EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1111 Posted 25 December 2009 - 12:10 PM
#1113 Posted 26 December 2009 - 05:27 AM
Mr.Flibble, on Dec 26 2009, 05:16 AM, said:
Interesting. While I wouldn't actually MAKE the videos myself, my Voyager mod would benefit infinitely from proper video cutscenes. At the moment I have to keep that kind of stuff cut short and there are many things I'm not even sure will work (essentially creating a decent enough looking bit of space combat or ship flybys) not to mention the performance aspect to it.
By cutting out flybys, small space combat clips and such from various Trek episodes and interweave them with the level design, that could do wonders for immersion. Shit, that would be perfect for creating a 'parallel' mission structure... As if you were playing the role of someone else completing tasks in tandem with events occuring on the show. Man that'd be awesome.
Pie in the sky, right?
This post has been edited by Sobek: 26 December 2009 - 05:29 AM
#1114 Posted 26 December 2009 - 10:04 AM
I'm in win7 64bit with ati radeon 4570 hd...(with the last catalyst drivers...) and I have tried the last snapshot of eduke32 and, when I start it, the screen is flickering! why this happen?
thanks!
#1115 Posted 26 December 2009 - 10:09 AM
asdasd, on Dec 27 2009, 07:04 AM, said:
I'm in win7 64bit with ati radeon 4570 hd...(with the last catalyst drivers...) and I have tried the last snapshot of eduke32 and, when I start it, the screen is flickering! why this happen?
thanks!
Can't do much if you don't give us your log file. "eduke32.log" and post it in THIS thread.
http://forums.duke4....?showtopic=1333
If you don't even know what your "eduke32.log" file is then you need to read THIS and look at the bottom.
http://wiki.eduke32....Asked_Questions
This post has been edited by The Commander: 26 December 2009 - 10:11 AM
#1116 Posted 26 December 2009 - 10:36 AM
#1117 Posted 26 December 2009 - 05:41 PM
Piano Man, on Dec 25 2009, 04:43 AM, said:
This is totally possible and is present in an upcoming mod (Well, ok, not movies but "in-game cutscenes")
This post has been edited by Sangman: 26 December 2009 - 05:41 PM
#1118 Posted 26 December 2009 - 06:59 PM
Sangman, on Dec 27 2009, 02:41 AM, said:
Wow awesome^^
#1119 Posted 26 December 2009 - 08:22 PM
Sangman, on Dec 26 2009, 05:41 PM, said:
Do you mean scripted sequences or pre-made cut scenes?
#1120 Posted 26 December 2009 - 08:33 PM
and have the best of both worlds
#1121 Posted 26 December 2009 - 08:37 PM
zchri9, on Dec 27 2009, 05:22 PM, said:
http://www.youtube.c...h?v=Cmfxd3EPqkY
#1122 Posted 27 December 2009 - 07:43 AM
zchri9, on Dec 27 2009, 05:22 AM, said:
Well, both, in the map something can be going on after pressing a switch or something and if the mapper desires so, he can put in a camera sprite with various settings that (for a moment) takes control away from the player and shows what's going on. Kinda like.. Tomb Raider.. or many, many other games.
#1123 Posted 28 December 2009 - 02:00 AM
The other one that people are waiting for is the ability to trigger a video sequence when you hit a touchplate or end an episode. Said video sequence could be a cool cut-scene that you rendered with 3D models in Blender of Duke kicking a Liz Trooper up the arse so hard that his spine comes out the top of his head.
#1124 Posted 28 December 2009 - 03:51 PM
Tea Monster, on Dec 28 2009, 11:00 AM, said:
The other one that people are waiting for is the ability to trigger a video sequence when you hit a touchplate or end an episode. Said video sequence could be a cool cut-scene that you rendered with 3D models in Blender of Duke kicking a Liz Trooper up the arse so hard that his spine comes out the top of his head.
Well, a workaround that might be possible now is to have software take screencaps of a video every X amount of frames, convert those files to PCX if necessary and make an ANM file out of it. Apart from that though yeah dunno
#1125 Posted 29 December 2009 - 09:36 AM
Sangman, on Dec 28 2009, 03:51 PM, said:
You should be able to do that. I never really looked into creating your own ANM files. Its a bit of an arse-around though.
Oh, just have to say a big thank you to the EDuke32 devs for this wonderfull software.
Thanks to my wonderful Lady, who just treated me to a Nvidia 9800* with a gig of DDR3 RAM. For the first time in a year I can play Polymer fluidly.
* read as: "A REAL graphics card".
