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

User is offline   Master Fibbles 

  • I have the power!

#1640

Using the July 6 build I can't get Mapster to run. It loads a blank screen and when I try to load something in 2D mode, it crashes.
-8 bit 640*480

Quote

Mapster32 2.0.0devel 20100521
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

Mapster32 2.0.0devel 20100521
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...

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User is offline   TerminX 

  • el fundador

  #1641

Try fixing the permissions for the directory I guess.
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User is offline   Master Fibbles 

  • I have the power!

#1642

So weird. I didn't know it was set to Read-Only...might explain why I was having problems with the loading screen before.

EDIT: still no help. It still crashes.

This post has been edited by Mr.Flibble: 09 July 2010 - 04:27 PM

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User is offline   Night Wolf 

#1643

The latest release of eduke is pretty good, think i might have gained some FPS
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
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User is offline   Danukem 

  • Duke Plus Developer

#1644

I guess you haven't updated your eduke in quite a while. This sounds like the old mouse sensitivity off the scale problem. Type into the console "sensitivity 10" and that will put it back within range. Or delete all your cfgs.

This post has been edited by DeeperThought: 11 July 2010 - 01:19 AM

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User is offline   Master Fibbles 

  • I have the power!

#1645

View PostMr.Flibble, on Jul 9 2010, 06:41 PM, said:

Using the July 6 build I can't get Mapster to run. It loads a blank screen and when I try to load something in 2D mode, it crashes.


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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User is offline   RPD Guy 

#1646

updates?
^^
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User is offline   Night Wolf 

#1647

Did the spark texture recently get lighting hardcoded to it?
I never noticed before untill now ....
looks good.

This post has been edited by ozz: 15 July 2010 - 12:18 PM

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User is offline   TerminX 

  • el fundador

  #1648

Yeah. It was probably a couple of months ago.
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User is offline   Night Wolf 

#1649

 TX, on Jul 16 2010, 06:28 AM, said:

Yeah. It was probably a couple of months ago.

Hmm strange I only just noticed.
......
Any chance of the "red siren lights" being hardcoded?
maybe a twirling light source if thats even possible...
Posted Image
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User is offline   TerminX 

  • el fundador

  #1650

Maybe. I thought about it at one point and I think I decided against it because the light would need to be a spotlight (more resource intensive) and it would be horrible in usermaps where you have a bunch of those sprites going around a helipad or something like that.
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User is offline   Danukem 

  • Duke Plus Developer

#1651

View PostTX, on Jul 16 2010, 09:06 AM, said:

Maybe. I thought about it at one point and I think I decided against it because the light would need to be a spotlight (more resource intensive) and it would be horrible in usermaps where you have a bunch of those sprites going around a helipad or something like that.


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.
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User is offline   Night Wolf 

#1652

View PostTX, on Jul 17 2010, 02:06 AM, said:

Maybe. I thought about it at one point and I think I decided against it because the light would need to be a spotlight (more resource intensive) and it would be horrible in usermaps where you have a bunch of those sprites going around a helipad or something like that.


Hmmm I can understand that... maybe when eduke is more stable.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1653

View PostDeeperThought, on Jul 16 2010, 11:51 AM, said:

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.

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.
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#1654

I've had an idea, how difficult would it be to add a feature to Mapster32 where point lights show a circle on the 2D View like ambient sounds? This would be really useful. Just an idea.
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User is offline   Micky C 

  • Honored Donor

#1655

I always thought it'd be nice if there was some way to see what colour polymer lights are in 2D mode, the only way to tell at the moment is to switch into 3D mode, which usually takes a few seconds, and it can be a bit time consuming if you have to make constant corrections to get the colour right. Although High Treason's idea would be more practical and easier to implement.
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User is offline   RPD Guy 

#1656

How do I fix a light, or spotlight on some object?
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User is offline   The Commander 

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

#1657

 Dk2, on Jul 26 2010, 05:27 AM, said:

How do I fix a light, or spotlight on some object?

You are going to have to explain that in more detail.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1658

I'm guessing he wants to 'attach' a light to an object (such as a sprite or model) in a way that will make the light move with that object.

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.
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User is offline   TerminX 

  • el fundador

  #1659

The first synthesis build with improved Polymer performance went up today. It also fixes problems with broken doors and sector effects in Duke Caribbean and some other maps.
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User is offline   SwissCm 

#1660

The framerate increase is quite significant. If any of you were struggling to run Polymer before it's worth trying out again.
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User is offline   0815Jack 

#1661

 SwissCm, on Jul 27 2010, 07:10 AM, said:

The framerate increase is quite significant. If any of you were struggling to run Polymer before it's worth trying out again.


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
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User is offline   Danukem 

  • Duke Plus Developer

#1662

 0815Jack, on Jul 27 2010, 06:51 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


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?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1663

Just tried it. Hmm, a bit strange. I tried E1L1 with the Polymer HRP. Even though the framerate on the roof says it's 90-100 it's very jumpy and skippy. Once down in the street this strange phenomenon disappears, though, (along with the improved framerate) until you go back up. Performance seems to vary from area to area moreso than before. Some bigger areas are worse than they were before and some isolated areas are silky smooth when they weren't before. All in all it's not quite as playable as it was before as far as gameplay is concerned. It takes the game a bit of time to come to grips with new textures and I lose framerate altogether for a bit until it figures itself out and then it's partially playable.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1664

 MusicallyInspired, on Jul 27 2010, 09:21 AM, said:

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.



No offense, but that undermines your whole report, and I was wondering the same thing about 0815Jack's report.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1665

Maybe, but I later confirmed everything about my report afterwards.
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User is offline   Danukem 

  • Duke Plus Developer

#1666

 MusicallyInspired, on Jul 27 2010, 11:46 AM, said:

Maybe, but I later confirmed everything about my report afterwards.


Well, nevermind then. :)
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User is offline   Plagman 

  • Former VP of Media Operations

#1667

MusicallyInspired,

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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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1668

 Plagman, on Jul 27 2010, 02:18 PM, said:

MusicallyInspired,

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.


Yeah, it's been like that for quite a while. As far as I can remember anyway. And I'm the person who had that exact problem you're describing back then. So it's probably my card. Just making sure.
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User is offline   Mark 

#1669

POST DELETED. I will fix my other problem before commenting on the newest version.

This post has been edited by Marked: 27 July 2010 - 04:34 PM

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