EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#1429 Posted 06 May 2010 - 03:04 AM
#1430 Posted 06 May 2010 - 03:18 AM
other than that i think it is running alot more smoothly, i like how it fades now
#1431 Posted 06 May 2010 - 03:28 AM
- 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.
#1432 Posted 06 May 2010 - 03:30 AM
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.
#1433 Posted 06 May 2010 - 07:12 AM
Build tools (kextract, kgroup etc.) cannot be compiled in r1631.
But not even in r1624 the build tools cannot be compiled.
#1434 Posted 07 May 2010 - 03:04 PM
#1436 Posted 07 May 2010 - 05:10 PM
#1437 Posted 07 May 2010 - 06:29 PM
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
#1438 Posted 07 May 2010 - 06:35 PM
This post has been edited by king karl: 07 May 2010 - 06:54 PM
#1439 Posted 07 May 2010 - 07:29 PM
Unless it's been fixed recently.
#1440 Posted 08 May 2010 - 01:27 AM
DanM, on May 8 2010, 12:04 AM, said:
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
This post has been edited by Spiker: 08 May 2010 - 01:34 AM
#1441 Posted 08 May 2010 - 01:52 AM
I've checked CPU ussage and often it's below 70% but at times when it's 100% pressing keys "locks" them as if they were pressed all the time. I didn't get that when ussage was bellow 100%.
#1442 Posted 08 May 2010 - 01:55 AM
#1443 Posted 08 May 2010 - 02:00 AM
TX, on May 8 2010, 11:55 AM, said:
Yeah, this must be it. So please fix this key-locking too hehe
#1444 Posted 08 May 2010 - 04:50 AM
#1445 Posted 08 May 2010 - 05:05 AM
It will be my benchmarking tool now.
#1446 Posted 08 May 2010 - 07:34 AM
#1447 Posted 08 May 2010 - 08:38 AM
kkkkkkkkk
i have a question:
in the future, polymer maybe have physics?
i hope so!
#1448 Posted 08 May 2010 - 08:45 AM
2 gig ram
GeForce 9800 GT
Windows 7 64-bit:
The newest eDuke32 with the polymer renderer on: the loading bar half-way through loading a level starts changing sprites, I've seen letters and numbers and a door pass the review. Then, once the level is loaded, eDuke32 exits to desktop.
Turn Polymer off, and the status bar sprite problem doesn't occur. However, the game starts, but there are randomly some places where the game is essentially stuck for a second or two then continues onward. It also remained stuck longer like 15 seconds at the start of E1L2, then after playing a little onward, in the book store, the game suddenly exited to the desktop.
The version of eDuke32 delivered with the HRP v4.0 has no sudden dragging and stalling problems, and I've yet to see it crash.
This post has been edited by 3D Master: 08 May 2010 - 08:46 AM
#1449 Posted 08 May 2010 - 08:48 AM
Dk2, on May 9 2010, 04:38 AM, said:
kkkkkkkkk
i have a question:
in the future, polymer maybe have physics?
i hope so!
wtf man, english = bad.
everything you said is not Duke Nukem.
#1450 Posted 08 May 2010 - 08:48 AM
Dk2, on May 8 2010, 09:38 AM, said:
kkkkkkkkk
i have a question:
in the future, polymer maybe have physics?
i hope so!
Polymer is a RENDERER. It has nothing to do with decals or physics.
#1451 Posted 08 May 2010 - 12:51 PM
http://www.mediafire...php?jyywzzcndox
eduke32_r1633_gcc-4.5.0-1.rar
http://www.mediafire...php?5mmxnizw1j0
#1453 Posted 08 May 2010 - 01:29 PM
http://dukeworld.duke4.net/eduke32/synthes...100508-1633.zip
or the one compiled by Hendricks266 (again with gcc 4.3.3):
http://hendricks266....duke32_r1633.7z
Please do a compare with my compiled binaries. Which compiler is better (gcc 4.3.3, 4.4.1 or 4.5.0) ?
Logically because the gcc-4.4.1-tdm-2 compiler supports Link Time Optimization (LTO), the eduke32 should be slightly faster.
