EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#18 Posted 07 May 2009 - 05:09 PM
You defiantly need a modern system to run this.
#19 Posted 07 May 2009 - 09:35 PM
#20 Posted 07 May 2009 - 09:48 PM
Tea Monster, on May 8 2009, 05:35 PM, said:
It doesn't require a fat rig, people just seem to think this because they still use 10 year old computers and refuse to upgrade.
#21 Posted 07 May 2009 - 09:59 PM
I imagine most people are going to have to sadly upgrade from their Pentium II's and such, but it's probably time to get a modern PC.
EDIT
Commander beat me to the joke.
This post has been edited by msleeper: 07 May 2009 - 10:00 PM
#22 Posted 07 May 2009 - 10:42 PM
Tea Monster, on May 7 2009, 10:35 PM, said:
It hasn't been optimized or anything yet. Don't worry!
#23 Posted 07 May 2009 - 10:47 PM
AMD Athlon 64bit @ 2.2GHZ
1.5GB DDR2
60GB IDE HDD
DVD burner (broken, only reads dvd) (doesnt read cd's or burn dvd's)
Screen - Asus VW192T (19" 16:10 LCD screen) @ 1440x900
In about a month Ill have this PC along with (parts may change)
Intel Core 2 Quad Q6600 @ 2.4GHZ (May OC to 3ghz)
Asus P5Q motherboard
4GB OCZ Vista Upgrade Edition (800MHZ)
640GB Western Digital Caviar Black
Antec 300 Case
Gigabyte GTX260+
Corsair HX-520 520Watt PSU
#24 Posted 07 May 2009 - 10:51 PM
Tea Monster, on May 7 2009, 10:35 PM, said:
I used 8-bit for the movie for two reasons. One, it actually looked just as good in 8-bit, at least in that map, especially when you consider that it gets compressed down to a lower resolution for YouTube anyway. Two, recording with fraps is a huge drag on my framerate, and with the extra load of the hrp it would not have been worth it.
The fact that my rig, which is just an average computer, can record at a decent framerate using polymer, which hasn't even been optimized yet, is good news.
#25 Posted 07 May 2009 - 11:21 PM
msleeper, on May 8 2009, 07:59 AM, said:
I imagine most people are going to have to sadly upgrade from their Pentium II's and such, but it's probably time to get a modern PC.
EDIT
Commander beat me to the joke.
An i7 at 2.6ghz 6gb of RAM and an 8800gt. At the moment it's quiet demanding but as TerminX said there is optimizations to do. It's still quiet uncommon that it goes under 30 fps with the settings in the shots posted though.
#28 Posted 08 May 2009 - 10:59 AM
Let's be careful with statements like "Polymer will make Duke3D look like DNF". From what I've seen the lighting effects are nice but it can not be compared to any of those DNF shots..
#29 Posted 08 May 2009 - 11:43 AM
Plagman, on May 8 2009, 11:14 AM, said:
Nah, the lights were added by CON code. The actors spawn and control light producing SEs.
#30 Posted 08 May 2009 - 11:48 AM
#31 Posted 08 May 2009 - 12:29 PM
DeeperThought, on May 8 2009, 09:43 PM, said:
Ah, yeah; I forgot about the SE stuff TerminX did. Did you try making a flashlight yet? It would need a small offset from the view position to match the gun position so that shadows would be visible. You could even make it bob with the weapon for great justice.
#32 Posted 08 May 2009 - 12:32 PM
Honestly, the possibilities are almost limitless.
#33 Posted 08 May 2009 - 12:58 PM
The video looks amazing! I can't wait to get making some stuff.
I know we just got the lighting engine, but what are the chances of someone writing some particle code and maybe integrating a physics engine of sorts? Would it be horribly difficult to borrow a few lines of code from Q3 or similar open source title and shoehorn them into EDuke?
This post has been edited by Tea Monster: 08 May 2009 - 12:59 PM
#34 Posted 08 May 2009 - 01:00 PM
Plagman, on May 8 2009, 01:29 PM, said:
I don't have a model of Duke's hand holding a flashlight to put in the hud. I suppose I could make the flashlight hover in front of him, like the flares, and then I would only need a flashlight model.
