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

User is offline   Danukem 

  • Duke Plus Developer

#1711

View PostPlagman, on Aug 15 2010, 02:30 PM, said:

Does that still happen before 1680? That's when Polymer picked up support for the first mdflags bit, but I'm also pretty sure it checks for the right value. Something else must be going on.


It happens in the latest build, and some earlier ones, so I assume the problem has always existed.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1712

View PostDanM, on Aug 10 2010, 09:16 AM, said:

there is EVENT_KEYS3D opens swing doors I'am not sure how useful that is too you in space, need something for slide doors, they are a PITA in mapster

Helix seeing as the lights X Y Z can be modified with alt+kp1 can something be made like that for every other sprite, i would love something that could modify those values in 3d mode

[xyz]vel can now be changed with Alt-KP1 in 3D mode.

Sliding doors aren't actually that tricky once you've seen an exploded view of them:
Posted Image
The thing to keep in mind is that all wall-points (marked by green squares) of the door sector (blue) will be moved in the direction specified by the SE, as if drawpoint() had been applied to them. That's why you need the "extension" beyond the door frame -- otherwise it would move with the door!

View PostRoma Loom, on Aug 15 2010, 09:45 AM, said:

Helix, could you please make some small changes for parallax and spec routines? Clamp parallaxscale and bias like 0 to 1 with 0.001 increment step, and spec values from 0 to 255 by 0.1 increment step. Maybe just defining such vars like minspec maxspec specstep and minparallax maxparallax parallaxstep or something, so anyone could change their values in the script not touching the procedure itself...

It's in the script now, I added a section for user setting at the beginning. The *STEPS values determine the steps in an interval of length 1. It probably doesn't make much sense to change specularpower with linear steps (is the radius ~1/specularpower?), but CTRL and SHIFT multiply the step by 10 (seperately), so you can cover some range.

edit: forgot to say that mappers are encouraged to update. A bug was fixed which could cause a crash when first wall preview ("F4") was on.
edit2: forgot the rightmost points. They're important!

This post has been edited by Helixhorned: 17 August 2010 - 12:53 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1713

View PostHelixhorned, on Aug 17 2010, 01:44 PM, said:

(is the radius ~1/specularpower?)


The specpower is an actual power applied to the dot product between the eye and the reflection vector of the light from the surface. So the highest the power is, the faster the specular highlight decays (it's always 1.0 at the perfect reflection point).

From polymer.c, lines 505/506:

lightSpecular = pow( max(dot(R, E), 0.0), specularMaterial.x * specTexel.a) * specularMaterial.y;
result += vec4(lightDiffuse * specTexel.rgb * lightSpecular, 0.0);

specTexel is all 1s if there's no specular map, specularMaterial.x is power, specularMaterial.y is factor. The names all make sense, I swear!
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User is offline   Stabs 

#1714

good stuff helix :wacko:

now this spec modifying stuff, can i use that to make stuff reflective? what uses would this have?
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User is offline   Plagman 

  • Former VP of Media Operations

#1715

specularpower and factor are for setting the base specular material of a tile and they've been supported forever through DEFs. The stuff HH added is for easy previewing of the material in mapster before writing it in DEFs (like parallaxoverride). It will make stuff look more or less shiny and glossy, but it won't reflect anything as of yet.
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User is offline   RPD Guy 

#1716

and my mapster continues crashing!
here is the log:


Mapster32 2.0.0devel 20100521
Using C:/Daniel/Games/Outros/DN HRP/Eduke Current/ for game data
Using group file 'autoload/polymer_hrp.zip'.
Windows XP (build 5.1.2600) Service Pack 2w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Switching kb layout from 00000416 to 00000409
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: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/0368.png}' does not exist
Error: file 'highres/textures/0422_n.png' does not exist
Error on line highres/textures.def:1449: expecting '{'
Error: file 'highres/textures/0750_50_n.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error on line highres/textures.def:2540: expecting float, got "}"
warning: defined hightile replacement for empty tile 5200. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 5200.
warning: defined hightile replacement for empty tile 5200.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5201.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 5202.
warning: defined hightile replacement for empty tile 9000.
warning: defined hightile replacement for empty tile 9001.
Definitions file loaded.
Setting video mode 1280x960 (32-bit windowed)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GTX/9800 GTX+/PCI/SSE2
Cache contains 620587 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Setting video mode 1280x960 (8-bit windowed)
Map error: removing sprite #1691(23744,16768) in null space. Map is corrupt!
Map error: removing sprite #191(-36992,8704) in null space. Map is corrupt!
Map error: removing sprite #171(-35840,-3840) in null space. Map is corrupt!
Map error: removing sprite #170(-36608,-3840) in null space. Map is corrupt!
Map error: removing sprite #169(-36352,-3840) in null space. Map is corrupt!
Map error: removing sprite #168(-35840,-1280) in null space. Map is corrupt!
Map error: removing sprite #167(-36608,-1280) in null space. Map is corrupt!
Map error: removing sprite #166(-36352,-1280) in null space. Map is corrupt!
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...

