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

User is offline   supergoofy 

#1400

I new that time would come :D

:P

This post has been edited by supergoofy: 03 May 2010 - 01:58 AM

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User is offline   TerminX 

  • el fundador

  #1401

I wish there was an installer that would pull down all the MinGW gcc 4.5.0 stuff (and related updated packages). I see it's been released a few weeks ago but I'm fucking lazy.
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User is offline   TerminX 

  • el fundador

  #1402

Btw, expect issues to occur with the latest revisions. Please report them.
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User is offline   supergoofy 

#1403

I'm really bored to create a new compiling environment based on gcc 4.5.0. :D

But I guess I'll have to do it sometime. :P

This post has been edited by supergoofy: 03 May 2010 - 02:22 AM

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User is offline   Stabs 

#1404

View PostTX, on May 3 2010, 03:12 AM, said:

Btw, expect issues to occur with the latest revisions. Please report them.



mapster 2d zoom is broken, and going into 3d wont work
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User is offline   The Commander 

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

#1405

View PostTX, on May 3 2010, 10:12 PM, said:

Btw, expect issues to occur with the latest revisions. Please report them.

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. :D
Make more synthesis builds. :P
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User is offline   supergoofy 

#1406

Don't worry I already created 2 compiling environments based on:
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

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User is offline   The Commander 

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

#1407

4.4.1-tdm-2 is what it appears I am using.
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User is offline   supergoofy 

#1408

Oops. I edited my posted without refreshing the page and thus I missed your message.

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

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User is offline   The Commander 

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

#1409

Yeah, I had some troubles at first with trying to get it to compile, but it may have been due to crap left over from a "copy & paste" after getting my new PC.

I still get a few warnings and shit. Are they normal?

http://pastebin.com/PsLBGXy8
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User is offline   supergoofy 

#1410

Yep, the warnings are normal


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 :P

This post has been edited by supergoofy: 03 May 2010 - 10:17 AM

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User is offline   The Commander 

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

#1411

 TX, on May 3 2010, 10:12 PM, said:

Btw, expect issues to occur with the latest revisions. Please report them.

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. :P
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User is offline   supergoofy 

#1412

Ok with a little tip that TX told me I was able to compile it with gcc 4.5.0

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

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User is offline   Danukem 

  • Duke Plus Developer

#1413

 The Commander, on May 3 2010, 09:42 AM, 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. :P


I'm sure it's no coincidence that KICKHIT is sound 0.
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User is offline   The Commander 

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

#1414

http://www.youtube.c...3uwuFtrQ&fmt=18

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

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User is offline   supergoofy 

#1415

Compare the two binaries:

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
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User is offline   The Commander 

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

#1416

 supergoofy, on May 4 2010, 07:07 AM, said:

Compare the two binaries:

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)
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User is offline   Hendricks266 

  • Weaponized Autism

  #1417

Try my builds. I'm still using gcc 4.3.3.
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User is offline   The Commander 

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

#1418

 Hendricks266, on May 4 2010, 11:39 AM, said:

Try my builds. I'm still using gcc 4.3.3.

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.
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User is offline   Stabs 

#1419

cheers for putting that pack together supergoofy

1629 mapster still appears to have a fudged up zoom feature, i think it needs an input throttle or something :P

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

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User is offline   supergoofy 

#1420

eduke32_r1631_gcc-4.4.1-tdm-2.zip (compiled with gcc-4.4.1-tdm-2)
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
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User is offline   Spiker 

#1421

I will list my issues with this snapshot. Some of them may be known already.

- 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 :P
- 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 :D ) (the only problem is this mouse bug)
- 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.
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User is offline   TerminX 

  • el fundador

  #1422

Yeah, still trying to work the mouse issue out. It's strange how I can rewrite all the input code and shuffle the main loop around and end up making the game smoother when lagging in general but still fail to fix the mouse.

Oh well, at least things will be super smooth when I eventually figure it out. :P
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User is offline   The Commander 

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

#1423

Most major things seems to be working fine now. (projectiles work :P)
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

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User is offline   supergoofy 

#1424

I decided to compile the last "stable" svn build before the big change:

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 ?
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User is offline   OpenMaw 

  • Judge Mental

#1425

I hate to be a broken record prick, but is there any chance we can get some optimisations on the lights? Even the non-shadowy ones suck my framerate down to the 20's for no reason. I have like five em on screen in a pretty basic enviroment and its getting pulled down. Hate to see what the shadow casters would do... YURGH. :P
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User is offline   DuduKrazy 

#1426

 Commando Nukem, on May 5 2010, 08:58 PM, said:

I hate to be a broken record prick, but is there any chance we can get some optimisations on the lights? Even the non-shadowy ones suck my framerate down to the 20's for no reason. I have like five em on screen in a pretty basic enviroment and its getting pulled down. Hate to see what the shadow casters would do... YURGH. :P


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

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User is offline   Night Wolf 

#1427

I don't really have that much of a problem with frame-rate when it come to lights .. apart from E1L1

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
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User is offline   Stabs 

#1428

mapster zoom still broken, it could just be too fast for my pc now because it zooms from min to max really quick, not smoothly like it used to.

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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User is offline   TerminX 

  • el fundador

  #1429

Helixhorned probably needs to throw something in there to wipe the key states after a playtest. I think the zoom is choppy because the stuff in there to help limit CPU usage when idling in 2D mode isn't final or anything yet.
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