Official gcc-4.5.0-1 has Link Time Optimization disabled. If you want the LTO enabled you should download the source and compile the gcc compiler with LTO enabled, from what I understood.
As for gcc-4.3.3 I don't know if it supports LTO, because I don't know which version/edition is being used.
There are also many other things that may interfere and that will have an effect (small or bigger) in performance.
This post has been edited by supergoofy: 08 May 2010 - 01:47 PM
#1454 Posted 08 May 2010 - 03:24 PM
just need to fix those keys, i was using mapster last nite, and it had its usual Visual C++ crash switching from 2d to 3d and because the controls were locked to mapster i couldnt do anything to close it asides going to log-off, i could get task manager up but tab wouldnt switch between the tabs.
#1455 Posted 08 May 2010 - 03:24 PM
While it's running E1L1 (Let's Rock) I noticed no slow downs, no problems of any kind (you can see my specs above).
In E1l2 I noticed that a poster in the room with the blue keycard was invisible, until I moved about. It flickered in and out of visibility, kind of like an LCD screen. Only from a certain angle is it entirely visible. The same poster is on the ground in the book store, and the same thing is happening. Now, this poster is not in the HRP, I use my own custom poster that I like better, but I don't see how this could have an effect, especially since it never flickered out of existence in previous eDukes.
I blew myself up accidentally, reloaded the level and found the street to be white, the flying cop car flickering out of existence like the poster, my hud weapon gone, and the non flying enemies invisible, although they still shot me and I could shoot them if I guessed where they were. Then the game crashed and exited to windows.
Will try 4.4.1 next.
#1456 Posted 08 May 2010 - 03:37 PM
Edit: it also happens when using the automap and when standing totally against a wall.
i kinda liked the fade effects. much like the original DOS version. i haven't tried Duke Nukem Eternity yet.
my specs:
CPU - Intel Pentium 4 3.2ghz
VGA - MSI Nvidia GeForce 7300LE
RAM - 2GB
HD#1 - 100GB
HD#2 - 110GB
OS - Windows XP SP3
This post has been edited by DuduKrazy: 08 May 2010 - 04:02 PM
#1457 Posted 08 May 2010 - 04:02 PM
Now I regularly have that it is as if my controls remain stuck: Duke moves and shoots on its own, usually stuck in one direction, while I have to fight him to remain where I want to be.
The poster thing of E1L2 still happened.
Crashed and exited to desktop as it started to load E1L3.
4.5.0 (Come Get Some):
Didn't try with the others, but Vsync On equals unplayable. The controls stuck issue is from the beginning and constant and is far worse. Duke goes in circles, and looks up and down; your own controls no longer work.
Vsync off and worked fine until e1l2. After killing the trooper, the flying pigcop, and the cop behind the corner, Duke suddenly started to strafe left and did not stop, I could still make him move, but only while simultaneously strafing left. Unlike previous times, the issue did not end, so I pushed esc to quit the game. I could not move the nuke coin up and down; had to alt-tab and quit the game from the desktop.
In E1l1 the glow from the cinema sign on the wall is gone; I'm not sure if it was visible in the other two though, I thought I'd seen it in the gane but not sure, I know I've seen it in demo vids on youtube though.
4.3.3 seems to have the least problems.
Just played Duke it out in DC, in 4.3.3 (Let's Rock); Vsync on and it runs mostly smooth. Only when trying to look up and down does it slow down to a crawl for a moment. Put Vsync off again; shortly after I had another controls stuck moment, but it quickly resolved itself and that was the only moment. The only remaining thing, is that sometimes when turning, the game seems frozen for about a hundreth of a second, and then suddenly you've turn and move a lot, often 180 degrees, making it difficult to figure out where you had to go.
Not sure how much this is eDuke, the power of my computer, the wide open - and I suppose large - levels of DC. I suppose this might be improved with optimizations of the renderer and the rest of eDuke.
Oh, in E1l1 is the lightswitch in the room behind the ticket booth supposed to work? I thought in the original Duke it indeed turned on lights, not in either of the three 1633 versions.
This post has been edited by 3D Master: 08 May 2010 - 05:32 PM

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