EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1400 Posted 03 May 2010 - 01:57 AM
This post has been edited by supergoofy: 03 May 2010 - 01:58 AM
#1401 Posted 03 May 2010 - 02:09 AM
#1402 Posted 03 May 2010 - 02:12 AM
#1403 Posted 03 May 2010 - 02:22 AM
But I guess I'll have to do it sometime.
This post has been edited by supergoofy: 03 May 2010 - 02:22 AM
#1404 Posted 03 May 2010 - 04:49 AM
TX, on May 3 2010, 03:12 AM, said:
mapster 2d zoom is broken, and going into 3d wont work
#1405 Posted 03 May 2010 - 07:26 AM
TX, on May 3 2010, 10:12 PM, said:
I can't even compile the newer versions any more, and I can't be assed to try and find all the tools etc I need to download for MSYS/MinGW to make it work.
Make more synthesis builds.
#1406 Posted 03 May 2010 - 07:37 AM
gcc-4.4.1-tdm-2
and
gcc-4.5.0-1
I'll have to test them first before I upload anything.
[Edit]
My first compiling environment based on gcc-4.4.1-tdm-2 compiles ok eduke32 r1629
The second compiling environment based on gcc-4.5.0-1 gives error. It needs Link Time Optimization (LTO):
http://gcc.gnu.org/w...imeOptimization
I'm not going to bother doing all the stuff described in the page, just to enable LTO.
This post has been edited by supergoofy: 03 May 2010 - 07:59 AM
#1408 Posted 03 May 2010 - 08:02 AM
As I said my first compiling environment based on gcc-4.4.1-tdm-2 compiles ok eduke32 r1629
But the second based on gcc-4.5.0-1 needs to enable LTO. And I was bothered enough gathering all the needed stuff, I'm not going to bother anymore with gcc-4.5.0-1. If anyone wants just read the wiki: http://gcc.gnu.org/w...imeOptimization
Here is the compiled binary with my new gcc-4.4.1-tdm-2 compiling environment:
eduke32_win32_20100503-1629.zip
http://www.mediafire...php?mtdezygmi2z
And I forgot to report that the build tools (kgroup, kextract etc. etc.) cannot be compiled.
This post has been edited by supergoofy: 03 May 2010 - 08:12 AM
#1409 Posted 03 May 2010 - 08:15 AM
I still get a few warnings and shit. Are they normal?
http://pastebin.com/PsLBGXy8
#1410 Posted 03 May 2010 - 08:25 AM
Anyway here is my compiling environment:
MinGW_gcc-4.4.1-tdm-2.rar
http://www.mediafire...php?zm2mbzdqwkm
MSYS-1.0.11.exe
http://www.mediafire...php?qydxuzkytii
msysCORE-1.0.14-1-update.rar
http://www.mediafire...php?l3m2xqj522y
I will work later to fix gcc-4.5.0-1
[edit]
With gcc-4.5.0-1 I get this error message:
cc1.exe: error: LTO support has not been enabled for this configuration
From what I I understand, I have to install libelf v0.8.12 and then download from the svn the LTO and then recompile?
If that's the case, I will not bother with it anymore.
[edit2]
or do I have to download gcc source and compile it with LTO enabled ?
[edit3]
check my next post. TX told me a little tip. Actually I forgot about looking in Makefile
This post has been edited by supergoofy: 03 May 2010 - 10:17 AM
#1411 Posted 03 May 2010 - 08:42 AM
TX, on May 3 2010, 10:12 PM, said:
Custom projectiles act very weird.
RPG type seems to play the KICKHIT sound apon impact. (Duke Plus)
In my mod the KICKHIT seems to play instantly when fired and the projectiles like to float upwards and explode in the sky.
#1412 Posted 03 May 2010 - 10:02 AM
Just find and remove the "-ftlo" parameter in Makefile and build/Makefile of EDuke32's source.
In other words edit both "Makefile" files (including the one inside "build" folder), then search and
change the line:
debug += -flto
to the line:
# debug += -flto
[edit]
Compiling environment for EDuke32:
MinGW_gcc-4.4.1-tdm-2.rar
http://www.mediafire...php?zm2mbzdqwkm
MinGW_gcc-4.5.0-1.rar
http://www.mediafire...php?4wjlhmjmh34
MSYS-1.0.11.exe
http://www.mediafire...php?qydxuzkytii
msysCORE-1.0.14-1-update.rar
http://www.mediafire...php?l3m2xqj522y
Note: If you use gcc-4.5.0-1 then you should follow the above tip. Notice that gcc-4.4.1-tdm-2 doesn't need this tip, it compiles fine without any change in Makefile.
This post has been edited by supergoofy: 04 May 2010 - 01:04 AM
#1413 Posted 03 May 2010 - 11:00 AM
The Commander, on May 3 2010, 09:42 AM, said:
RPG type seems to play the KICKHIT sound apon impact. (Duke Plus)
In my mod the KICKHIT seems to play instantly when fired and the projectiles like to float upwards and explode in the sky.
I'm sure it's no coincidence that KICKHIT is sound 0.
