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

User is offline   CruX 

#1321

View PostJames, on Mar 15 2010, 03:18 AM, said:

TX, is it possible for you to change the code so that the music track that's currently playing is saved when the player saves his game? I know at the minute it can be done by checking the clock time and then loading the track that way, but it seems like it would be a much more elegant solution just to save the music track along with the save (I guess this could also be done for when you change the music with the F5 key; unless there's a specific reason why it wasn't saved)


I second this request.
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User is offline   Danukem 

  • Duke Plus Developer

#1322

I'm using an array to save high scores for my new mod. I use the readarrayfromfile and writearraytofile commands, and I have code for sorting the scores for each episode from highest to lowest. It seemed to work ok for a while but now something has gone horribly wrong and the high score file is 960MB. I didn't notice this until the game crashed with this in the log:

CON_RESIZEARRAY: resizing array attscores from 60 to 1006632960

The array has 60 elements and I never want it to be resized. Maybe there is a bug in my code, but I don't know why the array would increase in size. There is no command for doing that. I guess when it reads the array from the file it discovers that it's too big to fit in the declared array so it resizes, but I don't know how it could have gotten big in the first place. The only way I put the array in the file is with writearraytofile, and should just enter the elements 0-59.

EDIT: The array is increasing in size by 4X after each time I read/write it (not sure which is doing it since the read and write both occur in the same state). The elements that I access all appear to be correct and my code seems to be doing what it is supposed to be doing. It seems that a lot of 0s or garbage data is getting appended beyond the elements in the gamearray declaration.

EDIT2: To clarify, there is a resizearray CON command...but I just discovered this by looking at the complete command list and I'm not using it anywhere in my code.

This post has been edited by DeeperThought: 15 March 2010 - 06:43 PM

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User is offline   Gambini 

#1323

http://sourceforge.net/tracker/?func=detai...amp;atid=706724

Will this problem be fixed someday? I have a map coming out in the next weeks. I´ve been working on its polymer compatibility quite a lot but i do use of that maskwall trick in a few parts too, and they´re ruined due to that visual glitch.

Also, i got an idea that might be cool. A hardcoded sectoreffector tag that makes their sector have its shade and pal values when playing in polymer. This might be very usefull in the future: For example, i have this map that can be played either in polymer or the other way around. For 8bits and polymost i made lighting and shading using sector shade and walls, but when using polymer, for which i added point lights and spotlighs those light sectors could look like the surrounding, leaving space for the polymer lights to do their work.

It could be simple as: If a SE XX is placed in a sector, this sector takes the shade and pal values ONLY when playing polymer.

The first request about the maskwalls problem is way more important btw.
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User is offline   Mblackwell 

  • Evil Overlord

#1324

Speaking honestly you could A) Code that yourself, it doesn't need to be hardcoded and B) You should do a good chunk of lighting manually as it is and then use polymer to smooth things out. It's the only way to get good performance.

This post has been edited by Mblackwell: 20 March 2010 - 04:33 PM

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User is offline   Gambini 

#1325

Quote

A) Code that yourself, it doesn't need to be hardcoded and


This is a vanilla map in which i dont plan to add any custom content. However i want to make it fully compatible with all the ways duke3d can be played. This feature, by the way, could be usefull in many instances not related to this map.

Quote

<_< You should do a good chunk of lighting manually as it is and then use polymer to smooth things out. It's the only way to get good performance.


And that´s what i did. However, some of the manual lighting i added gets in the way when using polymer. My priority is the software renderer/ polymost but i also want to make it good for polymer.

This post has been edited by Gambini: 20 March 2010 - 04:54 PM

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User is offline   NUKEMDAVE 

#1326

I downloaded the latest version of EDuke recently, and surprisingly, I can now run Polymer and all I have is Intel Pentium® Dual Core T400 @ 2.00GHz. However, there's many issues, but it is indeed running. <_<
1

User is offline   Mblackwell 

  • Evil Overlord

#1327

CPU doesn't matter much. Your video card is the important bit.
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User is offline   necroslut 

#1328

View PostMblackwell, on Mar 29 2010, 02:07 AM, said:

CPU doesn't matter much. Your video card is the important bit.

