EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#167 Posted 13 May 2009 - 03:23 PM
Also noticed that the sound buffer sometimes loops when about to load a map or when quitting the game, loops for a second or so. Not that it hinders gameplay or functionality in any way.
This post has been edited by Jokke_r: 13 May 2009 - 03:26 PM
#168 Posted 13 May 2009 - 05:25 PM
staffcarguy, on May 13 2009, 03:09 PM, said:
Yes, but now that 3DR have gone to the great software clearance house in the sky, its the only ticket in town to see Duke truly kick ass with dynamic lights!
I'd say it was worth it at twice the price!
@ TX - Very true. Yes, we are all bowled over by having funky next-gen features on Duke, and yes, its only taken 12 years to get them. But if you think about what the engine is actually doing at the moment for most people, its just displaying dynamic lights. Most of the people here haven't loaded any funky parallax maps or anything like that yet. I get terrible slowdowns when just using the original sprites.
I know jack squat about OpenGL programming, but I'd push for more optimization myself.
This post has been edited by Tea Monster: 13 May 2009 - 05:34 PM
#169 Posted 13 May 2009 - 05:57 PM
Tea Monster, on May 13 2009, 09:25 PM, said:
I'd say it was worth it at twice the price!
got a point there
#170 Posted 14 May 2009 - 05:42 AM
Mblackwell, on May 13 2009, 07:01 PM, said:
Plagman develops Linux drivers for NVidia?
This is all looking great now. I can wait to get my hands on it though. I'll wait until it is ironed out and runs smooth without my computer freaking out.
#171 Posted 14 May 2009 - 05:45 AM
#173 Posted 14 May 2009 - 08:33 AM
MeatWagon, on May 14 2009, 03:45 PM, said:
Polymer does occlusion queries on certain sector portals during the depth-only pass.
Hellbound, on May 14 2009, 06:28 PM, said:
See the first post of this thread.
#174 Posted 14 May 2009 - 08:34 AM
DeeperThought, on May 12 2009, 09:07 PM, said:
^ Take note Hellbound and others.
#175 Posted 14 May 2009 - 08:47 AM
Any clues why spotlights don't affect level geometry on my PC? They affect models only...
#176 Posted 14 May 2009 - 10:54 AM
DeeperThought, on May 14 2009, 09:34 AM, said:
Spotlights working fine.
point light not. not with selfbuild mapster maps nor in regular maps.
(compiled latest svn)
#177 Posted 14 May 2009 - 11:04 AM
On another note, how do you implement normal/bump/specular/whatever maps for textures? Any good tutorials or programs for making normal/bump maps? Has anyone made any normal/bump maps for Duke3D textures yet? Maybe there should be a thread for normal/bump maps? Am I asking too many questions?
This post has been edited by MusicallyInspired: 14 May 2009 - 11:19 AM
#178 Posted 14 May 2009 - 11:06 AM
Rehbock: could you please change your avatar to something that doesn't prevent me from focusing on everything else? See the announcement regarding animated avatars.
#179 Posted 14 May 2009 - 11:10 AM
DeeperThought, on May 13 2009, 10:54 AM, said:
I know where the flame and explosion arts are from that they used for Duke Nukem 3D, though I doubt it would be possible grabbing a license for a freely distributed project.
#180 Posted 14 May 2009 - 11:37 AM
OpenGL Information: Version: 3.0.0 Vendor: NVIDIA Corporation Renderer: GeForce 8800 GTX/PCI/SSE2 Maximum anisotropy: 16.0 BGRA textures: supported Non-x textures: supported Texure compression: supported Clamp-to-edge: supported Multisampling: not supported Nvidia multisample hint: not supported ARBfp fragment programs: supported Depth textures: supported Shadow textures: supported Frame Buffer Objects: supported Rectangle textures: supported Multitexturing: supported env_combine: supported Vertex Buffer Objects: supported Shader Model 4: supported Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control UDP networking uninitialized successfully. Uninitializing MultiVoc... Uninitializing DirectSound... Uninitializing OpenAL... Uninitializing DirectInput... Wrote eduke32.cfg Wrote eduke32_binds.cfg Uninitializing DirectDraw...
well dunno why it shouldnt work.
#181 Posted 14 May 2009 - 12:13 PM
This post has been edited by msleeper: 14 May 2009 - 12:13 PM
#183 Posted 14 May 2009 - 12:30 PM
There's only one little trick -- you have to spawn a different picnum, set the various tags, and THEN change the picnum of the spawned sprite into SECTOREFFECTOR. Otherwise, you will get the "lonely SE" crash when it spawns. You can change any of the SE tags after it spawns to modify color, intensity, etc., and you can move the SE around the map.
