EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#151 Posted 13 May 2009 - 01:50 PM
EDIT: Actually, it seems to be any sprite that is flattened against a sector's wall or acting as a wall. I can't look at bridge rails or gunshot holes in walls (that's why I seize up when I shoot my gun) or anything like that. Switches seem to be fine, though, and I can see the lights they cast. Still can't look at any enemies.
EDIT 2: Here's a list of things I can't look at. When I look at them the sprites become garbled and the transparency sections turn black so most of these objects become surrounded in black boxes:
force fields
fences
bridge rails
cracks in walls
fire
vent covers
explosive tank canisters
fans
wall posters
Most of these things are things you can't pass through. Maybe that has something to do with it?
This post has been edited by MusicallyInspired: 13 May 2009 - 02:20 PM
#152 Posted 13 May 2009 - 01:52 PM
TX, on May 13 2009, 05:35 PM, said:
Oh yeah I totally get where you're coming from. The lower end of a system it can run on, the more people who can use it.
We should start a "Buy TX a new computer" fund.
#153 Posted 13 May 2009 - 01:53 PM
Do you think we can find another 3D models ? Or the engine is limited in geometry ?
#154 Posted 13 May 2009 - 02:06 PM
msleeper, on May 13 2009, 02:52 PM, said:
We should start a "Buy TX a new computer" fund.
Haha, seriously... you know your computer is old when you buy a 4 year old video card off of eBay and it's an upgrade from what you had before. Yeah, that was my birthday present to myself this year... a couple gigs of DDR-400 and an old AGP 7600GT. Shit, the box I'm typing this post on now is another old one, but this one actually has PC-133 in it... no sense letting old hardware go to waste if it still works, right?
#155 Posted 13 May 2009 - 02:08 PM
#156 Posted 13 May 2009 - 02:11 PM
I know i went through two graphics cards last year and one this year.
#157 Posted 13 May 2009 - 02:12 PM
Alexraptor, on May 13 2009, 06:11 PM, said:
Your parents must be glad you waste so much of their money.
#158 Posted 13 May 2009 - 02:27 PM
msleeper, on May 13 2009, 02:12 PM, said:
Sorry if you aren't rich. Some people are, I guess you'll just have to excuse them.
#159 Posted 13 May 2009 - 02:29 PM
My first "modern" PC (Had a 486 before that) was bought in 99. Had 600Mhz pentium 3 and 64megs of ram (later upgraded to 192) and an ATi Rage 128 (later upgraded to a geforce 256 i got for free from a friend) Used it untill 2003 when i got a P4 2,4GHz with 512MB DDR (later upgraded to 2GB) and an ATI Radeon 9800 Pro, Lasted me untill last year when i got my Core 2 Duo E8400 (OC'd to 3,6GHz) and 4GB DDR2-1066 and a GeForce 9800GX2. Hopefully it will last me another 4-5 years. Heh
On topic, is there any possibility of getting any of the incomplete light hacks and/or normal/bump maps or something for testing purposes?
#160 Posted 13 May 2009 - 02:33 PM
#161 Posted 13 May 2009 - 02:37 PM
Duke Rocks, on May 14 2009, 12:27 AM, said:
As a matter of fact I'm not either, nor do my parents pay for it(Hey i'm 21)
In fact none of my graphics card have ever been bought the minute they came out, my current which is a GTX280 and my first truly high-end card came out like a year ago.
But yeah, were drifting off topic.
This post has been edited by Alexraptor: 13 May 2009 - 02:37 PM
#162 Posted 13 May 2009 - 02:37 PM
DeeperThought, on May 14 2009, 12:33 AM, said:
Exactly. That's why I strongly urge you to buy two Geforce GTX 295 to get the full Polymer experience!
This post has been edited by Plagman: 13 May 2009 - 02:38 PM
#164 Posted 13 May 2009 - 03:09 PM
Plagman, on May 13 2009, 06:37 PM, said:
wow that would cost like 1000 bucks 700 at best lol honestly though if this would be less consuming then crysis your better off getting 9600GT or a 9800GT or if your an ATI fan get a ATI 4670 or a ATI 4870 those are mid ranged sorta high-endish cards and i have a nice little set up and can run crysis on high (not very high just high) with top resolution (no AA though its a real hog when it comes to fps). with a mid range computer you can experience almost all of the visual glory and orgasm that is crysis at a very very very good frame rate and a good price to boot.
my specs:
2.5 gb ddr2 ram
1 gb ATI 4670 pci express 2
1.9 Ghz AMD 3600+ dual core processor
not sure on my motherboard or hard drive speed but on that set up you should be able to run a lot of high end games today at a good rate at a good quality as well.
though i notice for some reason when i run duke plus maps it acts kinda choppy anyone know why that would be? ( i know this isn't the place for the question but while im at it and posting my specs you know lol )
Edit: where i said they could run crysis on high not very high i rememberd my brother has a 4870 and it can run crysis maxed out 30 fps trust me these are good cards to have and running this shouldn't be a problem either imo
This post has been edited by staffcarguy: 13 May 2009 - 03:13 PM
#165 Posted 13 May 2009 - 03:14 PM
#166 Posted 13 May 2009 - 03:18 PM
Mblackwell, on May 13 2009, 07:14 PM, said:
really? oh well
#167 Posted 13 May 2009 - 03:23 PM
Also noticed that the sound buffer sometimes loops when about to load a map or when quitting the game, loops for a second or so. Not that it hinders gameplay or functionality in any way.
