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

#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 offline   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.
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User is offline   SwissCm 

#1359

View PostNancsi, 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?
0

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 online   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 offline   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 online   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.
0

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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1370

View PostDeeperThought, on Apr 15 2010, 12:05 PM, 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?
For example, if I try to make a three rule (cross multiplication) for the status bar scale, it will go like this:

<x coordinate> x 65536 x <current scale> / 100

And if <current scale> is 100, them the maximum for x coordinate is 327, which unfortunatelly I have already bypassed.

Another thing I trying to do is an GTA like map with an big image used as the map that would move in the screen. Since I would use player posx and posy, it turns something very limited.

So far the way I go through it is multipling not by 65536, but (for example) 256 in the multiplication process, and before using rotatesprite16 command I multiply by 256... it works, but I think it kills the purpose of rotatesprite16...
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1371

View PostTX, on Apr 21 2010, 03:44 AM, said:

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.


Is there any feature/compatibility/other advantage that would give over gcc 4.3.3?
0

User is offline   The Commander 

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

#1372

View Postozz, on Apr 22 2010, 01:36 AM, said:

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

It's the way Polymer renders walls...
(At a guess) Because the wall is in an invalid space Polymer won't draw because it thinks the player will never see the wall.

This post has been edited by The Commander: 21 April 2010 - 03:59 PM

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User is offline   Tetsuo 

#1373

View PostHendricks266, on Apr 21 2010, 02:39 PM, said:

Is there any feature/compatibility/other advantage that would give over gcc 4.3.3?

I just wonder if it would mean dropping non-windows (Linux, etc.) support.
0

User is offline   Mblackwell 

  • Evil Overlord

#1374

View PostTetsuo, on Apr 21 2010, 10:55 PM, said:

I just wonder if it would mean dropping non-windows (Linux, etc.) support.


No.
0

User is offline   Night Wolf 

#1375

View PostThe Commander, on Apr 22 2010, 09:59 AM, said:

It's the way Polymer renders walls...
(At a guess) Because the wall is in an invalid space Polymer won't draw because it thinks the player will never see the wall.


Interesting , i've only noticed this in newer versions of polymer, may have always been like that, not positive though ...
anyway is there anyway to fix this in future eduke releases?
0

User is offline   The Commander 

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

#1376

View Postozz, on Apr 22 2010, 06:07 PM, said:

Interesting , i've only noticed this in newer versions of polymer, may have always been like that, not positive though ...
anyway is there anyway to fix this in future eduke releases?

Plagman is the only one that can answer that. :P
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1377

View PostThe Commander, on Apr 21 2010, 08:59 PM, said:

It's the way Polymer renders walls...
(At a guess) Because the wall is in an invalid space Polymer won't draw because it thinks the player will never see the wall.
More specifically, it will determine which sector can be seen based on floor and ceiling z coordinates. If you look at it in Build, you can see that if it wasn't an paralaxed sky, you would never see that sector. But that's the issue, it's a paralaxed sky. :P
0

User is offline   The Commander 

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

#1378

View PostFox, on Apr 23 2010, 02:55 PM, said:

More specifically, it will determine which sector can be seen based on floor and ceiling z coordinates. If you look at it in Build, you can see that if it wasn't an paralaxed sky, you would never see that sector. But that's the issue, it's a paralaxed sky. :P

Yeah, thats another way of explaining it. :D
0

User is offline   Skulldog 

#1379

View PostTX, on Apr 21 2010, 03:44 AM, said:

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.


The free VS2010 Express Edition I hope.
0

User is offline   TerminX 

  • el fundador

  #1380

EDuke32 should continue to build with the free versions of VS.
0

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