EVERY MAP CRASHES!

EDIT: I use windows 7 x64, but I have to run mapster in compatibility mode.

This post has been edited by Dk2: 21 August 2010 - 06:32 AM

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User is offline   The Commander 

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

#1717

View PostDk2, on Aug 22 2010, 02:30 AM, said:

and my mapster continues crashing!
here is the log:

[Insert spam]

EVERY MAP CRASHES!

Read this Dk2. CLICK THIS LINK
In other words you need to make that post in THIS section, not in this thread.

Although I think this will be a waste of a post because I don't think you understand English at all from previous posts.

This post has been edited by The Commander: 21 August 2010 - 06:36 AM

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User is offline   RPD Guy 

#1718

ok
tanks for nothing
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User is offline   Spiker 

#1719

I see that the latest snapshot supports HUD lighting and fixes the problem with the muzzle flash for the shotgun, pretty cool BUT now the bug happens for the pistol. Let me know when there are any more enhancements for the HUD system :wacko:
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1720

Oh nice!
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User is offline   Danukem 

  • Duke Plus Developer

#1721

View PostDeeperThought, on Aug 15 2010, 09:30 AM, said:

It appears that Polymer is not handling model flags correctly.



Revision 1700:

Quote

Fix wrong interpretation of SPREXT_NOTMD that would cause it to assume the flag was set whenever any flag was set, causing the models to switch on and off in Duke Plus with Polymer.


Thanks, Plagman!
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User is offline   TerminX 

  • el fundador

  #1722

Thank DanM for taking the time to figure out not only which revision broke it, but which line of the changes was the culprit.
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User is offline   Tea Monster 

  • Polymancer

#1723

Whooo-hoo! I'm busy today, but I'll try it out with the HUD pistol tomorrow. I'm just tweaking the animations.
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User is offline   RPD Guy 

#1724

I'm already making the normal textures for the HUD
NOW, tell me why the hell the pistol, shotgun, freezer and chaingun don't works normal mapping?
I'm pissed off
¬¬
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User is offline   RPD Guy 

#1725

look it:
http://img844.images...i/duke0000.jpg/
and the pistol:
http://img801.images...i/duke0001.jpg/

This post has been edited by Dk2: 22 August 2010 - 07:04 AM

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User is offline   Tea Monster 

  • Polymancer

#1726

Did you use a something like crazy-bump to do the normals? It looks a bit strange on the yellow and black stripes near the handle.

That is the old pistol you are using as well. I did a new one for pick-up and the HUD.
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User is offline   RPD Guy 

#1727

yes, I use crazy-bump and photoshop to make my own textures
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User is offline   RPD Guy 

#1728

I downloaded the latest version of Eduke, really, really good.
The FPS was 27 to 60 FPS, several bugs have been concerted! (and HUD now receive lights!)
Congratulations to all team Eduke 32!
=D
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User is offline   Oliosis 

#1729

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.


You could just add a tag to the engine to make it so that it either will have the effect, or it won't.

Or make it use a specific palette number.

I dunno, just my suggestion.
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User is offline   TerminX 

  • el fundador

  #1730

Right, but that would defeat the purpose of automatically adding lights to specific sprites found in maps. :D
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User is offline   Tetsuo 

#1731

Speaking of lights I noticed in eDuke32 when working properly things get brighter around a certain area around Duke like he has some kind of illumination. On my system there's a bug which makes this happen in reverse where things get darker as he gets near them. I don't think Duke should illuminate the level at all unless he had a flash light. Any chance of removing that or making it togglable?
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User is offline   Micky C 

  • Honored Donor

#1732

Are you using eduke32 on windows? because I have that bug on my mac version of eduke32, although it might be because it has an ATI card. I also second making that 'illumination' optional, as things can look great at a distance in polymer with dynamic lights, but when you want to have a better look and get close the lights fade out and it doesn't look anywhere near as good :D
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User is offline   path0s 