I thought it was very CPU heavy?
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User is offline   The Commander 

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

#1329

View Postnecroslut, on Mar 30 2010, 02:13 AM, said:

I thought it was very CPU heavy?

It is, but that wasn't the point Mblackwell was meaning.
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User is offline   necroslut 

#1330

View PostThe Commander, on Mar 29 2010, 03:21 PM, said:

It is, but that wasn't the point Mblackwell was meaning.

Damn, for a moment there I thought I could run it if I just got a new graphics card...

This post has been edited by necroslut: 29 March 2010 - 06:46 AM

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User is offline   The Commander 

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

#1331

View Postnecroslut, on Mar 30 2010, 03:46 AM, said:

Damn, for a moment there I thought I could run it if I just got a new graphics card...

Oh, you could.
I am running Polymer on a crappy single core 2.66, it all depends on how lights are used.

In fact, there are some maps that run better on the Polymer render than using Polymost.
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User is offline   Gambini 

#1332

give one example
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User is offline   The Commander 

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

#1333

View PostGambini, on Mar 30 2010, 04:43 AM, said:

give one example

http://www.youtube.c...h?v=_MFM1rJARvo

This post has been edited by The Commander: 29 March 2010 - 07:54 AM

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User is offline   necroslut 

#1334

View PostThe Commander, on Mar 29 2010, 04:57 PM, said:

Oh, you could.
I am running Polymer on a crappy single core 2.66, it all depends on how lights are used.

In fact, there are some maps that run better on the Polymer render than using Polymost.

That's what I got too, and you seem to be able to run it fine. I just might get one, then!
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User is offline   Gambini 

#1335

Just a question for the development team. I´m setting up an old computer for some relative in which i planned to put a copy of eduke32 but it doesn´t run on windows 98. I know it used to run in the past because i had eduke32 when my OS was win98 back in the day. What´s the latest/safest eduke32 version able to run in win98?
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User is offline   The Commander 

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

#1336

You sure it wasn't JFDuke?
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User is offline   Gambini 

#1337

Tested the older one i could get from the archive. So far, it attemped to work but after three minutes of a ¨slow motion¨ nuke logo intro i gave up.

Also tried jfduke but it doesn´t seem to detect the sis onboard sound card. The funny thing is that mapster32 worked pretty good.
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#1338

I'm sure I have a copy running on one of my old K7 systems that runs Windows 98SE - I shall try and find it tomorrow.

Though it was a 2008 build, and I am assuming when you say the "Oldest" build you could get from the archive you mean the 2006 build from here: http://dukeworld.duk...2/old_versions/

I re-joined 3D Realms forum on the 29th June 2008, so I reckon it would be a build from about 2 months after that which was working. Keep in mind that you would need to update DirectX and possibly install OpenAL on Windows 98 to get things working properly (I never understood the DirectX side of things, seeing as how EDuke32 uses OpenGL). Also older builds might need Setup.exe to be run before firing the game up.

Could you not try ProASM's port? I don't think he's forked as far as EDuke32 but I do seem to remember him messing about with the sound code, so it might be compatible.
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User is offline   Gambini 

#1339

Well, i already gave back the computer to its owner. The worst problem with it was that it wasnt running Windows 98SE but windows 98 first release. I´ve researched and installed the best drivers and updates i could find but there are not too many tools/drivers for windows 98 these days on the internet. I remember that same computer was able to run Half life 1 quite decently back in the day, when it was new (1999, cough cough), so might be an old directx/old drivers/old OS mix problem.

I did never know about a Proasm duke port, will take a look to it. Thanks for telling me about.



sorry for the offtopic.

This post has been edited by Gambini: 04 April 2010 - 04:57 PM

0

User is offline   TerminX 

  • el fundador

  #1340

You can try setting the BUILD_WIN9X environment variable to bypass the version check and attempt running on an unsupported OS.
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User is offline   SwissCm 

#1341

Heh, Windows 98.
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User is offline   Tea Monster 

  • Polymancer

#1342

VANILLA '98. No native USB support, no service packs...

