EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1519 Posted 21 May 2010 - 03:43 AM
#1520 Posted 21 May 2010 - 05:30 PM
The Commander, on May 21 2010, 10:13 PM, said:
As we discussed, I could never quite get that to work right and, as far as I can tell, I believe there were some issues with the CON code used by that trick (I think it was linked to by another thread that mentioned the code had some issues that caused visual glitches).
Either way, what DT has suggested sounds just about perfect.
#1521 Posted 24 May 2010 - 11:32 AM
This post has been edited by Radar1013: 24 May 2010 - 11:33 AM
#1522 Posted 24 May 2010 - 11:40 AM
Radar1013, on May 24 2010, 12:32 PM, said:
This thread is supposed to be about Polymer. There is a subforum for problem reports that you should use: http://forums.duke4....hp?showforum=27
And ALWAYS attach your eduke32.log when reporting a problem.
There could be any number of things going on, but my guess is that your CONs have errors that JFDuke is not sensitive to.
#1523 Posted 25 May 2010 - 03:33 AM
#1524 Posted 25 May 2010 - 08:38 PM
#1525 Posted 25 May 2010 - 08:53 PM
#1526 Posted 25 May 2010 - 11:55 PM
noticed that i can't complete shapes in mapster / loading more than 2 maps results in a CTD in the latest version
#1527 Posted 26 May 2010 - 12:55 AM
#1529 Posted 26 May 2010 - 02:52 AM
any thought on this?
#1530 Posted 26 May 2010 - 03:12 AM
#1531 Posted 26 May 2010 - 03:38 AM
TX, on May 26 2010, 10:55 AM, said:
"Duke community leader TX"
What did you smoke?
#1532 Posted 26 May 2010 - 04:25 AM
#1533 Posted 26 May 2010 - 06:37 AM
#1534 Posted 26 May 2010 - 01:37 PM
LeoD, on May 26 2010, 04:38 AM, said:
What did you smoke?
When you've done as much or more than TX has in the Duke Nukem fan field, you may rightfully contest his notion.
Until then, whatever he has smoked is not relevant to his status here as community leader.
#1535 Posted 26 May 2010 - 02:07 PM
This post has been edited by Hendricks266: 26 May 2010 - 02:08 PM
#1536 Posted 26 May 2010 - 02:15 PM
#1537 Posted 26 May 2010 - 05:28 PM
#1538 Posted 26 May 2010 - 05:31 PM
http://www.moddb.com/engines/eduke32
You can add pictures, videos etc to it.
EDIT: I will make some changes to the summary to reflect the changes on eduke32.com
EDIT 2: Done
This post has been edited by The Commander: 26 May 2010 - 06:58 PM
#1539 Posted 26 May 2010 - 05:50 PM
why the "hud" is not affected by lights!
: /
#1540 Posted 26 May 2010 - 06:14 PM
Dk2, on May 27 2010, 01:50 PM, said:
why the "hud" is not affected by lights!
: /
wtf, no one is talking about mods, we are talking about the community and we know why the hud is not effected by lighting.
#1541 Posted 26 May 2010 - 11:15 PM
New page looks good, ill have to update my vids with eduke as keywords, probably use eduke32 aswell
#1542 Posted 27 May 2010 - 12:58 PM
DanM, on May 26 2010, 09:55 AM, said:
Oops, that's pretty bad. Please use an older version meanwhile.
#1543 Posted 28 May 2010 - 08:35 AM
TX, on May 26 2010, 06:38 AM, said:
Slightly improved. I did two experiments, one was loading levels E1-4, L1-2 with clean cache each time. Speedup was about 1.5%. In the other one, I loaded one map with the cache cleaned and changed to 7 different maps in sequence to simulate loading different maps in-game. Here, loading times were about 5% shorter.
Optimizing loading times is quite hard: the bulk of the time goes to the transferring of the rendered texture to the GPU. For comparison, the 0024_freezer.jpg texture needs 30 ms for that on my PC, and there are 4 pals, each of which take this long. The coolest thing would be if only the base pal of each texture needed to be transferred, and would be copied and colorized on the GPU for the different pals (using a textual definition of regions that needed their hue changed). Plagman, would such a thing be feasible?
#1544 Posted 28 May 2010 - 01:09 PM
On my systems, I'm seeing a cached PHRP E1L1 load in 3-4 seconds instead of the typical 7-8 I was getting before the changes. The hit from trying to utilize a cached but not loaded texture (something picked up in a previous game run but not by the texcache system at level load time) should also be reduced for the reasons in the second sentence of this post. I also got rid of the cache flush and renderer reset in between maps which should be highly beneficial if anyone ever utilizes that saved map state stuff I implemented and uses it to make a multi-part level.
#1545 Posted 28 May 2010 - 03:14 PM
Helixhorned, on May 27 2010, 10:58 PM, said:
Drawing walls should be ok now. But DanM, that sounded as if you were pretty close to the wall limit. Strange things may happen there so it's better to keep some distance to it.
edit: TX: no, it's a good old rotating one
This post has been edited by Helixhorned: 28 May 2010 - 03:16 PM

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