Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 50
  • 51
  • 52
  • 53
  • 54
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Sobek 

  • There's coffee in that nebula!

#1520

View PostThe Commander, on May 21 2010, 10:13 PM, said:

Have a look at this Sobek.

http://forums.duke4....?showtopic=1560


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.
0

User is offline   Radar 

  • King of SOVL

#1521

I've been trying to get Duke Zone 2 working with the newest snapshot of EDuke32. When it runs all I get is "Errors found in whatever.con. Would you like to use the internal defaults"? Whichever one I click, the game won't run. I tested it out with JFDuke though and it worked perfectly, so it's got to be an EDuke32 problem. I really want to play it with EDuke32. Anyone got any ideas?

This post has been edited by Radar1013: 24 May 2010 - 11:33 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#1522

View PostRadar1013, on May 24 2010, 12:32 PM, said:

I've been trying to get Duke Zone 2 working with the newest snapshot of EDuke32. When it runs all I get is "Errors found in whatever.con. Would you like to use the internal defaults"? Whichever one I click, the game won't run. I tested it out with JFDuke though and it worked perfectly, so it's got to be an EDuke32 problem. I really want to play it with EDuke32. Anyone got any ideas?


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.
0

User is offline   Stabs 

#1523

something pretty cool i found the other day playing around in mapster, a kind of ror, how i suspect it will work for polymer by making the two sectors that are supposed to be ror like shadow warrior, and moving them on top of each other and then paralaxing the floors/ceilings on each ones opening and viewed it from noclip caused it to draw as ror, you could enter the lower sector and it would still draw as ror but the upper one wouldn't but would draw fine in noclip, saving and reloading the map caused corruption with the red sectors in the middle getting tangled perhaps thats a mapster bug that could be fixed, but still pretty cool stuff.

Attached Image: Untitled_1.jpg
0

User is offline   TerminX 

  • el fundador

  #1524

Did anyone try the latest build and notice any improved load times or anything?
0

User is offline   The Commander 

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

#1525

I have noticed that trying to browse the tiles list in Mapster (the V key) and selecting a new texture etc is somewhat slow and unresponsive, although I don't know if this is something that you have done or helixhorned.
0

User is offline   Stabs 

#1526

Well i think loading by cache is slower, but i dont normally use that and loading times seem as quick as usual without

noticed that i can't complete shapes in mapster / loading more than 2 maps results in a CTD in the latest version
0

User is offline   TerminX 

  • el fundador

  #1527

Pushed a new version of the http://eduke32.com front page a bit ago.
0

#1528

Hey. That looks quite nice. Well done TX!
0

User is offline   Night Wolf 

#1529

I'm having this problem with switching to software mode in eduke... the screen goes black and the game freezes ..

any thought on this?
0

User is offline   Night Wolf 

#1530

I can however get software mode to work when not in full screen mode :(
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1531

View PostTX, on May 26 2010, 10:55 AM, said:

Pushed a new version of the http://eduke32.com front page a bit ago.

"Duke community leader TX"

What did you smoke?
0

User is offline   TerminX 

  • el fundador

  #1532

The page has said that for years, probably because for years I've been working on EDuke32 and doing stuff like moderating the 3DR forums. Calling the moderator of the biggest Duke forums that are still around seems pretty accurate to me, so what's your problem?
0

User is offline   Danukem 

  • Duke Plus Developer

#1533

Yes, TX is definitely a community leader. He started EDuke32 and has been its chief developer. Without EDuke32, none of the current mods would be possible, and there probably wouldn't be much of a community left.
0

User is offline   Yatta 

  • Pizza Lawyer

  #1534

View PostLeoD, on May 26 2010, 04:38 AM, said:

"Duke community leader TX"

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. :(
0

User is online   Hendricks266 

  • Weaponized Autism

  #1535

Besides, it's not a monarchy. There are plenty of other community leaders. Yatta, Parkar, me.

This post has been edited by Hendricks266: 26 May 2010 - 02:08 PM

0

#1536

Ah, I saw that page a while ago, it's good. Community Leader? Well, there's only one way from the top, and as I'm slowly climbing the ladder I shall try to throw you a rope as you fall past me :(
0

User is offline   TerminX 

  • el fundador

  #1537

Anyway, everyone should "like" EDuke32 on facebook, and remember to tag "eduke32" in your Duke videos on YouTube so I can find the things and add them to the playlist on the site without having to search for a bunch of different crap.
0

User is offline   The Commander 

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

#1538

Also people, don't forget about EDuke32 on moddb.com

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

0

User is offline   RPD Guy 

#1539

before you get discussing about mods (not that bad), you should see
why the "hud" is not affected by lights!
: /
0

User is offline   The Commander 

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

#1540

View PostDk2, on May 27 2010, 01:50 PM, said:

before you get discussing about mods (not that bad), you should see
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.
0

User is offline   Stabs 

#1541

the hud is not affected because it makes baby jesus cry

New page looks good, ill have to update my vids with eduke as keywords, probably use eduke32 aswell
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1542

View PostDanM, on May 26 2010, 09:55 AM, said:

noticed that i can't complete shapes in mapster / loading more than 2 maps results in a CTD in the latest version


Oops, that's pretty bad. Please use an older version meanwhile.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1543

View PostTX, on May 26 2010, 06:38 AM, said:

Did anyone try the latest build and notice any improved load times or anything?

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?
0

User is offline   TerminX 

  • el fundador

  #1544

Hmm... do you have an SSD or something? There should be more of an improvement than that, since we're foregoing the whole "lseek then read then copy memory buffer then decompress" chain of events for every texture load in favor of just decompressing straight from memory. There isn't supposed to be any speedup based on a clean cache though... this is all for speeding up future load times after the cache has been generated.

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.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1545

View PostHelixhorned, on May 27 2010, 10:58 PM, said:

Oops, that's pretty bad. Please use an older version meanwhile.


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

0

User is offline   Stabs 

#1546

nah it was more related to drawing lines in an exsisting map, i was playing around with the ROR example map and was using the ror maps SEs so i didnt need to make my own and it just wouldnt complete shapes.
0

User is offline   Master Fibbles 

  • I have the power!

#1547

Is there a reason why eduke32 turns off the visual effects of Windows 7? I'm just asking...
0

User is offline   Plagman 

  • Former VP of Media Operations

#1548

To improve performance (and because the ATI driver doesn't work properly if you have the effects enabled with an OpenGL window). FWIW, Windows does it automatically if you start a D3D app.
0

User is offline   Master Fibbles 

  • I have the power!

#1549

Makes sense. I usually have things open in full screen and except for a few games I haven't seen that happen.
0

Share this topic:


  • 213 Pages +
  • « First
  • 50
  • 51
  • 52
  • 53
  • 54
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options