#1733

This is my first loadup of polymer and eduke32, so newb here.. :D I do have to ask if the slow and choppiness with polymer turned on is normal or if it's some kind of a system problem. Here's as much specs as I can think of:

Software:
Win7 x64
Directx v11, OpenGL 3
eduke32 win32 20100831-1705
polymer hrp 132

laptop's hardware:
Nvidia GTX 260M - Driver version: 258.96
Mobile Intel Core 2 Quad Q9000 @ 2ghz
6G Ram

Eduke while it's running with polymer never tops out any core at above 50%, so I'm assuming it's something to do with the nvidia driver. Turning off polymer and just loading the hrp lets me run at well over 60fps, with polymer on it's probably averaging 10fps overall, if that. Definitely not playable by anyone's standards, impossible to aim/etc.

Here's the eduke32.log file:
EDuke32 2.0.0devel 20100727
Using C:/Games/Duke Nukem 3D/ for game data
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Using file 'autoload/polymer_hrp132.zip' as game data.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 20ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
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 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1600x900 (32-bit fullscreen)
OpenGL Information:
 Version:  3.3.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce GTX 260M/PCI/SSE2
Unable to open cache index: No such file or directory
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
PR : Board loaded.
Loaded map hack file '/E1L1.mhk'
Cache time: 52926ms
E1L1: HOLLYWOOD HOLOCAUST
LARGE MEDKIT: +30
 
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...

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User is offline   Master Fibbles 

  • I have the power!

#1734

Do you have any major process hogs running the background? Your system and such seems like it should run polymer without any major problems.
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User is offline   Tetsuo 

#1735

View PostMicky C, on Sep 6 2010, 02:35 PM, said:

Are you using eduke32 on windows? because I have that bug on my mac version of eduke32, although it might be because it has an ATI card. I also second making that 'illumination' optional, as things can look great at a distance in polymer with dynamic lights, but when you want to have a better look and get close the lights fade out and it doesn't look anywhere near as good :D


Yes that's right, it's with the Mac version. It doesn't have the same set of bugs I notice people with ATI cards have on Windows but it has a couple of bugs... that one and another one that seems to be a memory leak where after a while sectors outside the one you are in stop drawing.

Getting back to the illumination thing I think it's also unrealistic for Duke to for no reason have his own illumination in general. No other game with similar rendering does that as far as I know.

This post has been edited by Tetsuo: 06 September 2010 - 02:45 PM

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User is offline   path0s 

#1736

View PostMr.Flibble, on Sep 6 2010, 05:36 PM, said:

Do you have any major process hogs running the background? Your system and such seems like it should run polymer without any major problems.


Nothing major, no. CPU history graph on the cores dont show any usage higher than 50% on any core while it's running, which leads me to think it's some kind of driver incompatibility or something with the gpu. The gpu does heat up pretty well though, goes from ~70c idle to 80-85c while chuggin in duke. I dont have any other way to guage the load on the gpu, but I'm guessing it's at 100% or so :D
-------------

Ok.. Very odd. Works like a champ now. I rebooted, tossed the roland sc55 pack into autoload, and turned the fps counter on. Now I'm getting 40-90fps with no problems. Got no idea, I'm sure the reboot fixed it, but I didn't change anything with my gpu settings or the game settings. I dunno, I'm happy that works great now, but if there's anything I can do to try to get to the bottom of it, let me know :D

This post has been edited by path0s: 06 September 2010 - 06:45 PM

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User is offline   Mark 

#1737

EDIT:

Almost 900 views and no responses. I will post it in a more proper area of the forums and hope for better luck.

This post has been edited by Marked: 11 September 2010 - 05:53 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1738

Could you add a command-line parameter, "-rts"? I want the major source ports to support this, so YANG could add ability to transfer RTSs like it does user maps. Viva la RTS!
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User is offline   DavoX 

  • Honored Donor

#1739

Any idea why this might be happening? it seems Mapster32 now can have even bigger maps (Probably everyone knows this already, but I haven't touched it in a year or more) So I'd like to place my map at the middle again, so I can finish this damn thing, how to do that? :)

[img width=150 height=94]http://img832.imageshack.us/img832/6851/problemjl.th.jpg[/img]
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User is offline   HellFire 

#1740

First you need to change the grid extent, to do that open mapster.cfg and edit the value of "editorgridextent" with an higher value.
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