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

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 offline   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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User is offline   Spiker 

#1441

After more testing I get these slowdowns even with precaching but it seems that without it it's much more often. Usaully it happens when fps change rapidly like jumping from 20 to 60 then game speeds up dramatically.

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%.
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User is offline   TerminX 

  • el fundador

  #1442

You could have just pressed alt again as clearly the game thought it was still held down. :P Anyway, I will change the mouse code to stop centering the cursor in the window when focus is elsewhere, but you could have avoided the problem by switching to the console before changing focus to another program.
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User is offline   Spiker 

#1443

View PostTX, on May 8 2010, 11:55 AM, said:

You could have just pressed alt again as clearly the game thought it was still held down. :P Anyway, I will change the mouse code to stop centering the cursor in the window when focus is elsewhere, but you could have avoided the problem by switching to the console before changing focus to another program.


Yeah, this must be it. So please fix this key-locking too hehe :D
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User is offline   Spiker 

#1444

I've just tried 1632 with Eternity. For me it's extreme boost of performance when compared to the version when it was first released! But probably it can optimized even further! Now if there weren't these slowdowns and sudden speeding-up then it would be abosolutely playable :P
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User is offline   The Commander 

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

#1445

I should try DNE now that I have my system and have over clocked it a tiny bit. (2.66 @266 to 3.0 @333)

It will be my benchmarking tool now. :P
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User is offline   Spiker 

#1446

I've noticed one more strange thing (actually it's like this for a long time now but I forgot to report it). When you enter RENDERER SETUP then it lags even worse than when playing game with multiple lights around. It's fine in any other menu.
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User is offline   RPD Guy 

#1447

to polymer be perfect, we must creat DECALS, decals, like half life, decals of duke nukem are sprites in the wall
kkkkkkkkk
i have a question:
in the future, polymer maybe have physics?
i hope so!
:P
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User is offline   3D Master 

#1448

AMD Dual Core 4600+
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

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User is offline   The Commander 

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

#1449

View PostDk2, on May 9 2010, 04:38 AM, said:

to polymer be perfect, we must creat DECALS, decals, like half life, decals of duke nukem are sprites in the wall
kkkkkkkkk
i have a question:
in the future, polymer maybe have physics?
i hope so!
:P

wtf man, english = bad.
everything you said is not Duke Nukem.
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User is offline   Danukem 

  • Duke Plus Developer

#1450

View PostDk2, on May 8 2010, 09:38 AM, said:

to polymer be perfect, we must creat DECALS, decals, like half life, decals of duke nukem are sprites in the wall
kkkkkkkkk
i have a question:
in the future, polymer maybe have physics?
i hope so!
:P


Polymer is a RENDERER. It has nothing to do with decals or physics.
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User is offline   supergoofy 

#1451

eduke32_r1633_gcc-4.4.1-tdm-2.rar
http://www.mediafire...php?jyywzzcndox

eduke32_r1633_gcc-4.5.0-1.rar
http://www.mediafire...php?5mmxnizw1j0
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User is offline   Spiker 

#1452

Cool :P It works.
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User is offline   supergoofy 

#1453

and the official gcc-4.3.3 compiled binary of r1633:
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

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User is offline   Stabs 

#1454

that mouse is damn fine now :P

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.
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User is offline   3D Master 

#1455

Okay, just tried out gcc 4.3.3. It seems to run just fine, while it's running fine. (I know, I know, I'll clarify it.)

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.
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User is offline   DuduKrazy 

#1456

i downloaded eduke32 rev 1633 from the dukeworld synthesis, and i say, it's much faster now. but this however seem to come at a heavy price. sometimes my mouse goes crazy, and the keyboard becomes totally unresponsive when going from a resource consuming area to where i have more frame rate. it goes as far as 500fps (shown by the fps indicator). the worst ocurrence was in E2L1 (Spaceport), when entering the elevator.

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

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User is offline   3D Master 

#1457

Alright 4.4.1 (Come Get Some):

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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User is offline   RPD Guy 

#1458

what i do to reduce the size of the lights of the shoots, fire, etc..
I tried everything, but I did not find any files that showed something about lights
PS: google translation FAIL
I'm Braziliam, tanks
¬¬
que tal eu falar minha língua e vocês não entenderem nada?
:P
tanks
PS: POLYMER RULES, I LOVE IT!
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User is offline   3D Master 

#1459

Alright, more 4.3.3 hijinks:

Got the "controls stuck" bug again, so I quit to title and loaded my savegame; it says it went to load 2000+ textures instead of only 1000+. Got "controls stuck" bug again, once again did the same thing, and it said it was loading 3083 textures. Although seeing as how the level started after the progress bar reached about a third, it doesn't seem to actually load the textures three times over and simply used what was already there.

Then I ran out of nightvision and went back to the toilet of the adult bookstore, and found the toilet's floor texture replaced by the skybox texture, parallaxed and all. Almost as if reality got warped and the floor was just gone, and you could see out of the level. I quickly left the toiled, saved and quit the game as I assumed as a result of the white street, that the game would soon crash, and I wanted to continue.

EDIT: Restarting the game and loading the level had no effect on the parallaxed floor, it remained.


Also, eDuke, all versions, does not properly save its configuration: both the screen-size and texture-quality (the slider) get reset to their default. I need to go into the options menu every time and and set them to my settings again and again.

This post has been edited by 3D Master: 09 May 2010 - 03:13 AM

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