EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1340 Posted 05 April 2010 - 12:14 PM
#1342 Posted 06 April 2010 - 06:01 AM
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!
#1343 Posted 06 April 2010 - 07:58 AM
Gambini, on Mar 30 2010, 03:43 AM, said:
Just thought I would give another example from a WIP map.
Shot 1: Polymost, 21 FPS

Shot 2: Polymer, 63 FPS

It may have a lot to do with the fact that there is a draw distance in Polymer it seems and other various things.
#1344 Posted 06 April 2010 - 09:17 AM
Quote
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
#1345 Posted 06 April 2010 - 09:35 AM
Gambini, on Apr 7 2010, 05:17 AM, said:
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
#1346 Posted 10 April 2010 - 12:58 PM
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?
#1347 Posted 10 April 2010 - 01:01 PM
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
#1348 Posted 12 April 2010 - 02:53 AM
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.
#1349 Posted 12 April 2010 - 05:38 AM
Chip, on Apr 12 2010, 10:53 PM, said:
How so?
I think it runs better than the one on the main site.
#1350 Posted 12 April 2010 - 05:50 AM
#1351 Posted 12 April 2010 - 05:54 AM
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.
#1353 Posted 13 April 2010 - 04:21 PM
#1354 Posted 14 April 2010 - 05:22 AM
#1355 Posted 14 April 2010 - 05:58 AM
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)
#1356 Posted 14 April 2010 - 07:27 PM
#1357 Posted 14 April 2010 - 11:23 PM
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
#1358 Posted 15 April 2010 - 12:27 AM
#1359 Posted 15 April 2010 - 04:05 AM
Nancsi, on Apr 15 2010, 05:23 PM, said:
Except for some of the newer chipsets, yeah. Play with Polymost instead.
What GPU is in your home laptop?
#1360 Posted 15 April 2010 - 05:20 AM
#1361 Posted 15 April 2010 - 07:05 AM
Fox, on Apr 15 2010, 06:20 AM, said:
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?
#1362 Posted 15 April 2010 - 05:51 PM
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
#1363 Posted 15 April 2010 - 11:01 PM
SwissCm, on Apr 15 2010, 02:05 PM, said:
What GPU is in your home laptop?
I hate polymost. It's buggy.
At home I have ATI Radeon X200m graphics.
#1364 Posted 16 April 2010 - 03:31 PM
Nancsi, on Apr 16 2010, 04:01 AM, said:
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.
#1365 Posted 16 April 2010 - 04:11 PM
Which Polymer is great for and runs better than Polymost would, but then your still likely to disagree with me on that.
#1366 Posted 16 April 2010 - 04:21 PM
@Nansci: Try using the -forcegl command line (either on a shortcut or a .bat) when you start EDuke32.
#1367 Posted 16 April 2010 - 07:00 PM
This post has been edited by DuduKrazy: 16 April 2010 - 07:01 PM
#1368 Posted 21 April 2010 - 12:44 AM
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.
#1369 Posted 21 April 2010 - 05:36 AM
same thing with E1L1 and probably others

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