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

User is offline   zchri9 

  • Honored Donor

#18

Polymer looks fantastic, Ive had a bit of a play around with it.
You defiantly need a modern system to run this.
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User is offline   Tea Monster 

  • Polymancer

#19

I am slightly worried about Polymer. If its really requiring a fat rig to get anything out of it now when its just running a lot of 64x64 textures, then whats it going to be like when we load it up with next-gen game assets?
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User is offline   The Commander 

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

#20

View PostTea Monster, on May 8 2009, 05:35 PM, said:

I am slightly worried about Polymer. If its really requiring a fat rig to get anything out of it now when its just running a lot of 64x64 textures, then whats it going to be like when we load it up with next-gen game assets?


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. :rolleyes:
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User is offline   Reaper_Man 

  • Once and Future King

#21

It looks like Parkar was running it with HRP at 81 FTP. Parkar, what's your system specs?

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

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User is offline   TerminX 

  • el fundador

  #22

View PostTea Monster, on May 7 2009, 10:35 PM, said:

I am slightly worried about Polymer. If its really requiring a fat rig to get anything out of it now when its just running a lot of 64x64 textures, then whats it going to be like when we load it up with next-gen game assets?

It hasn't been optimized or anything yet. Don't worry!
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User is offline   zchri9 

  • Honored Donor

#23

Im running a fairly old rig at the moment and polymer doesnt like it.. Runs very slow.

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
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User is offline   Danukem 

  • Duke Plus Developer

#24

View PostTea Monster, on May 7 2009, 10:35 PM, said:

I am slightly worried about Polymer. If its really requiring a fat rig to get anything out of it now when its just running a lot of 64x64 textures, then whats it going to be like when we load it up with next-gen game assets?


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.
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User is offline   Parkar 

  • Honored Donor

#25

View Postmsleeper, on May 8 2009, 07:59 AM, said:

It looks like Parkar was running it with HRP at 81 FTP. Parkar, what's your system specs?

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.
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User is offline   Plagman 

  • Former VP of Media Operations

#26

Nice video. Did you hardcode these lights in the source code?
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User is offline   diehard 

#27

Awesome vid! nice choice of music ..with the classic DT!
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User is offline   Sangman 

#28

I've been thinking of getting an all-new PC soon-ish. Until then I'll have to stick with Polymost. :rolleyes: (I think my PC downstairs can run Polymer but I don't really find that to be a comfortable place)

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..
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User is offline   Danukem 

  • Duke Plus Developer

#29

View PostPlagman, on May 8 2009, 11:14 AM, said:

Nice video. Did you hardcode these lights in the source code?


Nah, the lights were added by CON code. The actors spawn and control light producing SEs.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#30

I don't refuse to upgrade my PC, its just that I'm poor and its impossible to afford it at the moment.
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User is offline   Plagman 

  • Former VP of Media Operations

#31

View PostDeeperThought, on May 8 2009, 09:43 PM, said:

Nah, the lights were added by CON code. The actors spawn and control light producing SEs.


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.
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User is offline   Daedolon 

  • Ancient Blood God

#32

Thanks for posting the video, shows that some of the stuff I'm planning to do is possible.

Honestly, the possibilities are almost limitless.
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User is offline   Tea Monster 

  • Polymancer

#33

Glad to hear about the optimizations. I had some serious stuttering on my system, but my son's laptop seems to run it fine, so I'll double check stuff and see if there are any other problems.

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

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User is offline   Danukem 

  • Duke Plus Developer

#34

View PostPlagman, on May 8 2009, 01:29 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.


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.
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User is offline   Daedolon 

  • Ancient Blood God

#35

I'm still a bit worried about it not running on an ATI card, since I have SM3.0 support and all... it'd be a shame half of the community would miss this.
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User is offline   Mblackwell 

  • Evil Overlord

#36

View PostTea Monster, on May 8 2009, 03:58 PM, said:

Glad to hear about the optimizations. I had some serious stuttering on my system, but my son's laptop seems to run it fine, so I'll double check stuff and see if there are any other problems.

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.
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User is offline   The Commander 

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

#37

View PostDaedolon, on May 9 2009, 09:01 AM, said:

I'm still a bit worried about it not running on an ATI card, since I have SM3.0 support and all... it'd be a shame half of the community would miss this.


Don't worry to much, it works... sorta.... :rolleyes: (just a few bugs here and there)
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User is offline   Geoffrey 

#38

View PostParkar, on May 7 2009, 03:21 PM, said:

Here are a few more Polymer shots with some dynamic shadows in action.

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.
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#39

I don't want to be a pain in the ass, but I have just one little thing to comment on:
* 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

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User is offline   Chip 

#40

Quote

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?


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

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#41

Probably some sort of natural question that relates to evolution. Don't ponder too much about it. XD
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User is offline   gt1750 

#42

View PostParkar, on May 8 2009, 01:21 AM, said:

Here are a few more Polymer shots with some dynamic shadows in action.

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.
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User is offline   Ramen4ever 

#43

Yeah, way too dark. It's more like a cinema after closing hours. Great horror potential. I'm sure it can look normal as well but that wouldn't emphasize the lighting very well.

This post has been edited by Ramen4ever: 09 May 2009 - 01:49 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#44

I got my hands on a polymer snapshot of eDuke32 and unfortunately it doesn't work with my ATI X1650 AGP card. Just hangs at around 99% of the loading screen. Sometimes randomly at other percentages, too.
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User is offline   Parkar 

  • Honored Donor

#45

View PostRamen4ever, on May 9 2009, 11:48 PM, said:

Yeah, way too dark. It's more like a cinema after closing hours. Great horror potential. I'm sure it can look normal as well but that wouldn't emphasize the lighting very well.


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

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User is offline   Jimmy 

  • Outta jail, back in rehab

#46

Speaking of fog, any thoughts on creating more modern fog effects in Polymer?
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User is offline   TerminX 

  • el fundador

  #47

View PostTea Monster, on May 8 2009, 01:58 PM, said:

Glad to hear about the optimizations. I had some serious stuttering on my system, but my son's laptop seems to run it fine, so I'll double check stuff and see if there are any other problems.

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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