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

User is offline   Night Wolf 

#1561

View PostTX, on Jun 13 2010, 06:30 PM, said:

Go into the options menu and turn it back on.


Its already set to show at startup from the options menu in HRP menu , but yet it still doesn't show

EDIT: I had to delete a mod that was conflicting the settings , after I did that the options worked properly again

This post has been edited by ozz: 13 June 2010 - 12:45 AM

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User is offline   Bibendum 

#1562

View PostTea Monster, on Jun 13 2010, 12:57 AM, said:

The screen space AO would require Plagman to write code in the game renderer.

People were experimenting with the game engine using a separate AO texture. You wouldn't bake it into your texture, but would have a seperate AO tile to compliment your normal, diffuse and spec maps. The game engine would mix it to compliment the lighting situation. Waiting to see what happens with that.
Is he unable to do that? I mean it's a lot of work I'm sure but once you're pulling down the depth buffer as a texture you get access to a lot of effects aside from SSAO like soft particles, volumetric fog, depth of field, motion blur, etc. You'll have to forgive me as I don't know the exact amount of work this is, I'm sure it's substantial, all I know is it looks pretty sweet :( And what makes modern engines look good is largely their custom shader support, mainly post processing shaders.

Having AO in a texture is still only half the solution. It's great and not having to bake it into the diffuse map will give you a lot more control over how it's displayed in game but you still don't get AO for actual game geometry. The only way you're going to get that is from SSAO.
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User is offline   Tea Monster 

  • Polymancer

#1563

View PostBibendum, on Jun 13 2010, 07:43 AM, said:

Is he unable to do that? I mean it's a lot of work I'm sure but once you're pulling down the depth buffer as a texture you get access to a lot of effects aside from SSAO like soft particles, volumetric fog, depth of field, motion blur, etc. You'll have to forgive me as I don't know the exact amount of work this is, I'm sure it's substantial, all I know is it looks pretty sweet :( And what makes modern engines look good is largely their custom shader support, mainly post processing shaders.

Having AO in a texture is still only half the solution. It's great and not having to bake it into the diffuse map will give you a lot more control over how it's displayed in game but you still don't get AO for actual game geometry. The only way you're going to get that is from SSAO.


All questions on the Polymer renderer are answered by Plagman. The reason I said 'AO from game geometry' is that if I said SSAO, very few people here would know what that meant. But SSAO was what I was talking about. Remember, we only got a next-gen renderer a while back.
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User is offline   Micky C 

  • Honored Donor

#1564

I'd just like to point out to anyone who's interested that I got a decent framerate of 15-20 fps when using polymer in a large room with roughly 2 dozen 6000 hi-tag coloured point lights, a dozen troopers and a cycloid emperor miniboss all when using DukePlus AND recording with FRAPS!

It's certainly alot more optimized than it used to be :(
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User is offline   Night Wolf 

#1565

View PostMicky C, on Jun 14 2010, 04:44 PM, said:

I'd just like to point out to anyone who's interested that I got a decent framerate of 15-20 fps when using polymer in a large room with roughly 2 dozen 6000 hi-tag coloured point lights, a dozen troopers and a cycloid emperor miniboss all when using DukePlus AND recording with FRAPS!

It's certainly alot more optimized than it used to be :(


15 - 20 is still bad... but I suppose its getting there
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User is offline   Lt.Havoc 

#1566

Hello. Its awhile that I posted here. I recently got back to playing Duke nukem 3D and got me the HRP with Duke plus and all. I updated Duke plus but now I have the problem that the game crashes for me. I can play the game without any problems, but then the screen freezes and Vista tells me that EDuke32 does not work anymore and needs to be closed.

I have no idea why that happens. My computer should be powerful enough to use Polymer and all.

I run it on a AMD Athlon 64 Dual Core 6000+ with 3GHz
ATI Radeon 4960
4GB DDR 2 800 RAM
on Vista 64 Bit Ultimate with Service Pack 2

So any ideas why the game randomly crashes when I use the newest versions of EDuke and Duke Plus?
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User is online   Danukem 

  • Duke Plus Developer

#1567

View PostLt.Havoc, on Jun 14 2010, 04:51 AM, said:

Hello. Its awhile that I posted here. I recently got back to playing Duke nukem 3D and got me the HRP with Duke plus and all. I updated Duke plus but now I have the problem that the game crashes for me. I can play the game without any problems, but then the screen freezes and Vista tells me that EDuke32 does not work anymore and needs to be closed.

I have no idea why that happens. My computer should be powerful enough to use Polymer and all.

I run it on a AMD Athlon 64 Dual Core 6000+ with 3GHz
ATI Radeon 4960
4GB DDR 2 800 RAM
on Vista 64 Bit Ultimate with Service Pack 2

So any ideas why the game randomly crashes when I use the newest versions of EDuke and Duke Plus?


Attach your eduke32.log after it crashes. You say you are using the "latest" eduke32, but that could be either the latest official version (from March 11), or the latest revision from a few days ago. The more recent revisions can be found in the synthesis folder here:

http://dukeworld.duke4.net/eduke32/
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User is offline   Lt.Havoc 

#1568

Okay let me attach the log file. Hope that helps.

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#1569

View PostLt.Havoc, on Jun 14 2010, 06:32 AM, said:

Okay let me attach the log file. Hope that helps.


Click on the "Latest DP Code" link in my signature and replace the contents of the dpcons folder with what you download there. That will fix the "duplicate case" errors that are being reported in the log -- it's almost certainly unrelated to the crash, but worth doing. Next, grab the latest build of EDuke32 from the link in my previous post. That will be revision 1657 in the synthesis folder. Once you have done all that, try again and see if it still crashes.
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User is offline   Lt.Havoc 

#1570

How do I install the latest EDuke 32 version? Simply copy and paste the files into the Duke 3D folder and replace the old files with the new one?
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User is offline   The Commander 

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

#1571

Provided you have downloaded this file:
http://dukeworld.duke4.net/eduke32/synthes...100607-1657.zip

Then yes, just extract the zip to your folder where "eduke32.exe" is and overwrite the existing files.

