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

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

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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. :)
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User is offline   cip123 

#1023

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

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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.
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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.
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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

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User is offline   TerminX 

  • el fundador

  #1028

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

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User is offline   Stabs 

#1031

1544 has that nasty mapster wall drawing bug again
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User is offline   Forge 

  • Speaker of the Outhouse

#1032

 DanM, 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.
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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
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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

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User is offline   Forge 

  • Speaker of the Outhouse

#1035

 Marked, 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.
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User is offline   Forge 

  • Speaker of the Outhouse

#1036

 DanM, 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.
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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
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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.
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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.
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User is offline   Danukem 

  • Duke Plus Developer

#1040

 James, on Nov 21 2009, 05:03 AM, said:

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.


What I suggested was having each player read from his config file into an array, with the elements corresponding to the different player numbers. At the time I was assuming that there was some transfer of information besides input between the different players' computers (so that it would sync the array values). Unfortunately, that's not the case, and I can't think of any solution to the problem.
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User is offline   supergoofy 

#1041

I noticed that when I disable hardware acceleration in dxdiag, eduke32 doesn't hang. At least after 5 times that I played (meaning loading eduke32 5 times and each time I played one game till I died). Of course the sound is slow/lagging.

I have a Sound Blaster Audigy 2 card. Maybe the problem happens for those that have Creative sound cards (Audigy or X-Fi). I suggest you to create a topic about this crash bug and force those that have problems to give details about their hardware and specifically about their sound card (on-board or addon). Also you should ask them what it happens when they disable sound hardware acceleration in dxdiag.


[edit]
I played one more game with sound hardware acceleration disable. Apart from laggy sound, I didn't have other problems. There was no crash.

This post has been edited by supergoofy: 22 November 2009 - 03:27 AM

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User is offline   Mark 

#1042

I'm running whichever version of eduke and dukeplus were new in the beginning of october with Polymer on. I have a Creative Audigy card and have no crashes. The only issue I have is when I enter an area with a whole lot of gibs and dried blood on the floor, the sound will flutter slightly and the music playback slows down a bit. The gibs will flicker on screen also. But as soon as I pass that area things are fine.
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User is offline   Psycho87 

#1043

Polymer is great. I've played E1L1 with the HRP demo, and I think the bathroom looks especially nice.
Can't wait for the fully updated HRP.

But I have some questions about RoR. How far along is it for Polymer? I would really like to start mapping with it.
Also, I've seen water.map, but how do you do RoR without water, where the floor and ceiling of the connected sectors are invisible, as in Blood?
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User is offline   TerminX 

  • el fundador

  #1044

There's no Polymer support with the ROR yet, because rendering the scene multiple times in Polymer like that just isn't an acceptable solution due to framerate concerns. Polymer will unfortunately require some hacking to move all of the sectors drawn around so that the scenes are physically adjacent to each other in order to draw everything in one pass.

As for ROR without water, you just have to give the floor and ceiling an invalid texture so nothing is drawn on the surface, and change the water effect into one of those silent teleporters like the vent in the beginning of E1L1 uses.
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#1045

I'm not sure where to put this, but the game crashed while playing WGR2, and a backtrace appeared in my console: Attached File  wgr2.log (8.7K)
Number of downloads: 1023 Here's the regular log too, if it helps: Attached File  eduke32.log (3.87K)
Number of downloads: 1007
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User is offline   Helixhorned 

  • EDuke32 Developer

#1046

Looks like the sound related crash. For me, uncommenting the locking code (and the InterruptsDisabled variable on line 60) at the bottom of source/jaudiolib/src/driver_sdl.c remedied the problem somewhat, the crashes/hangs occur noticeably less frequent.
edit: having a great time playing WGR2 :)

This post has been edited by Helixhorned: 22 November 2009 - 03:04 PM

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#1047

Okay, that seemed to work, but when I quit I got an enormous dump. It didn't all fit in the console but here's the end of it: Attached File  wgr2b.log (17.79K)
Number of downloads: 1034

This post has been edited by Dr. Kylstein: 22 November 2009 - 05:50 PM

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User is offline   Psycho87 

#1048

 TX, on Nov 22 2009, 11:12 PM, said:

There's no Polymer support with the ROR yet, because rendering the scene multiple times in Polymer like that just isn't an acceptable solution due to framerate concerns. Polymer will unfortunately require some hacking to move all of the sectors drawn around so that the scenes are physically adjacent to each other in order to draw everything in one pass.

As for ROR without water, you just have to give the floor and ceiling an invalid texture so nothing is drawn on the surface, and change the water effect into one of those silent teleporters like the vent in the beginning of E1L1 uses.


I just tried selecting an invalid texture, but the editor won't let me, so I used tile 562. It works, but I can't shoot trough the floor and ceiling. Also, it is impossible to connect the lower sector's ceiling exaclty at the same height as the upper sector's floor. As for the teleporter, it is impossible to align it with the floor, because then it isn't silent.

Maybe it's best to redo the RoR code? Make it so that SE 40 is used for the upper sector and SE 41 for the lower sector. Connecting the floor and ceiling exactly at the same height, remove clipping and make the floor and ceiling automatically invisible. Mapster could actually render it like that by keeping track of the SE 40's and SE 41's so you can use RoR in the editor :)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1049

Press f8 over a sector and manually adjust the number of the tile. After that you can easily set it again using Tab.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1050

 Dr. Kylstein, on Nov 23 2009, 02:25 AM, said:

Okay, that seemed to work, but when I quit I got an enormous dump. It didn't all fit in the console but here's the end of it: wgr2b.log

Oh, for this one I commented those two lines (339,340) in build/src/sdlayer.c:
	if (appicon)
		SDL_FreeSurface(appicon);

I didn't commit this stuff because they're not really solutions...
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