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

User is offline   DavoX 

  • Honored Donor

#1861

That makes it worse :blink:
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User is offline   Awesomebob 

#1862

View PostDavoX, on Nov 8 2010, 08:08 PM, said:

That makes it worse :blink:

Hover the sprite 1-2 units from the wall?
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User is offline   DavoX 

  • Honored Donor

#1863

That's not the only issue regarding sprites. Spritework used to be much more effective before. Now if you make a bridge with stretched sprites and look from around a corner, half of the damn bridge dissapears, rendering the spritework useless.
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User is offline   Plagman 

  • Former VP of Media Operations

#1864

Before what? Are you talking of a difference between classic and Polymost or Polymost and Polymer?
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User is offline   DavoX 

  • Honored Donor

#1865

Bear in mind I've been absent from the Mod scene for one year at least. That's what I call "before" and I didn't use Polymer at that time, just polymost. I believe it wasn't even released.

I'm talking about the difference between polymost and polymer.

Now that I'm testing, I'm having the same result with polymost and polymer, probably it's something that both are sharing now.

This post has been edited by DavoX: 10 November 2010 - 01:36 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1866

Can you post a sample map that exhibits the behavior you're talking about? I don't remember any changes that would affect sprite visibility in Polymost, only models.
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User is offline   Stabs 

#1867

is your map in an oversized grid and on the grid its fair distance from the centre?

i remember having severe sprite z-clipping in the first DNE realease because the map was moved so far from the centre
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User is offline   DavoX 

  • Honored Donor

#1868

I was thinking about this the other day... Plagman, if ceiling and Floor ROR worked... it would be like a portal, right? Well... can it be used on walls as well? To make interiors and exteriors two separate places... the result would be interesting.
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User is offline   DavoX 

  • Honored Donor

#1869

I'm getting this thing when I have several sectors and different Polymer lights:

Posted Image

As you can see, the two lights don't blend properly. If I raise the floor a little bit the lighting looks better, but when I save it all looks wrong again.
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User is offline   Plagman 

  • Former VP of Media Operations

#1870

Does increasing r_pr_maxlightpasses fix the problem?
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User is online   Danukem 

  • Duke Plus Developer

#1871

If he is using the latest DukePlus, that might explain it because it includes an autoexec file that reduces light passes to increase performance. In that case, he should edit the autoexec file to increase them.
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User is offline   DavoX 

  • Honored Donor

#1872

ACtually I'm still using dukeplus 2.0 ... I'm going to check out that maxlightpasses thing.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1873

I've been away from mapping with Duke for a while now, but I've just started up again and I've noticed some improvements here and there, such as Polymer lights now affecting HUD models properly. I've been out of it for many months now, can anyone summarise some of the major changes that have happened recently? Obviously there's the HUD model lighting, which is really fantastic... But has there been anything else?

*edit* Also, what's the go with clipshapes? I'm reading back through the thread but I'm still a little unsure of how it works. How detailed is it? Does it just create a basic square square blocking shape around the model in question, or does it conform to the smaller details on it? The details about it in the Samples folder don't seem very clear to me... Is this just a test for something that will be integrated automatically into the renderer, or are we always going to have to use some second .map file to work out clipping on models.

Has me a bit confused is all.

This post has been edited by Sobek: 11 November 2010 - 10:11 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#1874

Basically, you provide special maps called _clipshape0.map through _clipshape9.map in which you model the clipping behaviour of a given tile with one or more bunch of sectors. When playing, every sprite with that tile number has this clipping information transformed to its position and rotated, and behaves as if the sectors were in its place. For a start, I'd recommend reading the doc and taking a look at the example _clipshape0.map provided in the samples directory.
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User is offline   The Commander 

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

#1875

Yeah Sobek this feature should benefit your mod quite nicely.
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User is offline   TerminX 

  • el fundador

  #1876

Choosing to give Helixhorned svn commit access is probably one of the best decisions I've made regarding EDuke32 during the entire life of the project.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1877

:blink: Hey, I'm just a guy who got way too emotionally attached to Duke3D in my childhood years, so hacking the port is my way to repay the countless hours of fun.
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User is online   Mike Norvak 

  • Music Producer

#1878

I having some problems with eduke under windows 7 , it crashes imediatly, the only way to run it is on 8 bit mode.
The log:

