EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
#1639 Posted 08 July 2010 - 09:02 PM
Yes I am thinking 10+ years ahead of myself.
#1640 Posted 09 July 2010 - 03:41 PM
-8 bit 640*480
Quote
Using D:/Duke3d/ for game data
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/polymer_hrp132.zip'.
Configuration file not found, using defaults.
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Initialized 16.0M cache
Loading NAMES.H
Read 765 lines, loaded 737 names.
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Enabling desktop composition...
Setting video mode 640x480 (8-bit windowed)
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...
-32 bit 1024*768
Quote
Using D:/Duke3d/ for game data
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/polymer_hrp132.zip'.
Configuration file not found, using defaults.
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Initialized 16.0M cache
Loading NAMES.H
Read 765 lines, loaded 737 names.
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Disabling desktop composition...
Setting video mode 1024x768 (32-bit windowed)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce GTS 250/PCI/SSE2
Unable to open cache index: Permission denied
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Enabling desktop composition...
Setting video mode 1024x768 (8-bit windowed)
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...
#1642 Posted 09 July 2010 - 04:26 PM
EDIT: still no help. It still crashes.
This post has been edited by Mr.Flibble: 09 July 2010 - 04:27 PM
#1643 Posted 10 July 2010 - 10:37 PM
and the fading effect in the menu's is back!
theres a problem however, I can't seem to change the mouse sensitivity, the side scroller is stuck
#1644 Posted 11 July 2010 - 01:17 AM
This post has been edited by DeeperThought: 11 July 2010 - 01:19 AM
#1645 Posted 12 July 2010 - 05:38 PM
Mr.Flibble, on Jul 9 2010, 06:41 PM, said:
I tried a fresh "install" and it works. I'm not sure what is causing the crash though. Whatever it was, it had to do with my newboard.map. That map was just a single room with a spotlight in a corner.

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