EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#106 Posted 12 May 2009 - 04:53 PM
#107 Posted 12 May 2009 - 05:01 PM
This post has been edited by Rusty Nails: 12 May 2009 - 05:01 PM
#108 Posted 12 May 2009 - 05:39 PM
Rusty Nails, on May 12 2009, 09:01 PM, said:
Me thinks this may just be an issue of the maps not being built for Polymer, but I'm not sure.
#109 Posted 12 May 2009 - 05:56 PM
exelent work!
Frost Nukem, on May 12 2009, 12:02 PM, said:
I guarentee it.
#110 Posted 12 May 2009 - 05:57 PM
#111 Posted 12 May 2009 - 06:20 PM
I think a mod should be done on it "Duke Nukem For-now" with some of the stuff in that we know about DNF.
Well, i'm glad polymer can be run on linux, my next machine is gonna be linux.
#112 Posted 12 May 2009 - 08:07 PM
This post has been edited by DeeperThought: 12 May 2009 - 08:07 PM
#113 Posted 12 May 2009 - 08:17 PM

We've come a long way.......
#115 Posted 12 May 2009 - 08:28 PM
Duke Rocks, on May 12 2009, 09:17 PM, said:
Technically, the "1996" shot should have the original status bar....
Seeing those shots reminds me: Shouldn't the HRP pistol be beefier looking?
#116 Posted 12 May 2009 - 08:56 PM
DeeperThought, on May 12 2009, 08:28 PM, said:
You mean in the original version you couldn't just press the plus and minus keys to make the HUD take up less or more space??? I'm pretty sure that it was a feature 13 years ago.....am I wrong?
Besides, I wanted the pictures to match as best as possible.
#117 Posted 12 May 2009 - 08:59 PM
Duke Rocks, on May 12 2009, 09:56 PM, said:
Besides, I wanted the pictures to match as best as possible.
No, he's talking about the specific HUD you have enabled in the shots... it's the alternate HUD I came up with a while back because I didn't think the original 1996 version of the small HUD was sufficient anymore.
#118 Posted 12 May 2009 - 09:00 PM
DeeperThought, on May 13 2009, 04:28 PM, said:
Ive always wondered why Duke is using a left handed pistol myself.
This post has been edited by The Commander: 12 May 2009 - 09:01 PM
#119 Posted 12 May 2009 - 09:01 PM
#120 Posted 12 May 2009 - 09:04 PM
msleeper, on May 12 2009, 10:01 PM, said:
Yep, pretty much. The ejecting brass was an awesome new effect back in 1996, and they wanted to show it off I'm sure.
#121 Posted 12 May 2009 - 09:20 PM
TX, on May 13 2009, 05:04 PM, said:
Yeah, but in real life it sucks. Have you ever had a hot ejected shell hit you in the face?
#122 Posted 12 May 2009 - 09:23 PM
#123 Posted 12 May 2009 - 09:30 PM
TX, on May 13 2009, 05:23 PM, said:
Ive had a similar occurrence once as well, really gets the blood flowing.
This post has been edited by The Commander: 12 May 2009 - 09:32 PM
#125 Posted 12 May 2009 - 09:40 PM
#126 Posted 12 May 2009 - 10:44 PM
The Commander, on May 13 2009, 01:20 AM, said:
No, but that's why I play video games. When I want to experience all of the hardships, problems and realism of real life, I'll go down to a gun range. When I want to look at sweet brass ejection effects, I'll fire up Duke.
#127 Posted 12 May 2009 - 10:56 PM
Duke Rocks, on May 13 2009, 12:17 AM, said:
We've come a long way.......
Besides the lighting, 1996 looks better ;P
#128 Posted 12 May 2009 - 11:26 PM
#129 Posted 12 May 2009 - 11:54 PM
gt1750, on May 13 2009, 12:26 AM, said:
Please do! I've been using that fire because the current HRP fire sucks. The HRP fire looks like poorly rendered jets of flame -- like they came out of a stove top -- which is completely unlike the natural fire in the original game.
This post has been edited by DeeperThought: 12 May 2009 - 11:55 PM
#130 Posted 13 May 2009 - 12:02 AM
Rusty Nails, on May 13 2009, 03:01 AM, said:
On this particular shot it's obvious because Parkar overrode the global shade of the map to make it dark. If you add a few exceptions to the shade override, you end up with something like what he posted: http://www.duke4.org...mp/duke0101.jpg.
#131 Posted 13 May 2009 - 01:09 AM
Sobek, on May 13 2009, 02:53 AM, said:
It's actually not doing that. The shadows of the alpha texture is faked by projecting a texture with the spotlight. Alpha textures do cast correct shadows but they don't look as cool as a projected texture will.
Rusty Nails, on May 13 2009, 03:01 AM, said:
That's just my place holder code that overrides the shading making all textures dark even those that's supposed to stay bright. that together with dynamic lights always emitting from a single point means it looks a bit shitty. As Plagman mentioned it looks a bit closer to what things will with a proper implementation of overriding the shading in the shot I linked to.
You will not be able to make a texture emit light so you need to fake this by placing one or several lights close to it that emits from a point. This is how it's done inpretty much all games that uses dynamic light sources.
#132 Posted 13 May 2009 - 08:45 AM
Parkar, on May 13 2009, 02:09 AM, said:
Yeah, and I've been thinking about that limitation as it relates to something else. I want to code an auto light placing feature that places lights on certain textures, and also replaces SE and CYCLER lights with dynamic ones. But those lights effect entire sectors and are not supposed to be from any particular point. If there's a cycler, and I replace it with an oscillating spot light or two, the light may be blocked depending on where the cycler was placed in the sector. I guess I can add code that puts the replacement lights at the midpoint of the sector, but that's not always going to work well.
#133 Posted 13 May 2009 - 08:50 AM
#134 Posted 13 May 2009 - 08:54 AM
Mblackwell, on May 13 2009, 09:50 AM, said:
Maybe I'll do that once Polymer is optimized. For my first attempt, I'll just place one light per SE/CYCLER and let the light fall where it may.

Help
Duke4.net
DNF #1
Duke 3D #1


