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

User is offline   Hendricks266 

  • Weaponized Autism

  #1608

That's what you said about... everything since OGG support. I'm patient. :)
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#1609

Hey why does my polymer look so differently, I dont get shadows or anything + when i shoot my lighting gets fucked up i mean I fire the upper part of the lighting shows gets cut in the middle and the under part of it shows too
I mean what the hell you could call it a burger without meat between it.
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User is offline   Spiker 

#1610

View PostSchoeteCitie, on Jul 3 2010, 11:33 AM, said:

Hey why does my polymer look so differently, I dont get shadows or anything + when i shoot my lighting gets fucked up i mean I fire the upper part of the lighting shows gets cut in the middle and the under part of it shows too
I mean what the hell you could call it a burger without meat between it.


Don't expect any answer to this if you haven't provided all the necessary information :)
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#1611

View PostSpiker, on Jul 3 2010, 04:53 AM, said:

Don't expect any answer to this if you haven't provided all the necessary information :)

I mean that without the f*ucking Laggy polymer hrp
The dynamic lighting gets f*cked up
I mean who makes a polymer hrp with forced shadows why the heck cant we turn it off?
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User is offline   Green 

  #1612

ETA of HUD support?
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User is offline   Night Wolf 

#1613

View PostSchoeteCitie, on Jul 3 2010, 10:04 PM, said:

I mean that without the f*ucking Laggy polymer hrp
The dynamic lighting gets f*cked up
I mean who makes a polymer hrp with forced shadows why the heck cant we turn it off?


Get a new PC n STFU
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User is offline   RPD Guy 

#1614

is there any way to turn off my self-shadow?
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User is offline   Master Fibbles 

  • I have the power!

#1615

View PostDk2, on Jul 3 2010, 12:23 PM, said:

is there any way to turn off my self-shadow?

Play Half-Life 2?
Is that a question of performance or preference?


I have not been keeping up to date on this and part of that is I don't even know if there is an unofficial release. I think I have the March 11 build. Have there been compiled versions since then?
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User is offline   TerminX 

  • el fundador

  #1616

A new build for Windows is automatically compiled and placed into the synthesis directory every time someone commits anything to svn.
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User is offline   The Commander 

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

#1617

Then commit your MP code already. :)
Posted Image
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User is offline   Master Fibbles 

  • I have the power!

#1618

View PostTX, on Jul 3 2010, 03:18 PM, said:

A new build for Windows is automatically compiled and placed into the synthesis directory every time someone commits anything to svn.

That is what I thought. Maybe I have updated on occasion here or there. I think part of my problem is that I don't have the download page bookmarked or anything so I just never get around to checking it.

I kind of miss the days when things were more "here is an official release" every so often. I suppose those days will return some day once you get Polymer optimized and fully functional. Then the maphacks for lights and the pHRP will have official releases that I don't have to jump through hoops (er, go to places I don't usually go) to find.
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User is offline   TerminX 

  • el fundador

  #1619

Well, every once in a while I deem a build good enough to replace the version you get when you download from eduke32.com... I suppose that's like an official release, since it only happens every few months. They just don't have version numbers anymore.
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User is offline   RPD Guy 

#1620

View PostMr.Flibble, on Jul 3 2010, 10:35 AM, said:

Play Half-Life 2?
Is that a question of performance or preference?


I have not been keeping up to date on this and part of that is I don't even know if there is an unofficial release. I think I have the March 11 build. Have there been compiled versions since then?


I'd like to turn it off for reasons of preference, not by performance, which is! I have a
GeForce 9800 GTX +
Eduke 32 works normally!
¬¬
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User is offline   Plagman 

  • Former VP of Media Operations

#1621

There isn't an easy way to do so, but a one-line patch to the source code would do it. Maybe I should make it into a setting.
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User is offline   Green 

  #1622

Is it possible to make the screenshots come out as PNG or JPEG?
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User is offline   TerminX 

  • el fundador

  #1623

Not without adding some library capable of writing those formats, which would be a waste when only used for that one thing.
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#1624

I'm updating EDuke and the texture pack after some half an year. I noticed some changes in EDuke32 specifically the fade effect of 8bit is back in the new builds for 32bit. I downloaded the polymer HRP released a month ago and the latest EDuke SVN. I have two issues. Firstly the fadeouts flicker, even with vsync. Second, I get no polymer lighting whatsoever. Could somebody point me to a stable SVN? Thank you.
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User is offline   Daedolon 

  • Ancient Blood God

#1625

View PostTX, on Jul 5 2010, 07:39 AM, said:

Not without adding some library capable of writing those formats, which would be a waste when only used for that one thing.