This post has been edited by The Commander: 14 June 2010 - 06:31 AM

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User is offline   Lt.Havoc 

#1572

Well, no dice, still have the crashing after updating it I post the log file again.

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#1573

View PostLt.Havoc, on Jun 14 2010, 08:48 AM, said:

Well, no dice, still have the crashing after updating it I post the log file again.


I can see you are still not using the latest CON files for DukePlus, because you still have those "duplicate case" errors in your log. Also, try deleting nedmalloc.dll and see if that helps. By the way, how long can you play before it crashes?
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User is offline   Lt.Havoc 

#1574

View PostDeeperThought, on Jun 14 2010, 06:02 PM, said:

I can see you are still not using the latest CON files for DukePlus, because you still have those "duplicate case" errors in your log. Also, try deleting nedmalloc.dll and see if that helps. By the way, how long can you play before it crashes?


But I do, I put the latest con files you lined me into the Duke plus folder just as you said. So no idea why there is still that error.

Well, depends, between 30mins to one hour, then the screen freezes and then either I get a "This program has to be closed" message or it simply exits without anything.
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User is online   Danukem 

  • Duke Plus Developer

#1575

You must not have put the new CONs in the right place, then. Anyway, I don't think it's related to the crash. I wish I could help, but there's nothing I can do. EDuke32 has some bugs. There's a serious one that gives a lot of people trouble as well, which causes it to start hitching or freeze up after a while. I don't think it's the same bug, though, because the one I'm referring to only started in May, and it doesn't exit or give an error message.
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User is offline   Lt.Havoc 

#1576

AS I said, I put the DP con file folder into the Duke Plus folder, was that wrong?
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User is online   Danukem 

  • Duke Plus Developer

#1577

View PostLt.Havoc, on Jun 14 2010, 09:29 AM, said:

AS I said, I put the DP con file folder into the Duke Plus folder, was that wrong?


If you overwrote the old CONs, then that's right. But I know for a fact that those new CONs do not generate the 'duplicate case' errors. I have them on my own computer, after all.
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User is offline   NNC 

#1578

Hi! I'm planning for a new laptop, but this time I need OpenGL support on it, and maybe even Polymer. I don't care for the HRP, but the polymer lighting effects are cool, I want to see them on my laptop.

What the minimum requirements should be? RAM, graphic card etc... Thx for help.
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User is offline   TerminX 

  • el fundador

  #1579

Just get something with recent NVIDIA hardware that's at least a bit better than the lowest of the low end and you'll be set. You'll want at least 2 gigs of RAM so you can comfortably run a modern OS (Windows 7) and be able to run games without hitting the pagefile much, and any reasonably speedy dual core CPU (or quad, if there's a quad core laptop and you're made of money) should be fine.

The main thing to keep in mind if Polymer performance is a primary concern is to remember that no matter what your personal preferences have been in the past in terms of video card vendor, Polymer will always run better on NVIDIA hardware because, well, Plagman works there. :(
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User is offline   Stabs 

#1580

you will probably want an 8800 minimum

which is also basically a 9800 / gts240

for best performance you will probably want a gtx260 / gtx280 if you can afford it.
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User is offline   TerminX 

  • el fundador

  #1581

Better widescreen support:

Posted Image
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User is offline   TerminX 

  • el fundador

  #1582

Btw, mods that use rotatesprite will want to make note of two new bits in "orientation"... value 256 will align something to the left of the screen and 512 will align something to the right.

Without the new bits set, stuff will render in the center of the screen, like this:

Posted Image
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User is offline   Hendricks266 

  • Weaponized Autism

  #1583

View PostTX, on Jun 17 2010, 09:06 PM, said:

Better widescreen support:

Posted Image

Posted Image

Incredibly awesome.

This post has been edited by Hendricks266: 17 June 2010 - 08:26 PM

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User is offline   TerminX 

  • el fundador

  #1584

This needed fixing too:

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1585

Hmm, there is something I should ask about widescreen support...

I don't know if you already fixed it, but the widescreen is made like as if the default resolution aspect ratio is 320x240, while it should be 320x200...
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User is offline   SwissCm 

#1586

View PostFox, on Jun 19 2010, 11:28 PM, said:

Hmm, there is something I should ask about widescreen support...

I don't know if you already fixed it, but the widescreen is made like as if the default resolution aspect ratio is 320x240, while it should be 320x200...


320x200 is supposed to be run at 4:3 (with rectangular pixels) not 16:10.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1587

Ah the days when pixels weren't square.....sigh...

This post has been edited by MusicallyInspired: 22 June 2010 - 08:22 AM

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User is offline   Tetsuo 

#1588

Aren't you getting that backwards? 320x200 was run with rectangular pixels. Not the other way around... we didn't move to rectangular pixels.

This post has been edited by Tetsuo: 19 June 2010 - 11:53 PM

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User is offline   Jokke_r 

#1589

seeing as everything was run on 4:3 monitors which aspect ratio is 1.333...

320:200 = 1.6 = 16:10 = non-square pixels when stretched out on a 4:3 monitor.

320:240 = 1.333... = 4:3 = square pixels on a 4:3 monitor.
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User is offline   SwissCm 

#1590

View PostTetsuo, on Jun 20 2010, 05:52 PM, said:

Aren't you getting that backwards? 320x200 was run with rectangular pixels. Not the other way around... we didn't move to rectangular pixels.

That's... what I said.
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