EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1758 Posted 06 October 2010 - 10:41 AM
ALL of this stuff is omitted from precaching and should be part of the loading. Additionally, it seems that ALL textures need to be re-cached when subjected to hue-changing lighting. For example in the stripper bar all weapons, wall textures, monsters, explosions, everything needs to be recached under the new lighting. As far as lighting logic goes, I would REALLY really recommend that some game engine logic be changed, and the textures be CAST LIGHTING of that color onto them instead of modifying the texture's data and thus requiring a separate caching for color-changed textures. This would not only prevent all of that infernal re-caching but also add more realism, I still go WTF when I see blue or green explosion plumes in certain areas just because there's a slight blue/green tint in the lighting. Believe me removing the alternate coloring from textures would remove a LOT of nasty in-level precaching instances and much of that unexpected sudden choppiness and would visibly result in a GREAT improvement in performance.
I know ODC is supposed to make things faster, but I was trying to stress that it's a dated concept, and most engines nowadays can do it fast and put all of it in the memory.
EDIT:
@Hera "4. There are visual hints that eduke32 will crash. The loading screen becomes corrupted, the loading bar becomes some other texture, and so on."
Got that problem too, especially when loading some DukePlus levels. Again this is in the precaching stage and is what I meant in the earlier post where I said ODC is buggy.
This post has been edited by Searinox Navras: 08 October 2010 - 08:21 AM
#1759 Posted 09 October 2010 - 04:20 PM
Mods like Attrition or DP could use it, but other than that you're SOL since there's no way of knowing everything that might end up being shown in a level/mod.
#1760 Posted 09 October 2010 - 04:26 PM
Tea Monster, on Oct 6 2010, 04:17 AM, said:
Thats fine if you want to make models for Crises, or Unreal Tournament, but for Duke, you are screwed. There are signs that Gearbox will be a lot more lenient towards mods using other engines, but that doesn't change the perceived attitude here.
With Polymer in place, there is little to stop the HRP looking damn-near like what you find in a modern game. As an artist and a modeller, I can picture in my head what it could look like and how kick-ass it would be. When nobody else gives a f*ck when you try to convince them, it's very disheartening.
Not talking Duke, but I've been using EDuke32 to produce very model heavy mods, with only limited sector props (where it makes sense) and it's quite easy to make something that looks at least as good as HL2 (or better) without even using Polymer. With Polymer it's possible to do better still, but that relies on the quality of assets you have.
People that think there's no point in working on something more modern using the engine don't have much to stand on.
#1761 Posted 10 October 2010 - 05:11 AM
#1762 Posted 10 October 2010 - 05:20 AM
#1763 Posted 10 October 2010 - 11:34 AM
#1764 Posted 11 October 2010 - 01:19 PM
First, note that the angles of the sprites don't play a role. Also you can see that the clipdist value is interpreted differently depending on whether it's the moved or stationary sprite: in the latter case, the distance is multipled by 4. Finally, whether the actual clipdist value of the sprite will be used depends on its type. Enemies for example use hardcoded values in most of the cases (search actors.c for "clipmove"). But back to topic, the wish for different clip types is probably for architecture, no? I think the best way to simulate, for example, a cylinder clipping for immobile structures such as a column would be to surround it with blocking, invisible, wall-aligned sprites around the perimeter.
#1765 Posted 11 October 2010 - 01:31 PM
#1766 Posted 11 October 2010 - 01:52 PM
There's one kind of extension I can think of that would be relatively easy to code, namely specifying the clipping boundary by a closed loop of line segments around a sprite. Having more sophisticated clipping for the z plane would be tricky. However, there's the problem of the interface and (backward) compatibility. After all, it must not depend on the rendering options due to sync.
#1767 Posted 11 October 2010 - 03:17 PM
Helixhorned, on Oct 11 2010, 02:52 PM, said:
Like just about any vehicle (school bus, flatbed truck, sedan). It's not practical to make lots of invisible flat sprites moving along with it, but without something like that the clipping will be hopelessly bad regardless of what clipdist you set.
#1768 Posted 15 October 2010 - 08:11 AM
Is it possible to play classic software mode Duke 3d in widescreen?
the other renders mess up the original colours.
I want to play true 8bit Duke 3d in widescreen, with none of that weird viewing angle that the dos version had...
#1769 Posted 15 October 2010 - 08:17 AM
#1770 Posted 15 October 2010 - 08:25 AM
#1771 Posted 15 October 2010 - 04:49 PM
This post has been edited by MusicallyInspired: 15 October 2010 - 04:50 PM
#1772 Posted 15 October 2010 - 08:55 PM
there are differences which sadly affect the atmosphere of the game.
Left: software mode / Right: 32 bit mode



Edit: note: There's something odd with The Abyss level in 32 bit mode, some walls come out black and textureless as you can see in the bottom right screenshot.
This post has been edited by ozz: 15 October 2010 - 09:05 PM
#1773 Posted 15 October 2010 - 10:50 PM
ozz, on Oct 15 2010, 09:55 PM, said:
That's because the default shading scale is off in 32 bit mode. It affects a lot of maps, not just The Abyss. You can fix this by opening the console and entering:
r_shadescale .99
Higher values can work too. DanM uses 1.05 for example.
#1774 Posted 16 October 2010 - 05:14 AM
Plagman, on Oct 15 2010, 06:17 PM, said:
Not directly at least. It seems that the classic/Polymost code always assumes a fixed screen aspect ratio of 4:3, irrespective of the actual resolution. In our times this assumption is wrong because there are monitors with other ratios and because the user could be playing in practically any windowed resolution.
#1775 Posted 16 October 2010 - 11:53 AM
ozz, on Oct 16 2010, 01:55 AM, said:
Edit: note: There's something odd with The Abyss level in 32 bit mode, some walls come out black and textureless as you can see in the bottom right screenshot.
DeeperThought, on Oct 16 2010, 03:50 AM, said:
r_shadescale .99
Higher values can work too. DanM uses 1.05 for example.
Yep, but I think the closest scale value to 8-bit is 1.15
Not so dark and not so bright.
You can try it
This post has been edited by LkMax: 16 October 2010 - 11:55 AM
#1776 Posted 16 October 2010 - 11:55 AM

Only classic/Polymost is new code, note the exaggerated aspect ratio of 8:3 and the different handling of HUD rendering (which I didn't change).
#1777 Posted 16 October 2010 - 02:43 PM
This post has been edited by Tea Monster: 16 October 2010 - 02:44 PM
#1778 Posted 16 October 2010 - 09:32 PM
This post has been edited by Hendricks266: 16 October 2010 - 09:36 PM
#1780 Posted 17 October 2010 - 10:54 AM
#1781 Posted 17 October 2010 - 10:57 AM
#1782 Posted 17 October 2010 - 01:40 PM
#1783 Posted 22 October 2010 - 04:43 PM
#1784 Posted 22 October 2010 - 05:26 PM
LeoD, on Oct 17 2010, 04:40 PM, said:
Yeah, major performance improvements can and will happen in the future.
#1785 Posted 22 October 2010 - 08:37 PM
Using HRP.
#1786 Posted 23 October 2010 - 01:23 AM
#1787 Posted 23 October 2010 - 07:19 AM
TX, on Oct 23 2010, 03:26 AM, said:

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