This post has been edited by Jokke_r: 13 May 2009 - 03:26 PM
#168 Posted 13 May 2009 - 05:25 PM
staffcarguy, on May 13 2009, 03:09 PM, said:
Yes, but now that 3DR have gone to the great software clearance house in the sky, its the only ticket in town to see Duke truly kick ass with dynamic lights!
I'd say it was worth it at twice the price!
@ TX - Very true. Yes, we are all bowled over by having funky next-gen features on Duke, and yes, its only taken 12 years to get them. But if you think about what the engine is actually doing at the moment for most people, its just displaying dynamic lights. Most of the people here haven't loaded any funky parallax maps or anything like that yet. I get terrible slowdowns when just using the original sprites.
I know jack squat about OpenGL programming, but I'd push for more optimization myself.
This post has been edited by Tea Monster: 13 May 2009 - 05:34 PM
#169 Posted 13 May 2009 - 05:57 PM
Tea Monster, on May 13 2009, 09:25 PM, said:
I'd say it was worth it at twice the price!
got a point there but i doubt it would take such drastic measures and looking at personal bankruptcy just to experience what you could on a mid range system
#170 Posted 14 May 2009 - 05:42 AM
Mblackwell, on May 13 2009, 07:01 PM, said:
Plagman develops Linux drivers for NVidia?
This is all looking great now. I can wait to get my hands on it though. I'll wait until it is ironed out and runs smooth without my computer freaking out.
#171 Posted 14 May 2009 - 05:45 AM
#173 Posted 14 May 2009 - 08:33 AM
MeatWagon, on May 14 2009, 03:45 PM, said:
Polymer does occlusion queries on certain sector portals during the depth-only pass.
Hellbound, on May 14 2009, 06:28 PM, said:
See the first post of this thread.
#174 Posted 14 May 2009 - 08:34 AM
DeeperThought, on May 12 2009, 09:07 PM, said:
^ Take note Hellbound and others.
#175 Posted 14 May 2009 - 08:47 AM
Any clues why spotlights don't affect level geometry on my PC? They affect models only...
#176 Posted 14 May 2009 - 10:54 AM
DeeperThought, on May 14 2009, 09:34 AM, said:
Spotlights working fine.
point light not. not with selfbuild mapster maps nor in regular maps.
(compiled latest svn)
#177 Posted 14 May 2009 - 11:04 AM
On another note, how do you implement normal/bump/specular/whatever maps for textures? Any good tutorials or programs for making normal/bump maps? Has anyone made any normal/bump maps for Duke3D textures yet? Maybe there should be a thread for normal/bump maps? Am I asking too many questions?
This post has been edited by MusicallyInspired: 14 May 2009 - 11:19 AM
#178 Posted 14 May 2009 - 11:06 AM
Rehbock: could you please change your avatar to something that doesn't prevent me from focusing on everything else? See the announcement regarding animated avatars.
#179 Posted 14 May 2009 - 11:10 AM
DeeperThought, on May 13 2009, 10:54 AM, said:
I know where the flame and explosion arts are from that they used for Duke Nukem 3D, though I doubt it would be possible grabbing a license for a freely distributed project.
#180 Posted 14 May 2009 - 11:37 AM
OpenGL Information: Version: 3.0.0 Vendor: NVIDIA Corporation Renderer: GeForce 8800 GTX/PCI/SSE2 Maximum anisotropy: 16.0 BGRA textures: supported Non-x textures: supported Texure compression: supported Clamp-to-edge: supported Multisampling: not supported Nvidia multisample hint: not supported ARBfp fragment programs: supported Depth textures: supported Shadow textures: supported Frame Buffer Objects: supported Rectangle textures: supported Multitexturing: supported env_combine: supported Vertex Buffer Objects: supported Shader Model 4: supported Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control UDP networking uninitialized successfully. Uninitializing MultiVoc... Uninitializing DirectSound... Uninitializing OpenAL... Uninitializing DirectInput... Wrote eduke32.cfg Wrote eduke32_binds.cfg Uninitializing DirectDraw...
well dunno why it shouldnt work.