EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#1647 Posted 15 July 2010 - 12:18 PM
I never noticed before untill now ....
looks good.
This post has been edited by ozz: 15 July 2010 - 12:18 PM
#1649 Posted 16 July 2010 - 02:09 AM
TX, on Jul 16 2010, 06:28 AM, said:
Hmm strange I only just noticed.
......
Any chance of the "red siren lights" being hardcoded?
maybe a twirling light source if thats even possible...
#1650 Posted 16 July 2010 - 08:06 AM
#1651 Posted 16 July 2010 - 08:51 AM
TX, on Jul 16 2010, 09:06 AM, said:
I agree, and I think that hardcoded lights should be kept to a minimum. In addition to the performance issue, there's the fact that mappers didn't consider many sprites to be light sources. Take switches, for example. Sometimes switches that are supposed to be hidden give themselves away in Polymer because of the light they give off. And there is another issue. In a TC, there may be a completely different tile of that number which the light doesn't fit, and it just adds one more annoying hardcoded thing for the scripter to deal with.
#1652 Posted 16 July 2010 - 09:16 AM
TX, on Jul 17 2010, 02:06 AM, said:
Hmmm I can understand that... maybe when eduke is more stable.
#1653 Posted 16 July 2010 - 09:53 AM
DeeperThought, on Jul 16 2010, 11:51 AM, said:
I've had to deal with that in Caribbean. Fortunately TX did add ways to disable the lights from CON.
Now I have to check that I disabled SHOTSPARK1's lighting... phew.
#1654 Posted 16 July 2010 - 10:15 AM
#1655 Posted 16 July 2010 - 11:41 PM
#1657 Posted 25 July 2010 - 09:44 AM
Dk2, on Jul 26 2010, 05:27 AM, said:
You are going to have to explain that in more detail.
#1658 Posted 25 July 2010 - 08:38 PM
I think you'd just need a bit of CON code to make that object cast a polymer light, basically. I'm sure someone else can properly expand on the idea.
#1659 Posted 26 July 2010 - 08:54 PM
#1660 Posted 26 July 2010 - 09:10 PM
#1661 Posted 27 July 2010 - 05:51 AM
SwissCm, on Jul 27 2010, 07:10 AM, said:
well i cannot confirm this.....i know its difficult to compare, but thats how i compare 1674 & 1676
i loaded E1L1 with latest SVN polymer HRP @ 1680*1050 (AF = none) and waited till the space ship exploded and doesnt move on the roof
1674: 28fps
1676: 12fps
my system: C2D-8400 / 4 GB / HD4350 (Catalyst 10.4) on XP32
#1662 Posted 27 July 2010 - 08:19 AM
0815Jack, on Jul 27 2010, 06:51 AM, said:
i loaded E1L1 with latest SVN polymer HRP @ 1680*1050 (AF = none) and waited till the space ship exploded and doesnt move on the roof
1674: 28fps
1676: 12fps
my system: C2D-8400 / 4 GB / HD4350 (Catalyst 10.4) on XP32
That's a dramatic reduction in frame rate. I would give it another try or two comparing 1674 and 1676. Maybe your computer was doing something intensive in the background during the 1676 test?
#1663 Posted 27 July 2010 - 08:21 AM
Then the game crashed when it attempted to load the second level. Before the texture caching. Whereas before the game would just close (no error message) after the textures were cached on random levels.
Still there was definitely an improvement in certain areas. Optimization seems to be coming along nicely.
My specs:
WinXP SP3
P4 2.8 Ghz
3GB DDR RAM
ATI X1650 AGP
I tried posting my eduke32.log but it wouldn't show. There were a lot of texture "GL_FALSE!" errors, though.
EDIT: I just deleted my texture cache files and tried starting up the game again and it crashes on startup now. Can't even start the game.
EDIT 2: Ok, now it works again. Bizarre.
EDIT 3: Apparently some of my framerate issues are gone this time around. I forgot that I was downloading a pretty hefty file during my first run. Now it seems much more manageable. I still have quite a bit of framerate issues where more than a couple lights are involved. I also no longer get lighting from objects such as switches and atomic health.
Also, here's some screenshots of the bizarre shadow effect spotlights have for me:
http://brandonblume....es/duke0000.jpg
http://brandonblume....es/duke0001.jpg
http://brandonblume....es/duke0002.jpg
This post has been edited by MusicallyInspired: 27 July 2010 - 09:04 AM
#1664 Posted 27 July 2010 - 09:36 AM
MusicallyInspired, on Jul 27 2010, 09:21 AM, said:
No offense, but that undermines your whole report, and I was wondering the same thing about 0815Jack's report.
#1665 Posted 27 July 2010 - 10:46 AM
#1666 Posted 27 July 2010 - 10:53 AM
MusicallyInspired, on Jul 27 2010, 11:46 AM, said:
Well, nevermind then.
#1667 Posted 27 July 2010 - 11:18 AM
is the shadow issue illustrated in your screenshots something recent, or has this always happened? I think your GPU falls into the "polygon offset" workaround where I had to disable a functionality that makes shadow look more correct because of a driver bug that caused a software fallback (causing huge performance hits and sprites showing above everything else, not sure if you remember). I think that's the cause of the shadow problems you're seeing, just wanted to confirm that it was always like that and wasn't anything new with the new version.

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