Is it possible to disable this status bar stage?

Posted Image


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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1012

That will only adjust the sacale of the screen. It will not remove that stage of the status bar (where you have the full status bar but can see the background).
0

User is offline   zchri9 

  • Honored Donor

#1013

http://i38.tinypic.com/2vm97gz.jpg
Screenshot is about 1mb~
0

User is offline   OpenMaw 

  • Judge Mental

#1014

I've encountered a problem and im hoping it can be addressed...

http://img18.imagesh.../3601/duker.jpg

Posted Image

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" ? :o
0

#1015

quick question: should I see normal-maps with current HRP 4.1.1 and "polymer update" pack (about 247mb) ?

This post has been edited by BuddhaMaster: 27 October 2009 - 05:41 PM

0

User is offline   Parkar 

  • Honored Donor

#1016

 BuddhaMaster, on Oct 27 2009, 10:45 PM, said:

quick question: should I see normal-maps with current HRP 4.1.1 and "polymer update" pack (about 247mb) ?

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.
0

#1017

 Parkar, on Oct 28 2009, 12:25 AM, said:

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.


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

0

User is offline   OpenMaw 

  • Judge Mental

#1018

 BuddhaMaster, on Oct 27 2009, 06:43 PM, said:

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


You only need the polymer pack.
0

#1019

 Commando Nukem, on Oct 28 2009, 02:56 AM, said:

You only need the polymer pack.


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)...
0

User is offline   Hellbound 

#1020

 zchri9, on Oct 21 2009, 03:32 AM, said:

http://i38.tinypic.com/2vm97gz.jpg
Screenshot is about 1mb~


Fucking great!
0

User is offline   vtastek 

#1021

Congrats on the official release. I have been compiling revisions but needed a break recently. Here some shots with official release:

Posted Image
Posted Image
Posted Image

We need a screenshot thread. :)

This post has been edited by vtastek: 31 October 2009 - 03:11 PM

0

User is offline   TerminX 

  • el fundador

  #1022

Indeed. God damn is Polymer awesome looking. :) It's pretty sweet watching EDuke32 slowly transform from a port of a 13 year old game into something capable of modern awesomeness, through the wonder of open source and people committing tons of time to helping improve it. My baby is getting all grown up. :)
0

User is offline   cip123 

#1023

I got that polymer and HDR but nothing new i got, no better lights what i should do?!
0

User is offline   Megadeus 

#1024

Make sure you enable the 'Polymer' checkbox on the eDuke32 startup dialog. Next you need Polymer HRP content. The current official release of the HRP does not include the Polymer specific content so you will need a version that does, so download http://www.plagman.n...polymer_hrp.zip and use that in place of it. Assuming you meet the hardware requirements that should get Polymer working with full effects.

This post has been edited by Megadeus: 08 November 2009 - 01:45 AM

0

User is offline   supergoofy 

#1025

Request: TX can you please bring back OpenAL support? The new AudioLib caused many problems and crashes, but OpenAL was more stable. I would like to have the choice to use the new AudioLib or the OpenAL for music and sound playback.
0

User is offline   TerminX 

  • el fundador

  #1026

Unfortunately, you don't quite know what you're talking about... OpenAL was only ever used to play background music, and only on Windows. It never played sound effects or anything in EDuke32. Using an entirely different audio API as a hack just to play one type of audio was horrible and will never be happening again.

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.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1027

Ive just been playing online again (haven't for quite sometime) and I just noticed a bug that has existed in eduke32 for ages is still around.

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

0

User is offline   TerminX 

  • el fundador

  #1028

Shock and awe... bugs that were never reported never got fixed. News at 11!
0

User is offline   Jblade 

#1029

TerminX, will the sound limit be increased any further at any point now? IIRC it's 2500 now....I know that seems like a odd request but with the amount of characters and voices in the TC I'm sure I'm gonna hit that limit fast. For cutscenes originally I basically pasted all of the dialogue together into 1 OGG file to save space but that's a nightmare to properly edit and sort out - having 1 sound file for each line is much easier but it takes up alot of space. I'd appreciate it if you could :) (So far there's 1909 sounds taken up in the TC)
0

User is offline   Chip 

#1030

I may put this post in the bug forum as well (in the thread about crashing) but with this latest build my mod doesn't appear to be crashing anymore due to the many sounds played. As said before it would crash almost instantly but with the new build - no crashes so far and I haven't changed any of the game's options so the Eduke32.cfg file is the same. My computer hasn't had any other updates either.
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 :) ..........unless of course those 14+ tests were all pure luck. (note: due to the memory leak my tests were 2x 5 minute plays on the same map before restarting Eduke32)

This post has been edited by Chip: 09 November 2009 - 03:40 AM

0

User is offline   Stabs 

#1031

1544 has that nasty mapster wall drawing bug again
0

User is offline   Forge 

  • Speaker of the Outhouse

#1032

View PostDanM, on Nov 18 2009, 03:08 PM, said:

1544 has that nasty mapster wall drawing bug again


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.
0

User is offline   Stabs 

#1033

nah, you start drawing a sector and you cant finish it cause the last point wont join to the first point and when you hit backspace it makes a line to nowhere
0

User is offline   Mark 

#1034

It may have been my own doing or a mapster glitch. I had a bug for a while that every time I made a new sector in lower left quadrant of my map, all the sectors disappeared in that quadrant in 3D mode but were still showing in 2D. I had to delete them all and rebuild that whole section from scratch. The backup map had the same glitch. After rebuilding and losing it all a few times I ended up isolating that whole area from the rest of the map with a few carefully placed lines and it has been rebuilt and working fine ever since.

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

0

User is offline   Forge 

  • Speaker of the Outhouse

#1035

View PostMarked, on Nov 18 2009, 06:56 PM, said:

It may have been my own doing or a mapster glitch. I had a bug for a while that every time I made a new sector in lower left quadrant of my map, all the sectors disappeared in that quadrant in 3D mode but were still showing in 2D. I had to delete them all and rebuild that whole section from scratch. The backup map had the same glitch. After rebuilding and losing it all a few times I ended up isolating that whole area from the rest of the map with a few carefully placed lines and it has been rebuilt and working fine ever since.

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.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1036

View PostDanM, on Nov 18 2009, 06:05 PM, said:

nah, you start drawing a sector and you cant finish it cause the last point wont join to the first point and when you hit backspace it makes a line to nowhere


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.
0

User is offline   Stabs 

#1037

damn right

as soon as that kind of stuff happens its quit without save time, regardless of what i have done
0

User is offline   Forge 

  • Speaker of the Outhouse

#1038

I've managed to recover from it a couple of times by inserting a vertice onto the orphaned wall. It turns it into a sector that can be removed. Sometimes it works, other times it corrupts the sector it happened in and takes out all the child sectors with it in a similar fashion as to what Marked described.
0

User is offline   Jblade 

#1039

I asked a few weeks back about the readgamevar command and it's use in multiplayer - the fact that when used it reads the config file on that player's PC rather than the appropriate one for each player. It's hard for me to explain but; I tried to code in a rank system. However all players showed up as the same rank as the player themselves; so on my PC all my allies were 'veterans' but from the other player's perspective we were all rookies since that's what our own rank was in the config files.

DT suggested going through each player at startup and getting the variable into an array and reading that instead of the config file, but sadly that didn't work.
0

Share this topic:


  • 213 Pages +
  • « First
  • 33
  • 34
  • 35
  • 36
  • 37
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options