EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#1370 Posted 21 April 2010 - 10:49 AM
DeeperThought, on Apr 15 2010, 12:05 PM, said:
<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...
#1371 Posted 21 April 2010 - 02:39 PM
TX, on Apr 21 2010, 03:44 AM, said:
Is there any feature/compatibility/other advantage that would give over gcc 4.3.3?
#1372 Posted 21 April 2010 - 03:59 PM
ozz, on Apr 22 2010, 01:36 AM, said:
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
#1373 Posted 21 April 2010 - 07:55 PM
Hendricks266, on Apr 21 2010, 02:39 PM, said:
I just wonder if it would mean dropping non-windows (Linux, etc.) support.
#1374 Posted 21 April 2010 - 09:13 PM
Tetsuo, on Apr 21 2010, 10:55 PM, said:
No.
#1375 Posted 21 April 2010 - 10:07 PM
The Commander, on Apr 22 2010, 09:59 AM, said:
(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?
#1376 Posted 22 April 2010 - 03:21 PM
ozz, on Apr 22 2010, 06:07 PM, said:
anyway is there anyway to fix this in future eduke releases?
Plagman is the only one that can answer that.
#1377 Posted 22 April 2010 - 06:55 PM
The Commander, on Apr 21 2010, 08:59 PM, said:
(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.
#1378 Posted 22 April 2010 - 09:41 PM
Fox, on Apr 23 2010, 02:55 PM, said:
Yeah, thats another way of explaining it.
#1379 Posted 25 April 2010 - 03:54 PM
TX, on Apr 21 2010, 03:44 AM, said:
The free VS2010 Express Edition I hope.
#1380 Posted 25 April 2010 - 04:15 PM
#1381 Posted 26 April 2010 - 03:00 AM
r1624: %esi gets modified by swapchar2 but isn't listed as an output operand for the GCC extended assembly version. This causes the compiler to fail to restore it after swapchar2 executes, causing crashes if used in a loop. This change fixes the security camera crash when using GCC 4.4.x or 4.5.0.
#1382 Posted 26 April 2010 - 12:20 PM
#1383 Posted 26 April 2010 - 12:49 PM
#1384 Posted 26 April 2010 - 12:50 PM
#1385 Posted 26 April 2010 - 01:49 PM
Ok a long time ago for the polymer trailer we seen the Pig Recon Patrol Vehicle casting spotlight lighting, i was thinking if this feature can still be done in polymer. If so how?
#1386 Posted 26 April 2010 - 02:12 PM
supergoofy, on Apr 26 2010, 10:49 PM, said:
No. Please note that there are new versions (libogg-1.2.0, libvorbis-1.3.1). Seems to me that there are less crashes for me since I use them. (Although there haven't been many before that anyway.)
Plagman, on Apr 26 2010, 10:50 PM, said:
There were some strange assembler related error messages IIRC. But I have deleted that stuff some weeks ago after deciding to wait for the TDM version. Maybe I will give it another try in the not so far future now that i know that others have succeded in using it.
#1387 Posted 28 April 2010 - 01:34 AM
its quite odd ... it only ever happens on the 3rd or 4th time you load a level , say you die 2-3 times and load the same level on any episode on any level..
its causes the frame rate to drop below 5 fps and becomes incredibly unstable
#1388 Posted 28 April 2010 - 01:44 AM
#1389 Posted 28 April 2010 - 06:05 AM
#1390 Posted 28 April 2010 - 09:43 AM
#1391 Posted 28 April 2010 - 12:40 PM
#1392 Posted 28 April 2010 - 04:02 PM
In my case, it turned out that it was a side-affect of running the game with some specific high-poly models at too-high a resolution and with too much AA applied. Not sure why it caused everything to stuff up, but just reducing the amount of AA I had applied, or dropping the resolution a bit would always take care of it.
Though to be honest I've never seen anything of mine just start showing normal maps. But the low performance + buggered textures would indicate that it's possibly a similar problem. I haven't yet pushed the resolution / AA high enough again to try and replicate this, but I have since also changed videocards (this happened on my 2900xt, which I changed to a 3870 and now a 3870x2).
#1393 Posted 28 April 2010 - 11:53 PM
#1394 Posted 29 April 2010 - 12:18 AM
turning off "Pre load map textures" fixed the problem... how odd

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