#35 Posted 08 May 2009 - 01:01 PM
#36 Posted 08 May 2009 - 01:03 PM
Tea Monster, on May 8 2009, 03:58 PM, said:
The video looks amazing! I can't wait to get making some stuff.
I know we just got the lighting engine, but what are the chances of someone writing some particle code and maybe integrating a physics engine of sorts? Would it be horribly difficult to borrow a few lines of code from Q3 or similar open source title and shoehorn them into EDuke?
Physics are actually pretty easy... it doesn't even need to be in the source. It's the collision that's the problem.
#37 Posted 08 May 2009 - 06:31 PM
Daedolon, on May 9 2009, 09:01 AM, said:
Don't worry to much, it works... sorta....
#38 Posted 09 May 2009 - 12:30 AM
Parkar, on May 7 2009, 03:21 PM, said:
http://img4.imagesha...?g=duke0044.jpg
That's really cool - those texture maps really are half the effect, the whole world is coming alive this way.
#39 Posted 09 May 2009 - 01:47 AM
* Maybe it's me.. But what happened to using Ctrl+Y (and another one I think.) as shifting your view up, instead of now being Undo? It's useful, yeah - but I found that undo could crash Mapster32 (aćs could using F1 whenever.) under certain conditions (I'm not sure how to replicate it..). Couldn't it be relocated to Ctrl+Z or so? (I realize I could remap the keys.)
EDIT: Though I find the latest Mapster32 rather unstable, I'll still be using one of the previous versions (Think it was pre 1360 something.).
This post has been edited by Ryan Cordell: 09 May 2009 - 02:23 AM
#40 Posted 09 May 2009 - 08:11 AM
Quote
I plan on making some kind of physics code for my mod (Quite soon infact) for things like debris and shrapnel, of course it wont be any good conpaired to anyone elses attempt but the fact that I know I can actually make something like this means its totally possible (to some extent)......but I doubt it'll be anything other then con code unless the Eduke32 crew get bored and feel adventurouas.
P.S: A forum question, Why is the Slimer egg considered a better rank then the slimer?
This post has been edited by Chip: 09 May 2009 - 08:17 AM
#41 Posted 09 May 2009 - 08:39 AM
#42 Posted 09 May 2009 - 01:41 PM
Parkar, on May 8 2009, 01:21 AM, said:
http://img4.imagesha...?g=duke0044.jpg
Pretty cool
However, it's all a bit too dark for my tastes. I can I magine many more lights added at the cloakroom & toilets. And some small lights on the cinema sign above the entrance.
#43 Posted 09 May 2009 - 01:48 PM
This post has been edited by Ramen4ever: 09 May 2009 - 01:49 PM
#44 Posted 09 May 2009 - 03:58 PM
#45 Posted 09 May 2009 - 04:59 PM
Ramen4ever, on May 9 2009, 11:48 PM, said:
Heh, I always imagened it was after closing hours.
The ambient brightness is kinda fucked up due to the hack I was using not working to well with the sector fog. Implemented hardcoded overriding of the sector shading thats a lot closer to what things will look like now. To lazy to grab any screens right now though.
Edit: those that got a polymer build from me can go grab the exe from the same url to get the latest build. Most importantly this one has the driver crashes fixed.
This post has been edited by Parkar: 09 May 2009 - 05:01 PM
#46 Posted 09 May 2009 - 05:04 PM
#47 Posted 09 May 2009 - 06:49 PM
Tea Monster, on May 8 2009, 01:58 PM, said:
You get stuttering? That's kind of surprising. Even though things still need work in the perf department, I've been running the development versions on my old nForce2/7600GT/Athlon XP rig without problem. This is the same machine I do all EDuke32 development on, actually. The framerate does dip sometimes (hey, the system is quite old) but even when the framerate is low performance is usually smooth and consistent. The slow old system I've got is also why whenever I post Polymer shots, the framerate tends to be lower than you'd expect.

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