Tell them to get Damn Small Linux onto that machine and at least it can be used for something. It will probably run E-Duke better!
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User is offline   The Commander 

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

#1343

View PostGambini, on Mar 30 2010, 03:43 AM, said:

give one example

Just thought I would give another example from a WIP map.

Shot 1: Polymost, 21 FPS
Posted Image

Shot 2: Polymer, 63 FPS
Posted Image

It may have a lot to do with the fact that there is a draw distance in Polymer it seems and other various things.
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User is offline   Gambini 

#1344

Not valid because

Quote

there is a draw distance in Polymer
.

Also getting 21fps in such a simple map (3 sectors, 15 models) exposes some issue in your system.

This post has been edited by Gambini: 06 April 2010 - 09:17 AM

0

User is offline   The Commander 

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

#1345

View PostGambini, on Apr 7 2010, 05:17 AM, said:

(11 sectors, 40+ models)

Fixed that for you, there is no "issues" on my system. If I had so called "issues" Polymer would be the one to fail, not the other way around.

This post has been edited by The Commander: 06 April 2010 - 09:37 AM

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User is offline   Chip 

#1346

Hello people!
Its been a while since I've been here - the last Eduke32 build I had came out in October!

Anywya, I've downloaded what I think is the latest build taken from the Eduke32 site but I have a problem that appears to have existed some time ago (and mentioned in this thread) but those suggestions don't seem to be working for me.

Problem:
Eduke32 wont load up and gives me these errors:

Including: POKESTATES.CON (83913 bytes)
POKESTATES.CON: In state `targetstofind':
POKESTATES.CON:286: error: symbol `' is not a game array.
POKESTATES.CON:286: error: symbol `' is not a game variable.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
POKESTATES.CON:286: error: expected a keyword but found `'.
fatal error: too many errors: Aborted
Found 0 warning(s), 64 error(s).
Uninitializing DirectDraw...



This is line 286 as it appears in my con file, including the spaces at the begining:
   dist [TEMP3] [THISACTOR] MYENEMY


If I were to remove the [ and ] from TEMP3 then Eduke32 complains saying that TMP3 is not a game array. (which is what it has always said in past builds)

When something like this was first seen back in November, apparently it was caused by the "spaces" when not using a specific text format, but I can remove all spaces out of that line and the same thing still happens also I am using the recomended format (I think, I'm using Notepad and it says western for the "script) Furthermore it appears that all of my dist and ldist commands are causing this.

MYENEMY and TEMP3 are per actor gamevars. MYENEMY starts with a value of -1, TEMP3 starts with a value of 0.


So um, what do I do?
0

User is offline   The Commander 

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

#1347

When you say you "think" you are using the latest, is it this one?

http://dukeworld.duke4.net/eduke32/synthes...100320-1619.zip - Direct Link

http://dukeworld.duk...ke32/synthesis/ - Always use the one at the bottom for latest.

And that code,
dist [TEMP3] [THISACTOR] MYENEMY

should be, and works if MYENEMY is actually defined as an actor. (just tried it myself)
dist TEMP3 THISACTOR MYENEMY


This post has been edited by The Commander: 10 April 2010 - 01:08 PM

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User is offline   Chip 

#1348

Ah yes!
I now have the propper latst build and with that I can indeed get my dist and ldist commands working without the [ and ]


However, this build appears very unstable (I guess that's why its not on the Eduke32 site)... nonetheless, I'm happy to actually see my mod working again. Oh and I think it ran more smoothely then before? Its hard to tell since 40 seconds of play time was the most I've got out of this build so far.
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User is offline   The Commander 

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

#1349

View PostChip, on Apr 12 2010, 10:53 PM, said:

However, this build appears very unstable (I guess that's why its not on the Eduke32 site)... nonetheless, I'm happy to actually see my mod working again. Oh and I think it ran more smoothely then before? Its hard to tell since 40 seconds of play time was the most I've got out of this build so far.

How so?
I think it runs better than the one on the main site.
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User is offline   Roma Loom 

  • Loomsday Device

#1350

Actually it's pretty unstable for me too, the most strange crash for instance is leaving mapster idle for a minute and then - kaboom :P
0

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