Isn't it viable to go for BMP? I thought it's quite similar with PCX, just that more programs are capable of opening it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1626

IrfanView, Photoshop, GIMP, etc. all support TGA.

TGA is good because it's basically an output of the frame buffer IIRC. Besides, it's not that hard to make a simple batch script with something like PngOptimizerCL to convert all TGAs to PNG and delete the TGAs. No need to bloat EDuke32.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1627

Double post, but build 1669 fails to build for me.

EDuke32

Restored 'polymer/eduke32/obj_win/keep.me'
Restored 'polymer/eduke32/eobj_win/keep.me'
At revision 1669.

Build started using "gcc -fomit-frame-pointer -funswitch-loops -O2 -fno-stack-protector -W -Wall -Wimplicit -Werror-implicit-function-declaration -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -Isource -Ibuild/include -Isource/jmact -Isource/jaudiolib/include -Isource/enet/include -D_FORTIFY_SOURCE=2 -fjump-tables -march=pentium3 -mtune=generic -mmmx  -fno-pic -DUNDERSCORES -I../sdk/dx/include  -DHAVE_INTTYPES -DRENDERTYPEWIN=1 -DSUPERBUILD -DPOLYMOST -DUSE_OPENGL -DPOLYMER -DNEDMALLOC"
source/game.c: In function 'Net_UpdateClients':
source/game.c:2229: error: implicit declaration of function 'alloca'
source/game.c:2229: warning: incompatible implicit declaration of built-in function 'alloca'
Failed building obj_win/game.o from source/game.c!
make: *** [obj_win/game.o] Error 1

EDuke32 building failed.

Press any key to continue . . .


This post has been edited by Hendricks266: 05 July 2010 - 09:00 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#1628

This is now fixed, and a new synthesis build is up. It should have working multiplayer again; synthesis has been a little slow to pick up things lately because of some connection issues between the machine and the sourceforge server.
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#1629

I have identified a problem with the latest builds and the DukePlus addon. Playing Tribute To Action(possibly others too) toggles the polymer flag in the main cfg to Polymer=0. At first this has no impact and since the settings are imported from DP\DP.cfg which does not get altered. However, quitting the game completly, going back in, and playing the level again will toggle the Polymer to 0 in the DP.cfg aswell. After this 2nd runthrough any further sessions of Duke Nukem won't display polymer until it's changed back in the files. It doesn't seem normal for a level to be able to change the engine's setting.
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User is offline   RPD Guy 

#1630

can I reduce the size of the fire light? or the shoot light?
man, this size have to be reduced!
even in the crysis, the lights are small, when a grenade explodes, when you shoot with a gun, the light size is minimum!

tanks

PS: google translate=Shit bricks
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User is offline   Night Wolf 

#1631

View PostDk2, on Jul 6 2010, 05:38 PM, said:

can I reduce the size of the fire light? or the shoot light?
man, this size have to be reduced!
even in the crysis, the lights are small, when a grenade explodes, when you shoot with a gun, the light size is minimum!

tanks

PS: google translate=Shit bricks


I think the lighting for the guns is great ...
But the fire should definatly be reduced ... if you look at the secret area with the girl dancing around the fire in E1L5 ... it's wayyyy to bright

This post has been edited by ozz: 06 July 2010 - 01:04 AM

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User is offline   Stabs 

#1632

View Postozz, on Jul 6 2010, 01:03 AM, said:

I think the lighting for the guns is great ...
But the fire should definatly be reduced ... if you look at the secret area with the girl dancing around the fire in E1L5 ... it's wayyyy to bright


yeh ive found that myself, i have to keep fire stupidly small to make sure its light will not go everywhere, fairly certain the light radius is based on the sprite size
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User is offline   TerminX 

  • el fundador

  #1633

Yeah, it's based on sprite size... but let's be realistic here; if you light a lighter, you get one damn small flame that easily lights up a good sized area in a dark room. The radius is pretty large but I think it looks good in a lot of maps.
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User is offline   Stabs 

#1634

its very dim light tho, I don't think the standard fire can push such intense light that far, a flame as big as the 2nd pic in eduke would probably light up the entire crowd, the flicker is perfect tho, that dosn't need a change :)

Posted Image

Posted Image

This post has been edited by DanM: 06 July 2010 - 03:29 AM

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User is offline   TerminX 

  • el fundador

  #1635

The part of the crowd that's actually hit by the light is pretty intensely lit up though.
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User is offline   Stabs 

#1636

it seems really intense around the fire and than just fades of to nothing rather abruptly

is there any kind of fade control or is it just radius?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1637

Keep in mind that could also be a failure on the camera's part to capture the light properly. Camera lenses view light differently than the human eye. I guess it just depends on what you want to emulate.

This post has been edited by MusicallyInspired: 06 July 2010 - 07:10 AM

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