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

User is offline   Danukem 

  • Duke Plus Developer

#1040

View PostJames, 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: 1236 Here's the regular log too, if it helps: Attached File  eduke32.log (3.87K)
Number of downloads: 1208
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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: 1244

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

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User is offline   Psycho87 

#1048

View PostTX, 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

View PostDr. 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: Attachment 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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User is offline   TerminX 

  • el fundador

  #1051

I just haven't committed the fix that initializes appicon to NULL and adds the null ptr check there yet.
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User is offline   Danukem 

  • Duke Plus Developer

#1052

Does this mean that the crash will be less frequent after the next revision?
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User is offline   TerminX 

  • el fundador

  #1053

That particular crash is Linux/SDL only.
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User is offline   gt1750 

#1054

Some Polymer shots to spice up this thread:

Posted Image Posted Image Posted Image Posted Image

I really like the shrinker/expander glowing effect. Places with normalmapped textures yet no dynamic lights can look awesome with it.
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User is offline   TerminX 

  • el fundador

  #1055

Glad you like it... the shrinker and expander glowing was one of my 30 second "hey, I bet that would be cool" sort of things that turned out great.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1056

Hey, should HRP use an ultra-realistic water texture?

Posted Image Posted Image

The water that is used right now is based on Duke's water, okay, but it's far from being realistic.

And I see the water more like the skyboxes, which are not made to be an exactly copy of Duke, it takes a realistic look.

Imagine if we could make Derelict (or Crytical Mass ending) looks like this

Posted Image

This post has been edited by Ilovefoxes: 30 November 2009 - 07:37 PM

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User is offline   Piano Man 

#1057

View PostIlovefoxes, on Dec 1 2009, 11:37 AM, said:

Imagine if we could make Derelict (or Crytical Mass ending) looks like this

Posted Image


The only way to do that would be to build the maps using another game engine other than the Duke engine....

Technically I would love to see someone do it... Imagine the Crysis engine running Duke Nukem 3D and pumping up the textures....


DROOLS!!!!!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1058

Since Derelict and Crytical Mass have very well defined water textures and skyboxes right after them, it is not impossible to add that effect.

Maybe that horizon thing would need an effect that would infinite stretch an sector visual floor and texture? That would be easy to apply using maphacks, including Derelict underwater.

This post has been edited by Ilovefoxes: 30 November 2009 - 08:08 PM

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User is offline   Piterplus 

#1059

View PostTX, on Nov 30 2009, 11:19 PM, said:

Glad you like it... the shrinker and expander glowing was one of my 30 second "hey, I bet that would be cool" sort of things that turned out great.


Indeed good idea,
It was nice surprise when I saw it first time.
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User is offline   Sangman 

#1060

View PostIlovefoxes, on Dec 1 2009, 04:37 AM, said:

Imagine if we could make Derelict (or Crytical Mass ending) looks like this

Posted Image


With good textures and models, talent and A LOT of patience, something somewhat like that should be possible I think.
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User is offline   supergoofy 

#1061

I just compiled the latest svn build:

eduke32_win32_20091203-1551.zip
removed

[edit]
with some mods there are still con compilation errors when you run eduke32. For example, NR:IotM (Naferia's Reign: Invasion of the Dark Mistress) mod appears to have errors in enhance.con, but I don't see where. Probably a false error report.
The last SVN build that worked ok was 1543. All the SVN builds from 1544 and newer (up to 1551) report errors in enhance.con

Also some mods like Hellduke TC have problems with weapons selection (if you try to change weapon you will see only the fist or the kick) when you run them with newer eduke32 builds up to 1543. Builds from 1544 to 1551 report con errors like in NR:IotM mod.

This post has been edited by supergoofy: 03 December 2009 - 10:59 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#1062

If you don't want to run an unknown binary downloaded from a dubious file sharing website, there's a real build there along with source snapshot and changelog:
http://dukeworld.duk.../20091203-1551/

<pre>-----------------------------------------------------------------
-------
 r1551 | plagman | 2009-12-02 23:37:34 -0800 (Wed, 02 Dec 2009) | 1 line
 
 Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362.
 ------------------------------------------------------------------------
 r1550 | plagman | 2009-12-02 22:21:39 -0800 (Wed, 02 Dec 2009) | 1 line
 
 Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996.
 ------------------------------------------------------------------------
 r1549 | plagman | 2009-12-02 21:38:09 -0800 (Wed, 02 Dec 2009) | 1 line
 
 Don't save the OpenGL driver max texture size to the config file and remove some remaining instrumentation from rev 1546.
 ------------------------------------------------------------------------
 r1548 | plagman | 2009-12-02 20:41:09 -0800 (Wed, 02 Dec 2009) | 1 line
 
 Don't overflow scantoasc[] with high scancodes. This makes the 'T' key work in the console on my laptop.
 ------------------------------------------------------------------------
 r1547 | plagman | 2009-12-02 19:11:41 -0800 (Wed, 02 Dec 2009) | 1 line
 
 Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
 ------------------------------------------------------------------------
 r1546 | plagman | 2009-12-02 19:07:04 -0800 (Wed, 02 Dec 2009) | 1 line
 
 Fixes a compressed texture cache bug where the background menu tile would sometime get replaced with another tile.
 ------------------------------------------------------------------------
 r1545 | terminx | 2009-11-19 19:54:40 -0800 (Thu, 19 Nov 2009) | 2 lines
 
 some CON compilation fixes
 
 ------------------------------------------------------------------------
 r1544 | terminx | 2009-11-17 17:17:56 -0800 (Tue, 17 Nov 2009) | 2 lines
 
