EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1609 Posted 03 July 2010 - 02:33 AM
I mean what the hell you could call it a burger without meat between it.
#1610 Posted 03 July 2010 - 03:53 AM
SchoeteCitie, on Jul 3 2010, 11:33 AM, said:
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
#1611 Posted 03 July 2010 - 04:04 AM
Spiker, on Jul 3 2010, 04:53 AM, 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?
#1613 Posted 03 July 2010 - 08:42 AM
SchoeteCitie, on Jul 3 2010, 10:04 PM, said:
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
#1615 Posted 03 July 2010 - 09:35 AM
Dk2, on Jul 3 2010, 12:23 PM, 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?
#1616 Posted 03 July 2010 - 12:18 PM
#1618 Posted 03 July 2010 - 05:50 PM
TX, on Jul 3 2010, 03:18 PM, said:
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.
#1619 Posted 03 July 2010 - 05:55 PM
#1620 Posted 04 July 2010 - 08:00 AM
Mr.Flibble, on Jul 3 2010, 10:35 AM, said:
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!
¬¬
#1621 Posted 04 July 2010 - 01:41 PM
#1622 Posted 04 July 2010 - 08:36 PM
#1623 Posted 04 July 2010 - 08:39 PM
#1624 Posted 05 July 2010 - 02:28 AM
#1625 Posted 05 July 2010 - 06:33 AM
TX, on Jul 5 2010, 07:39 AM, said:
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.
#1626 Posted 05 July 2010 - 08:31 AM
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.
#1627 Posted 05 July 2010 - 09:00 AM
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
#1628 Posted 05 July 2010 - 11:51 AM
#1629 Posted 05 July 2010 - 01:07 PM
#1630 Posted 05 July 2010 - 11:38 PM
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
#1631 Posted 06 July 2010 - 01:03 AM
Dk2, on Jul 6 2010, 05:38 PM, said:
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
#1632 Posted 06 July 2010 - 03:05 AM
ozz, on Jul 6 2010, 01:03 AM, said:
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
#1633 Posted 06 July 2010 - 03:08 AM
#1634 Posted 06 July 2010 - 03:29 AM

This post has been edited by DanM: 06 July 2010 - 03:29 AM
#1635 Posted 06 July 2010 - 03:53 AM
#1636 Posted 06 July 2010 - 04:31 AM
is there any kind of fade control or is it just radius?
#1637 Posted 06 July 2010 - 07:09 AM
This post has been edited by MusicallyInspired: 06 July 2010 - 07:10 AM
#1638 Posted 06 July 2010 - 08:06 AM
This post has been edited by Mblackwell: 06 July 2010 - 08:07 AM

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