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

User is offline   The Commander 

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

#1411

View PostTX, 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

View PostThe 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

View Postsupergoofy, 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 online   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

View PostHendricks266, 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

View PostCommando 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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User is offline   Stabs 

#1430

cheers :P

other than that i think it is running alot more smoothly, i like how it fades now
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User is offline   Spiker 

#1431

2 more issues:

- I've changed the keyboard configuration and after I quit the game and run it again still works but it displays the default settings and crashes when I want to change it.

- Once I had a problem with switching weapons, it didn't allow me to cycle through weapons. However I can't reproduce it now.
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User is offline   TerminX 

  • el fundador

  #1432

Oh, yeah, that reminds me, I still need to finish that fade implementation for GL mode. It's working on the title screens right now but that's about it. :P

A lot of config file related stuff is probably broken at the moment because I'm in the middle of deprecating the majority of eduke32.cfg.
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User is offline   supergoofy 

#1433

For me eduke32 r1631 is lagging a lot. First the Duke3D logo animation at start and the animation of episode 4 are not smooth at all. In game there are many glitches plus mouse and keyboard control is no good.

Build tools (kextract, kgroup etc.) cannot be compiled in r1631.

But not even in r1624 the build tools cannot be compiled.
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User is offline   Stabs 

#1434

tried 1632, below 10 frames the mouse still works although the game goes into slow-mo and when the frames pick back up again the game plays really fast for a little bit and then goes back to normal speed
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User is offline   TerminX 

  • el fundador

  #1435

Ha, I haven't seen that one yet.
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User is offline   king karl 

#1436

can sum1 explain to me how to get HRP in mapster 3d mdoe? it says its loading but everything is still in 8 bit
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User is online   Hendricks266 

  • Weaponized Autism

  #1437

pull down the console and type:

vidmode 800 600 32 0

Replace 800 and 600 with the windowed resolution you want. If you want fullscreen, replace the 0 with 1.

If you want the Polymer renderer as well, type:

setrendermode 4
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User is offline   king karl 

#1438

ok it worked but now when i try to switch from 3d mode to 2d mode i get an error and it closes mapster

This post has been edited by king karl: 07 May 2010 - 06:54 PM

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User is offline   The Commander 

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

#1439

Mapster has always failed in fullscreen mode in 3D mode...
Unless it's been fixed recently.
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User is offline   Spiker 

#1440

View PostDanM, on May 8 2010, 12:04 AM, said:

tried 1632, below 10 frames the mouse still works although the game goes into slow-mo and when the frames pick back up again the game plays really fast for a little bit and then goes back to normal speed


This slowdown happens for me too but only when I skip prechaching at the beginning.

Another bug I've noticed is that after tabbing out multiple times controls got corrupted. Mouse istead of turn left or right was strafing and when I wanted to quit hiting "quit the game" it only switched between fullscreen and window mode. Only after exiting the game it got fixed.

Edit: And yeah it would be nice to bring back the mouse functionality when tabbing out of the game becasue now something drags the cursor away and you can't use it. I wanted to run task manager to see processor usage because my vents work much more silent now as if there was less CPU ussage. Yeah I use it so often that I've made an icon for it. But I don't want to use any sidebar gadgets :P

This post has been edited by Spiker: 08 May 2010 - 01:34 AM

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