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

User is offline   MusicallyInspired 

  • The Sarien Encounter

#151

Hmmm some interesting developments with my issue. I saw my first lightcastings! The problem, then, doesn't seem to be with the lights but with sprites. Any sprite I look at completely slows the game to an abrupt halt until I can possibly get the sprites out of my view. Like actors and stuff. I also see them through walls. I'm fine with my gun in front of me until I fire it and then it halts again for ever until it's done thinking. Maybe it has something to do with the objects that cast light? I don't know....

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

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User is offline   Reaper_Man 

  • Once and Future King

#152

View PostTX, on May 13 2009, 05:35 PM, said:

More or less. Minimum system requirements are shader model 3.0, so the oldest card that can run this would be something from the GeForce 6 series. There are plenty of old AGP cards around that should make this accessible to just about anyone who isn't stuck with a system that absolutely can't be upgraded (like an old laptop or whatever). It's really important to me that this runs okay on as many machines as possible, as some of us (myself included...) are still stuck with old AGP based systems with no possibility to upgrade any time soon. The whole time this thing has been in development I've been pushing for it to run on the absolute lowest spec possible.


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.
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User is offline   kaiser42 

#153

thanks for welcome !

Do you think we can find another 3D models ? Or the engine is limited in geometry ?
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User is offline   TerminX 

  • el fundador

  #154

View Postmsleeper, on May 13 2009, 02:52 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.

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?
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User is offline   Reaper_Man 

  • Once and Future King

#155

My old system is still up and running, it's an Athlon 64 3200+ with 2gb of RAM and a mostly working Radeon x800. I was going to use it for an experiment, but pay for shipping and it's yours.
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User is offline   Alexraptor 

#156

Well that depends on your priorities, wether you want to get your full money worth or if you want the best performance.
I know i went through two graphics cards last year and one this year. ;)
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User is offline   Reaper_Man 

  • Once and Future King

#157

View PostAlexraptor, on May 13 2009, 06:11 PM, said:

I know i went through two graphics cards last year and one this year. ;)


Your parents must be glad you waste so much of their money.
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User is offline   Richard Shead 

  • "Dick Nasty"

#158

View Postmsleeper, on May 13 2009, 02:12 PM, said:

Your parents must be glad you waste so much of their money.



Sorry if you aren't rich. Some people are, I guess you'll just have to excuse them. ;)
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User is offline   Jokke_r 

#159

I tend to upgrade every 4-5 years, when my computer is incapable of running modern games i tend to do a full upgrade.
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?
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User is online   Danukem 

  • Duke Plus Developer

#160

If there weren't people who bought the latest cards the minute they came out, then there wouldn't be a video card business as we know it. That's where they make their money. If it weren't for those people, the rest of us wouldn't be able to buy the same cards much cheaper two years later.
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User is offline   Alexraptor 

#161

View PostDuke Rocks, on May 14 2009, 12:27 AM, said:

Sorry if you aren't rich. Some people are, I guess you'll just have to excuse them. ;)


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

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User is offline   Plagman 

  • Former VP of Media Operations

#162

View PostDeeperThought, on May 14 2009, 12:33 AM, said:

If there weren't people who bought the latest cards the minute they came out, then there wouldn't be a video card business as we know it. That's where they make their money. If it weren't for those people, the rest of us wouldn't be able to buy the same cards much cheaper two years later.


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

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User is offline   Mblackwell 

  • Evil Overlord

#163

*Ahem* No soliciting Mr. Conflict of Interest. ;)
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#164

View PostPlagman, on May 13 2009, 06:37 PM, said:

Exactly. That's why I strongly urge you to buy two Geforce GTX 295 to get the full Polymer experience!


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

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User is offline   Mblackwell 

  • Evil Overlord

#165

In this case, it's better NOT to get an ATI GPU as all of the bugs haven't been ironed out with ATI cards.
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#166

View PostMblackwell, on May 13 2009, 07:14 PM, said:

In this case, it's better NOT to get an ATI GPU as all of the bugs haven't been ironed out with ATI cards.


really? oh well
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User is offline   Jokke_r 

#167

i find the game runs a little choppy at some points which i would assume occur when loading something, be it sounds or models, textures are precached so shouldn't be a problem, but especially when starting E1M1 it's very sluggish for the first second or two.


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

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User is offline   Tea Monster 

  • Polymancer

#168

View Poststaffcarguy, on May 13 2009, 03:09 PM, said:

wow that would cost like 1000 bucks 700 at best lol


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

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#169

View PostTea Monster, on May 13 2009, 09:25 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! ;)


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 :D
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User is offline   Master Fibbles 

  • I have the power!

#170

View PostMblackwell, on May 13 2009, 07:01 PM, said:

*Ahem* No soliciting Mr. Conflict of Interest. :P


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.
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User is offline   MeatWagon 

#171

So how does build and polymer handle occlusion culling for performance?
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User is offline   Hellbound 

#172

Is there any tutorial available about how to setup lights?
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User is offline   Plagman 

  • Former VP of Media Operations

#173

View PostMeatWagon, on May 14 2009, 03:45 PM, said:

So how does build and polymer handle occlusion culling for performance?


Polymer does occlusion queries on certain sector portals during the depth-only pass.

View PostHellbound, on May 14 2009, 06:28 PM, said:

Is there any tutorial available about how to setup lights?


See the first post of this thread.
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User is online   Danukem 

  • Duke Plus Developer

#174

View PostDeeperThought, on May 12 2009, 09:07 PM, said:

I updated the original post with a guide to placing polymer lights in Mapster.



^ Take note Hellbound and others.
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User is offline   Hellbound 

#175

Thanks, sorry, don't have time to read the whole thread again.

Any clues why spotlights don't affect level geometry on my PC? They affect models only...
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User is offline   Rehbock 

#176

View PostDeeperThought, on May 14 2009, 09:34 AM, said:

^ Take note Hellbound and others.


Spotlights working fine.
point light not. not with selfbuild mapster maps nor in regular maps.
(compiled latest svn)
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#177

They both work for me...sort of. Spotlights don't work for me correctly unless I turn shadows off. Which defeats a lot of the purpose http://forums.duke4....tyle_emoticons/default/tongue.gif. Point lights work good, though. But it's difficult to make it look good when putting it against light or computer monitor textures that need to look like they're casting light. It puts this ugly little bright dot (from the point light source) on the texture. The only way to get rid of it is to move it farther away from the surface.

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? :P

This post has been edited by MusicallyInspired: 14 May 2009 - 11:19 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#178

People experiencing missing lights or features: please attach eduke32.log after running into the issue and typing `glinfo` in the console.

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.
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User is offline   Daedolon 

  • Ancient Blood God

#179

View PostDeeperThought, on May 13 2009, 10:54 AM, said:

Please do! I've been using that fire because the current HRP fire sucks. The HRP fire looks like poorly rendered jets of flame -- like they came out of a stove top -- which is completely unlike the natural fire in the original game.


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.
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User is offline   Rehbock 

#180

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.
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