EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1525 Posted 25 May 2010 - 08:53 PM
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.
#1526 Posted 25 May 2010 - 11:55 PM
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
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
Pushed a new version of the http://eduke32.com front page a bit ago.
#1529 Posted 26 May 2010 - 02:52 AM
I'm having this problem with switching to software mode in eduke... the screen goes black and the game freezes ..
any thought on this?
any thought on this?
#1530 Posted 26 May 2010 - 03:12 AM
I can however get software mode to work when not in full screen mode
#1531 Posted 26 May 2010 - 03:38 AM
TX, 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?
#1532 Posted 26 May 2010 - 04:25 AM
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?
#1533 Posted 26 May 2010 - 06:37 AM
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.
#1534 Posted 26 May 2010 - 01:37 PM
LeoD, on May 26 2010, 04:38 AM, said:
"Duke community leader TX"
What did you smoke?
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
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
#1536 Posted 26 May 2010 - 02:15 PM
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
#1537 Posted 26 May 2010 - 05:28 PM
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.
#1538 Posted 26 May 2010 - 05:31 PM
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
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
before you get discussing about mods (not that bad), you should see
why the "hud" is not affected by lights!
: /
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:
before you get discussing about mods (not that bad), you should see
why the "hud" is not affected by lights!
: /
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
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
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:
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.
#1543 Posted 28 May 2010 - 08:35 AM
TX, 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?
#1544 Posted 28 May 2010 - 01:09 PM
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.
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:
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
#1546 Posted 28 May 2010 - 09:55 PM
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.
#1547 Posted 05 June 2010 - 03:51 PM
Is there a reason why eduke32 turns off the visual effects of Windows 7? I'm just asking...
#1548 Posted 05 June 2010 - 04:05 PM
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.
#1549 Posted 05 June 2010 - 04:39 PM
Makes sense. I usually have things open in full screen and except for a few games I haven't seen that happen.
#1550 Posted 06 June 2010 - 10:47 AM
Not sure if this is where to post eduke bugs.
For some reason the second quick kick key will not stay mapped. It has to be reset every time I boot the game. I use the \ key (under backspace) as the second quick kick. All other keys AFAIK stay mapped.
For some reason the second quick kick key will not stay mapped. It has to be reset every time I boot the game. I use the \ key (under backspace) as the second quick kick. All other keys AFAIK stay mapped.
#1551 Posted 06 June 2010 - 07:17 PM
the polymer.zip "preveiw" availiable on the site is the most up to date version released atm right?
#1552 Posted 11 June 2010 - 08:36 AM
I was wondering ... is it possible to add "Ambient occlusion" to eduke
I think the Doom HRP had this effect
http://www.youtube.com/watch?v=H0fJftqnbGY...feature=related
I think the Doom HRP had this effect
http://www.youtube.com/watch?v=H0fJftqnbGY...feature=related
#1553 Posted 11 June 2010 - 08:51 AM
The models that I'm making have an ambient occlusion pass baked into the texture. I bake it out like a normal map from Blender or X-Normal. Then I put it onto my painted texture on a multiply level in PS.
You can spit one out pretty easily from any of the textures that have a model made for them.
Parkar was going to try to see if we could get an AO texture separately combined in the render pass of the game engine. He's not got back to us yet on that.
Some modern games (Crysis ferinstance) have an AAO (approximate ambient occlusion) generator built into the rendering engine, so you don't have to bake them off and put them onto your textures. It generates it on the fly in the viewport from the game geometry.
You can spit one out pretty easily from any of the textures that have a model made for them.
Parkar was going to try to see if we could get an AO texture separately combined in the render pass of the game engine. He's not got back to us yet on that.
Some modern games (Crysis ferinstance) have an AAO (approximate ambient occlusion) generator built into the rendering engine, so you don't have to bake them off and put them onto your textures. It generates it on the fly in the viewport from the game geometry.
#1554 Posted 11 June 2010 - 11:24 AM
Tea Monster, on Jun 11 2010, 06:51 PM, said:
The models that I'm making have an ambient occlusion pass baked into the texture. I bake it out like a normal map from Blender or X-Normal. Then I put it onto my painted texture on a multiply level in PS.
And you haven't mentioned that in the tut? You ..... !!!?!!

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