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

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1771

It's too bad. I'd love to see the polymer renderer with models, normals, etc and everything all on 320x200 with 256 colours. That'd be neat. Purely hypothetical curiosity: isn't there some kind of conversion that can be made post-render to scale down the colours to their nearest 256 equivalents? I guess at the end of the day that wouldn't really have the same effect as actual 8-bit mode, though.

This post has been edited by MusicallyInspired: 15 October 2010 - 04:50 PM

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User is offline   Night Wolf 

#1772

Here's a few shots of the differences between 8bit software mode and 32bit mode
there are differences which sadly affect the atmosphere of the game.

Left: software mode / Right: 32 bit mode

Posted Image Posted Image

Posted Image Posted Image

Posted Image Posted Image

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

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User is offline   Danukem 

  • Duke Plus Developer

#1773

View Postozz, on Oct 15 2010, 09:55 PM, 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.


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.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1774

View PostPlagman, on Oct 15 2010, 06:17 PM, said:

Widescreen isn't really supported either.

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.
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User is offline   LkMax 

#1775

View Postozz, 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.

View PostDeeperThought, on Oct 16 2010, 03:50 AM, 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.

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 :( see if it gets better.

This post has been edited by LkMax: 16 October 2010 - 11:55 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#1776

Posted Image

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).
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User is offline   Tea Monster 

  • Polymancer

#1777

Is there any way of re-producing that artificial darkness that haunts far-away corners of the map? I would only recommend 'fixing' this if you could for Polymost. I don't think it will work with Polymer (screwing up lights and so forth).

This post has been edited by Tea Monster: 16 October 2010 - 02:44 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1778

I request that an option be added to the 32-bit renderers to revert shading to the 8-bit classic style (PALETTE.DAT/TABLES.DAT) for all non-hightile resources, with an associated CON-accessible userdef structure member. I'm not the only one who wants this.

This post has been edited by Hendricks266: 16 October 2010 - 09:36 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1779

You realize this is a _lot_ of work, right?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1780

Yeah, I don't really expect this to be done. It's only for a neat effect anyway. Not worth it.
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User is offline   Danukem 

  • Duke Plus Developer

#1781

imo the most important things to do for Polymer are fixing bugs and improving performance. Anything else would be a bonus.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1782

Are serious performance improvements possible or will the engine put a limit on that? If DNifever should run fine on my current PC I wouldn't go out to buy me a new one just to have good framerates on DPCBP to be honest.
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User is offline   Micky C 

  • Honored Donor

#1783

I've noticed for spotlights that there's an area when facing down where sprites won't case shadows. I'm guessing that it has to do with which way the SE is facing, and when sprites including the player are under it or behind them they simply don't case shadows. I hope it's not too hard to fix.
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User is offline   TerminX 

  • el fundador

  #1784

View PostLeoD, on Oct 17 2010, 04:40 PM, said:

Are serious performance improvements possible or will the engine put a limit on that? If DNifever should run fine on my current PC I wouldn't go out to buy me a new one just to have good framerates on DPCBP to be honest.

Yeah, major performance improvements can and will happen in the future.
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User is offline   DavoX 

  • Honored Donor

#1785

Latest snapshot of Mapster32 crashes after I open a map for the second time... really annoying to start over mapster again and again. Had to revert to a previous version.

Using HRP.
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User is offline   Jblade 

#1786

I know I've asked this a few times before, but will we see a raise in the max number of sounds we can define? I've almost reached 2000 in the AMC TC, and I know I'll hit the limit soon rather than later (Things like cutscenes, character specific lines, even more lines for enemies and stuff) :(
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User is offline   LeoD 

  • Duke4.net topic/3513

#1787

View PostTX, on Oct 23 2010, 03:26 AM, said:

Yeah, major performance improvements can and will happen in the future.

:(
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User is offline   Hendricks266 

  • Weaponized Autism

  #1788

I updated my building script to include the extra DLLs and the debug executables to reflect the changes Plagman has made to synthesis.

In the SVN, tiles.cfg should be moved out of the samples/ dir back into the directory above it. Everything else in samples/ is fine where it is.

I also wanted to pop in here and say that I'm taking a C++ programming class. It's been quite easy so far because of my experience with CON scripting. We're still doing really basic stuff, but I hope at some point to become an active developer of EDuke32.

This post has been edited by Hendricks266: 23 October 2010 - 09:08 AM

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User is offline   kenia 

#1789

i hope you will, but learning C / C++ is just the very first small step for doing so. Im programming since 6 years now (c++, java etc.) but I never had the time
or motivation to read through the source, too much code, too less motivation :( hope you are different to me
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User is offline   Jimmy 

  • Let's go Brandon!

#1790

For the guy who was talking about the atmosphere of the game, I think turning texture filtering to Nearest also helps a lot.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1791

Posted Image
1

User is offline   Micky C 

  • Honored Donor

#1792

Is that what I think it is? :( (by that I mean model collision detection)

This post has been edited by Micky C: 28 October 2010 - 01:27 PM

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User is offline   Stabs 

#1793

Blasphemy!!!!
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1794

Progress!!!!
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User is offline   Master Fibbles 

  • I have the power!

#1795

Lies!!!Pie!!!!

This post has been edited by Mr.Flibble: 28 October 2010 - 06:55 PM

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User is offline   ReaperMan 

#1796

Cheese Sticks!
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1797

Cake!!!!
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User is offline   The Commander 

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

#1798

http://forums.duke4.net/index.php?s=&s...ost&p=60975

This post has been edited by The Commander: 28 October 2010 - 08:52 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1799

This new sprite clipping feature is very promising; probably the most significant development since Polymer. I haven't played with it yet but I have read the documentation. The idea is simple enough but some of the details confuse me.

One of the first things that comes to mind is that it should allow for multiple clipshape maps. Maybe the first must be named _clipshape_.map, but then it could look for others named _clipshape2_.map, etc. Hopefully members of the community will make a _clipshape_.map that covers all of the important sprites in the original tile set. Then modders can use that map and add other ones. We wouldn't want to modify the community _clipshape_.map with our custom sprites, because when the community map gets updated then we would have to do add back our custom clipshapes every time.
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User is offline   Stabs 

#1800

thing is so damn cool, done 8 DNE cars already

so is the hitscan weapons a limitation for the moment or something that u cannot get around?
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