#1414 Posted 03 May 2010 - 11:04 AM
A video with a list of weird shit that started happening with the latest bunch of code changes.
I have no idea at all what would cause the bug at 2.05 but it's very lol.
This post has been edited by The Commander: 03 May 2010 - 11:06 AM
#1415 Posted 03 May 2010 - 11:07 AM
eduke32_win32_20100503-1629.zip (compiled with gcc-4.4.1-tdm-2)
http://www.mediafire...php?mtdezygmi2z
eduke32_r1629_gcc-4.5.0-1.zip (compiled with gcc-4.5.0-1)
http://www.mediafire...php?knhmedwxjrm
#1416 Posted 03 May 2010 - 11:29 AM
supergoofy, on May 4 2010, 07:07 AM, said:
eduke32_win32_20100503-1629.zip (compiled with gcc-4.4.1-tdm-2)
http://www.mediafire...php?mtdezygmi2z
eduke32_r1629_gcc-4.5.0-1.zip (compiled with gcc-4.5.0-1)
http://www.mediafire...php?knhmedwxjrm
Same result for me,
Though I think I know why I start going skywards when I purchase a Tanya, the APLAYER some how gets his stat changed to floor aligned and as we know floor aligned actors tend to float skywards... (though I am sure there is nothing in my code to make this happen but I will look over it)
#1418 Posted 03 May 2010 - 08:28 PM
Hendricks266, on May 4 2010, 11:39 AM, said:
It's a source code thing, TX made a bunch of changes to projectiles etc when I looked through the revisions to see what had been done.
#1419 Posted 03 May 2010 - 11:38 PM
1629 mapster still appears to have a fudged up zoom feature, i think it needs an input throttle or something
Keys get stuck in-game particularly walking into RoR sectors
comming back into the game after play testing in mapster will result in right click functioning as f8
This post has been edited by DanM: 04 May 2010 - 05:16 AM
#1420 Posted 05 May 2010 - 03:10 AM
http://www.mediafire...php?edjnnzyoowm
eduke32_r1631_gcc-4.5.0-1.zip (compiled with gcc-4.5.0-1)
http://www.mediafire...php?mmmqldbmtnn
#1421 Posted 05 May 2010 - 03:57 AM
- Mouse is still unresponisve in low fps situations but now it doesn't happen only below 10 fps but most of the time when fps is low
- There is some screen blinking now when title screens change, however it's not that serious
- It's funny that now I get a "smooth lag" meaning that it doesn't hang anymore for 2 or 3 seconds as it was before in low fps situations but even if the
fps is low the game is still playable (even at 4 fps
- Suddenly enter key stopped working when confirming (y/n). I know it says that I should use y but it did work before.
- Some setting are not saved after I quit the game.
#1422 Posted 05 May 2010 - 06:35 AM
Oh well, at least things will be super smooth when I eventually figure it out.
#1423 Posted 05 May 2010 - 07:26 AM
Just the smaller things I still notice which Spiker spoke of.
Texture Quality not being saved on exit and the enter key not being able to be used on menus like HELP and CREDITS.
This post has been edited by The Commander: 05 May 2010 - 07:26 AM
#1424 Posted 05 May 2010 - 02:57 PM
eduke32_r1624_gcc-4.4.1-tdm-2.zip
http://www.mediafire...php?cudndgz0jnz
eduke32_r1624_gcc-4.5.0-1.zip
http://www.mediafire...php?elnrjftuwnm
You can get the gcc-4.3.3 compiled binary by Hendricks266
http://hendricks266....duke32_r1624.7z
Thus you can test if the camera fix is working with gcc 4.4.x and 4.5.x and if there are any other issues with these compilers. Are there any performance differences between gcc 4.3.3, 4.4.1 and 4.5.0 ?
#1425 Posted 05 May 2010 - 03:58 PM
#1426 Posted 05 May 2010 - 04:30 PM
Commando Nukem, on May 5 2010, 08:58 PM, said:
i'd like to see such thing, too. my frame rate goes down everytime there's lots of lights on screen at once. the worst example is the boss room in E2L9. (thankfully, i managed to disable the lights for the green barrels (at least for the original game, w/o mods), thanks to DeeperThought) oh, and E1L1, too.
This post has been edited by DuduKrazy: 05 May 2010 - 04:30 PM
#1427 Posted 06 May 2010 - 01:40 AM
In regards to those green barrel lights ... I think that there's way too much glow coming from them... there just too bright .. it just makes the whole area green which looks stupid
If you look at E3L1 the lights come though the walls of separate rooms
#1428 Posted 06 May 2010 - 03:02 AM
coming back into mapster results in right click functioning as f8 still, once i came back in and tried to delete a sprite and it took out the whole sector, i think ctrl still thinks its being pressed from when i press ctrl + p to playtest
also alt + tabbing out of mapster in windowed (dunno about fullscreen, dont use it) wont give me control of the mouse on the desktop, i can move it away for a split second and then it just gets forced back to the middle of the screen
This post has been edited by DanM: 06 May 2010 - 03:06 AM

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