 Second gtk startup window patch from bioman, other random fixes I can't be bothered to remember
 
 ------------------------------------------------------------------------
 r1543 | terminx | 2009-11-15 19:57:31 -0800 (Sun, 15 Nov 2009) | 2 lines
 
 fix glaring oversight in new multiplayer random ID generation scheme
 
 ------------------------------------------------------------------------
 r1542 | helixhorned | 2009-11-15 12:01:33 -0800 (Sun, 15 Nov 2009) | 1 line
 
 fixes wall drawing (bug introduced in r1540)
 ------------------------------------------------------------------------
 r1541 | terminx | 2009-11-15 01:10:50 -0800 (Sun, 15 Nov 2009) | 2 lines
 
 lower memory use for tilefromtexture by way of lzf compression, untested
 
 ------------------------------------------------------------------------
 r1540 | terminx | 2009-11-13 18:30:47 -0800 (Fri, 13 Nov 2009) | 2 lines
 
 A bunch of crap I meant to commit days ago... gtk startup window patch from bioman, nedmalloc REPLACE_SYSTEM_ALLOCATOR fix (related code uses #ifdef REPLACE_SYSTEM_ALLOCATOR so defining it to 0 was still satisfying the condition), slightly lower CPU usage in Mapster 2D mode, fix an ancient bug causing the player to not make vent footstep sounds on sprite based vents, fix map save state cvars, add "skill" cvar to console, fix saving the game while CON_SHOWVIEW is in use
 
 ------------------------------------------------------------------------
 </pre>

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User is offline   supergoofy 

#1063

@Plagman, I tried to help. Now the file is removed. The problems/bugs though remain.
0

#1064

SuperGoofy's right about NR not wanting to compile in ENHANCE.CON with recent snapshots. Additionally, I just downloaded your binary of 1551, and it still gives me the same compiling errors:

EDuke32 2.0.0devel 20091106
addsearchpath(): Added E:/Other Stuff/eduke32/
OS: Windows XP (5.1.2600) Service Pack 2
Large page support available
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (1445610 bytes)
Resizing code buffer to 1048576*4 bytes
Including: DEFS.CON (69451 bytes)
Including: USER.CON (181078 bytes)
USER.CON:1631: warning: truncating quote text to 127 characters.
Including: ENHANCE.CON (15829 bytes)
ENHANCE.CON: At top level:
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
ENHANCE.CON:20: error: expected a keyword but found `'.
fatal error: too many errors: Aborted
Found 1 warning(s), 64 error(s).
UDP networking uninitialized successfully.
Uninitializing DirectDraw...


So, yeah... :)

And I know ENHANCE.CON hasn't been changed in ages on my end, so I honestly don't think I'm directly responsible for these compiling errors. :)
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User is offline   supergoofy 

#1065

@Plagman, what do you mean by unknown binary? I compiled it. What's your point? Are you accusing me of something?

This post has been edited by supergoofy: 03 December 2009 - 11:04 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#1066

I'm not; I'm just paranoid about running binaries I don't know hosted on places I don't know, and I assume a lot of people are like me in that regard. I don't really trust third-party hosting services like mediafire.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1067

I keep more frequently compiled binaries of EDuke32 here:

http://hendricks266.duke4.net/eduke32/

I use 7-Zip compression for smaller filesize, and the script I use incorporates more files.

Plagman/TX's synthesis script should be edited to include these files in the binary .zip, like mine: *.exe *.m32 *.sample *.txt *.hlp *.cfg *.map names.h
Because of this, it is currently missing: duke3d.def.sample enhance.con.sample SEHELP.HLP STHELP.HLP m32script_ex.map
Fortunately, these are mostly inconsequential except for m32script_ex.map.
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User is offline   Gambini 

#1068

I asked this to TX sometime ago, but maybe it will make more noise here. :lol:

When Polymer wasn´t released, Sectoreffectors 50 and 49 (polymer light sources) worked as pure white lights when the xyzvel values was set to 0 0 0.

It doesn´t work anymore, but think it should be added again because:

1- White colour is 255 255 255, so 0 0 0 would be an useless black light (that doesnt make any sense).

2- It would make the mappers life way easier since inserting and placing a sectoreffector and setting its lotag/hitag values doesn´t take more than five seconds and can be done in 3d mode. while setting its velocity values requires to go to 2d mode, find the sprite among all the other ones surrounding it, setting its lotag/hitag values and then pressing F8 and setting its three velocity values.

3- It´s usually also the most used light, and therefore, the one that requires a quick application the most. Just as the most used sprite in a map, that happens to be the one appearing everytime one presses S.

4- Some of the first maps/mods featuring Polymer ligths used this method and now those lights aren´t working at all (well, yeah they still kill the frames per second). Examples: Fusion TC Redux, Dukeplus Community Build Project.

5- It´s easier to teach someone how to apply a lightsource the way i´m asking than the way it is now.

6- Some of the first maps/mods featuring Polymer ligths used this method and now those lights aren´t working at all (well, yeah they still kill the frames per second). Examples: Fusion TC Redux, Dukeplus Community Build Project.

This post has been edited by Gambini: 13 December 2009 - 02:04 PM

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User is offline   Stabs 

#1069

not having too many problems, the only thing i'd really like is to be able to edit the colours in 3d mode.

right shift and insert (good thing about this too is dosnt screw up the sprite placement for sectors in SoS situations) for mass copying in 2d mode works great and tab & enter for 3d mode, combined with using mouse, shift, and wheel to move them its pretty easy to do lots of lighting really quick.
0

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