#184 Posted 14 May 2009 - 12:34 PM
Tea Monster, on May 13 2009, 08:25 PM, said:
I know jack squat about OpenGL programming, but I'd push for more optimization myself.
Polymer is running smooth here, but all I've got is the dynamic lights.
I don't have dynamic shadows, except for the spotlights on the front of the Pigcop patrol vehicles... they produce dynamic shadows. But I have no shadows anywhere else, and no parallax mapping or anything.
But the lights look fantastic, the glow from fire and other objects is great.
#185 Posted 14 May 2009 - 12:35 PM
DT - For your flashlight/flare I assume you just keep teleporting the SE to the players' or flares' XYZ right?
#186 Posted 14 May 2009 - 12:42 PM
Is it normal? or did i have a wrong zip file.
I just replaced the Eduke32.exe and the Mapster32.exe (compiled by me) in my HRP directory.
Rev1379.
This post has been edited by Benichon: 14 May 2009 - 12:55 PM
#187 Posted 14 May 2009 - 12:57 PM
#188 Posted 14 May 2009 - 01:04 PM
MusicallyInspired, on May 14 2009, 09:04 PM, said:
On another note, how do you implement normal/bump/specular/whatever maps for textures? Any good tutorials or programs for making normal/bump maps? Has anyone made any normal/bump maps for Duke3D textures yet? Maybe there should be a thread for normal/bump maps? Am I asking too many questions? http://forums.duke4....tyle_emoticons/default/ted.gif
For a monitor I think it's probaly better to use a very wide spotlight. Then just offset the source so it's a bit inside the monitor (You can place lights anywhere and not just in the sector they belong to). Note that this is probably only possible with light hacks unless there is some trick to achive the same placement with sprites.
If it's the main light source in the room you could put a faint point light a bit infront to get some faked bouncing light. At the moment you can't get ridd of the shadow casting though but thats planned to be toggable.
Damien_Azreal, on May 14 2009, 10:34 PM, said:
I don't have dynamic shadows, except for the spotlights on the front of the Pigcop patrol vehicles... they produce dynamic shadows. But I have no shadows anywhere else, and no parallax mapping or anything.
But the lights look fantastic, the glow from fire and other objects is great.
Thats because only spotlights cast shadows.
msleeper, on May 14 2009, 10:35 PM, said:
I belive that is planned. The SE spawning trick was just something DT came up with to playaround with it.
#189 Posted 14 May 2009 - 01:05 PM
Damien_Azreal, on May 14 2009, 10:34 PM, said:
You should get shadows behind Duke when shooting a weapon (i.e. press F7, look left and fire the chaingum). There are no other hardcoded spotlights at this point so it's natural you're not seeing more shadows.
To get parallax mapping, you need normal/height maps definitions. You'll need a special HRP update that'll probably be released along with the first "stable" version of the renderer.
#190 Posted 14 May 2009 - 01:29 PM

The spotlight is certainly there, but it doesn't affect geometry.
The strange thing is that when I use SE for placing spotlight - it works very well, same for that from chaingun and those from reckon patrol vehicles.
So the conclusion is that those spotlight created by maphacks are fucked up (all other lights on this level work good).
My log: http://www.sendspace.com/file/a0mev8
#191 Posted 14 May 2009 - 01:34 PM
Hellbound, on May 14 2009, 11:29 PM, said:
So the conclusion is that those spotlight created by maphacks are fucked up (all other lights on this level work good).
My log: http://www.sendspace.com/file/a0mev8
It will do that if the lighthack has the proper position but the wrong sector number. Please post your lighthack line for this spotlight and the build date of your eduke32.exe.
#192 Posted 14 May 2009 - 01:39 PM
light 139 27910 42254 -22000 7000 255 255 255 375 200 12 -150 15 3 0
light 139 27910 42818 -22000 1280 255 255 255 0 0 0 0 15 3 0
light 139 27910 41876 -22000 1280 255 255 255 0 0 0 0 15 3 0
Date - 2009 04 28 if I checked in a proper place.
If it's only about sector number - I can fix it myself.
#193 Posted 14 May 2009 - 01:45 PM
#194 Posted 14 May 2009 - 01:57 PM
Now, I'm curious if the e2l1 is the same for 1.3 and 1.4, because I started to work on putting lights there.
#195 Posted 14 May 2009 - 03:20 PM
Plagman, on May 14 2009, 04:05 PM, said:
To get parallax mapping, you need normal/height maps definitions. You'll need a special HRP update that'll probably be released along with the first "stable" version of the renderer.
I figured as much. I'm just happy to be playing it at all.
#196 Posted 15 May 2009 - 01:23 AM
Another question - do we set a maximum amount of spot lights for official levels? Ye know, because they are sucking framerate out of our ass.

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