This post has been edited by Tea Monster: 29 December 2009 - 09:42 AM
#1126 Posted 29 December 2009 - 10:29 PM
A palette
You cannot have scripted sound, it must be one continuous sound that syncs with the speed of the .ANM
Unless there is a command I don't know about, you can only trigger them by ending the episode
#1127 Posted 30 December 2009 - 02:53 AM
Captain Awesome, on Dec 30 2009, 07:29 PM, said:
A palette
You cannot have scripted sound, it must be one continuous sound that syncs with the speed of the .ANM
Unless there is a command I don't know about, you can only trigger them by ending the episode
Yes I came into all these damn limitations the other week when I converted a small clip in to an .ANM
It was more trouble than it was worth so I deleted the shit and forgot about in hopes that soon some player will be available in future.
#1128 Posted 30 December 2009 - 04:14 PM
#1129 Posted 31 December 2009 - 03:28 AM
So I went ahead, installed the latest version of EDuke 32 (from 20091231), and the high-resolution pack (also the latest version).
I use my Duke Nukem 3D Atomic Edition grp file to start up the game.
My system is a Q6600 Quadcore machine with 4GB RAM & a Geforce 8800GTS video card on Windows 7 Home Premium 64-bit.
I have the "Polymer" option enabled in the EDUKE32 software and I'm playing a 1920 x 1080 32-bit resolution.
Duke 3D looks great this way, no flickering or anything, but I don't get shiny surfaces like in this polymer demo on youtube: http://www.youtube.c...h?v=I4Jtp_YJ8R0
My question : is it normal? Is it still in progress or is this a misconfiguration on my system/installation?
I have selected the highest possible texture quality & 4x Anisotropic Filtering inside Duke's Video Render settings.
I have to say I'm amazed by how alive Duke 3D still is. I replayed the 3 first episodes of Atomic Edition and it's so great to be able to do that again!
What a turnaround for this game if you look at the 2D sprites from 1996
This post has been edited by RedSniper: 31 December 2009 - 03:56 AM
#1130 Posted 31 December 2009 - 05:07 AM
To make use of all of the glory Polymer effects (light sources/shadows) the existing maps need additional information by maphacks (included in Polymer HRP). This has only been done for E1L1 "Hollywood Holocaust" so far. So try E1L1 first to check out the effects you are missing. Note that the maphack lighting information currently gets lost when saving/reloading the game.
Btw. don't miss to check out DukePlus which is the modern way to enjoy Duke3D. In addition it ships with at least one Polymer-ready map (dpcbp).
This post has been edited by LeoD: 31 December 2009 - 05:13 AM
#1131 Posted 31 December 2009 - 06:17 AM
I haven't heard from DukePlus yet, will check it out asap. Thanks!
#1132 Posted 31 December 2009 - 10:19 AM
#1133 Posted 31 December 2009 - 10:34 AM
WedgeBob, on Jan 1 2010, 07:19 AM, said:
You must be talking about the sound crashing bug as I have not herd of anyone else crashing etc due to Polymer alone. If this is the case would care to elaborate further on it.
#1134 Posted 31 December 2009 - 02:38 PM
This post has been edited by WedgeBob: 31 December 2009 - 02:41 PM
#1135 Posted 31 December 2009 - 10:15 PM
LeoD, on Dec 31 2009, 10:07 AM, said:
The map was polymer ready when it was released. Unfortunately in newer eduke32 snapshots somebody disabled one feature that ended screwing up the compatibility with this map. Now, %90 of the lights of DPCB won´t work because they´re tagged the old way.
#1136 Posted 01 January 2010 - 02:51 AM
#1137 Posted 01 January 2010 - 04:41 AM
All I can say is that all the latest releases of all software (Duke HRP Polymer beta, latest build of eDuke and DukePlus) don't give me shiny surfaces in Hollywood Holocaust. All the rest looks great though.
Since I have discovered these add-ons & enhancements only recently, I might be the first to have played all 4 episodes of Duke with these new releases.
And I'm sorry to confirm that I as well suffered numerous game crashes and freezings while playing the game.
To me, it's a small price to play for all the goodies, extra firepower & eye candy around, but I just wanted to say that there are stability problems still.
I noticed most crashes occured when there were lots of octabrain enemies in combination with the RPG. I'm not sure the problem is related though.
Enabling DukePlus enhancements gave me loads of clipping problems and disappearing enemy models + weapon models as well.
This post has been edited by RedSniper: 01 January 2010 - 04:43 AM
#1138 Posted 01 January 2010 - 06:21 AM
TX, on Jan 1 2010, 07:51 AM, said:
Do you have an example code that i could use? I know DT can help me but afaik he doesn´t know how to use that mapster thing yet.
#1139 Posted 01 January 2010 - 10:14 AM
// gamevar i 0 0 do for i allsprites ifactor 1 ifge .lotag 49 ifle .lotag 50 ife .xvel 0 ife .yvel 0 ife .zvel 0 { set xvel 255 set yvel 255 set zvel 255 }
This post has been edited by Helixhorned: 01 January 2010 - 10:15 AM