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

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.
0

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

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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

0

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.
0

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

#1351

I'd like to request a feature.
This might be a requested feature/exist already for all I know, but I am thinking maybe there could be something (Sector tag / effector) that allows you to define the renderers for a map. Maybe use the EXTRA or something so adding numbers together allows it to run in the selected renderers and if an incompatible one is used EDuke32 displays a warning message when you start the map. Of course you would need the code to be ignored if EDUke detected that such a thing was not present in a map.

I don't know how useful this is at present, but I sure think it could be needed in future, or mappers will get fed up with "This doesn't work" because of people running in a renderer that the map was not designed for.
0

User is offline   The Commander 

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

#1352

Isn't that what a "readme.txt" is for?
0

User is offline   TerminX 

  • el fundador

  #1353

Stuff like that will be trivial to implement when I get around to creating a new map format.
0

#1354

New map format, huh? Mind sharing what it would entail and what would be possible with it?
0

User is offline   Master Fibbles 

  • I have the power!

#1355

When are you going to get on that sandwich making feature?

Is there ever going to be a real official release any time soon? I always forget to download snapshots and test them out so I know I am not anywhere near the current build (of EDuke32 and of the HRP stuff)
0

User is offline   OpenMaw 

  • Judge Mental

#1356

Personally I think things should be fixed before more features are added. Multiplayer and Polymer are like, not finished, and stuff.
0

User is online   NNC 

#1357

I downloaded the latest EDuke32 at my workplace computer (since my laptop at home doesn't allow OpenGL), and polymer doesn't seem to run. I checked the log file, and got this:

OpenGL Information:
 Version:  1.3.0 - Build 4.14.10.4396
 Vendor:   Intel
 Renderer: Intel 865G
Initializing Polymer subsystem...
PR : Your video card driver/combo doesn't support the necessary features!
PR : Disabling Polymer...


In short, what should I do? Intel graphics are not supported or what?

This post has been edited by Nancsi: 14 April 2010 - 11:32 PM

0

User is offline   Spiker 

#1358

When I buy a computer a decent GPU is one of the most important things for me. When I was buying my laptop 2,5 years ago about 90% of them were equipped with this Intel shit and I was avoiding them like fire.
0

User is offline   SwissCm 

#1359

 Nancsi, on Apr 15 2010, 05:23 PM, said:

In short, what should I do? Intel graphics are not supported or what?

Except for some of the newer chipsets, yeah. Play with Polymost instead.

What GPU is in your home laptop?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1360

Is it possible to increase a gamevar beyond the current limit of 2147483647? Several actions with rotatesprite16 are impossible with that limit.
0

User is offline   Danukem 

  • Duke Plus Developer

#1361

View PostFox, on Apr 15 2010, 06:20 AM, said:

Is it possible to increase a gamevar beyond the current limit of 2147483647? Several actions with rotatesprite16 are impossible with that limit.


I'm guessing that TerminX would be reluctant to do that without a good reason, since it would increase the amount of memory used. I'm curious: what are you trying to do that requires more bits?
0

User is offline   Mblackwell 

  • Evil Overlord

#1362

erm.... huh?

20971520 is the limit for x in rotatesprite16. A gamevar goes to 2147483647.

There's a discrepancy there of 2126512127...

This post has been edited by Mblackwell: 15 April 2010 - 05:51 PM

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User is online   NNC 

#1363

View PostSwissCm, on Apr 15 2010, 02:05 PM, said:

Except for some of the newer chipsets, yeah. Play with Polymost instead.

What GPU is in your home laptop?


I hate polymost. It's buggy.

At home I have ATI Radeon X200m graphics.
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User is offline   Gambini 

#1364

View PostNancsi, on Apr 16 2010, 04:01 AM, said:

I hate polymost. It's buggy.

At home I have ATI Radeon X200m graphics.


If you hate Polymost you wont like Polymer.

Despite dynamic lights, Polymer looks the same than polymost with a few more bugs.
0

User is offline   The Commander 

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

#1365

Maybe he wants "classic" (no HRP or maphacks) mode with some lights here and there. (hard coded ones)
Which Polymer is great for and runs better than Polymost would, but then your still likely to disagree with me on that.
0

User is offline   Danukem 

  • Duke Plus Developer

#1366

Maybe it's moot because he can't run Polymer anyway.

@Nansci: Try using the -forcegl command line (either on a shortcut or a .bat) when you start EDuke32.
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User is offline   DuduKrazy 

#1367

is there a way to disable polymer lights for specific actors like explosions, fires or those green goo barrel thingies?

This post has been edited by DuduKrazy: 16 April 2010 - 07:01 PM

0

User is offline   TerminX 

  • el fundador

  #1368

Rewrote the mouse and keyboard input recently, replacing the old DirectInput based crap altogether (except for joysticks). This should fix the mouse input problems that pop up when the fps is too low. Since the raw input API is only available on XP or newer, Windows 2000 support has been dropped and there is now no way to ever run EDuke32 on anything earlier than XP other than digging old source revisions out of svn.

The old config file format (eduke32.cfg) has been deprecated now as well. All it will contain when I am done are things used by the startup window; everything else will be configured through settings.cfg (previously called eduke32_binds.cfg).

I think I'm also going to switch to MSVC for official (non-synthesis) builds. I'm a bit sick of the fact that gcc hasn't been able to correctly compile EDuke32 since before version 4.4.0, on Windows OR Linux. Besides, VS2010 is pretty spiffy.
0

User is offline   Night Wolf 

#1369

why is this happening?
same thing with E1L1 and probably others


0

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