EDuke32 2.0.0devel 20100727
Application parameters: -game_dir DukePlus
Using D:/EDUKE33/HOST-DUKEPLUS/ for game data
Using DukePlus/ for game data
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using D:/EDUKE33/HOST-DUKEPLUS/DukePlus/ for game data
Using 'duke3d.grp' as main game data file.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (410671 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote settings.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (54312 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (58072 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26026 bytes)
DukePlus/dpcons/LIGHTS.CON: In state `paltoRGB':
DukePlus/dpcons/LIGHTS.CON:839: warning: duplicate case ignored.
Including: DukePlus/dukebike/DUKEBIKE.CON (87216 bytes)
DukePlus/dukebike/DUKEBIKE.CON: In actor `DUKEBIKE':
DukePlus/dukebike/DUKEBIKE.CON:1013: warning: found local gamevar `cameradist' used within an actor; expect multiplayer synchronization issues.
DukePlus/dukebike/DUKEBIKE.CON:1013: warning: found local gamevar `cameradist' used within an actor; expect multiplayer synchronization issues.
Including: DukePlus/dpcons/HUDPLUS.CON (67030 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (125401 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (230388 bytes)
DukePlus/dpcons/MONSTERPLUS.CON: In actor `TANK':
DukePlus/dpcons/MONSTERPLUS.CON:10167: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/MONSTERPLUS.CON:10174: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In actor `NEWSMOKE':
DukePlus/dpcons/DUKEPLUS.CON:7447: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_EGS':
DukePlus/dpcons/DUKEPLUS.CON:13746: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13746: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13803: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13803: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13814: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13814: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13825: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13825: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13842: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13842: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13968: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14017: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14017: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14027: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14041: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14041: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14157: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14159: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14159: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13746: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13746: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13803: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13803: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13814: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13814: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13825: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13825: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13842: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13842: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:13968: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14017: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14017: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14027: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14041: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14041: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14157: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14159: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON:14159: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_CHEATGETJETPACK':
DukePlus/dpcons/DUKEPLUS.CON:17300: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON:17301: warning: found `setplayer' within a local event.
Found 46 warning(s), 0 error(s).
Resizing code buffer to 125624*4 bytes
Script compiled in 91ms, 125616*4b, version 1.4+
3011/11264 labels, 749/2048 variables
307 quotes, 46 strings, 40 events, 428 actors
Initialized 24.0M cache
Loading 'dukeplus.def'
Warning: Failed including duke3d.def on line dukeplus.def:1
Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3"
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 0000080A to 00020409
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Executing "DukePlus/dp_settings.cfg"
Executing "autoexec.cfg"
Disabling desktop composition...
Setting video mode 1280x1024 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
Version: 2.0.6747 Release
Vendor: ATI Technologies Inc.
Renderer: ASUS X1550 Series
Cache contains 17450684 bytes of garbage data
Initializing music...
Initializing sound...
Fatal Signal caught: SIGSEGV. Bailing out.
g_errorLineNum: 0, g_tw: 0

Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg


I remember it ran pretty fine the last time i used Windows 7, at the begining of 2010
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User is offline   The Commander 

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

#1879

What if you trying running the latest version instead of one from all the way back in July?

http://dukeworld.duke4.net/eduke32/synthes...101112-1727.zip
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User is offline   The Commander 

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

#1880

Till ATI sorts there shit out, I highly recommend that the default texture filtering mode be set to Nearest or Linear.

This should stop the high amount of "All I see is white boxes!" from new people installing and playing eduke32 with the HRP etc.
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User is online   Mike Norvak 

  • Music Producer

#1881

View PostThe Commander, on Nov 13 2010, 10:27 PM, said:

Till ATI sorts there shit out, I highly recommend that the default texture filtering mode be set to Nearest or Linear.

This should stop the high amount of "All I see is white boxes!" from new people installing and playing eduke32 with the HRP etc.


Nop, the same, i think it´s a problem with the drivers of the graphic card or something...
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User is online   Mike Norvak 

  • Music Producer

#1882

The fucking same, i un-installed the ATI catalyst center last night and it works, but now that i reboot the computer i can´t use the 32bit mode. I´ll try to reboot one more time....

EDIT: I uninstall an "ASUS Gamer don´t know what" app and it works... :blink:

This post has been edited by Norvak: 15 November 2010 - 01:12 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1883

Had a similar problem last year. All this additional ASUS software is crap. Guess this goes for other mainboard/graphics card vendors as well.
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User is offline   The Commander 

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

#1884

View PostThe Commander, on Nov 14 2010, 05:27 PM, said:

Till ATI sorts there shit out, I highly recommend that the default texture filtering mode be set to Nearest or Linear.

This should stop the high amount of "All I see is white boxes!" from new people installing and playing eduke32 with the HRP etc.

View PostNorvak, on Nov 14 2010, 05:38 PM, said:

Nop, the same, i think it´s a problem with the drivers of the graphic card or something...

That post was aimed more at the Eduke32 developers.
As anyone using an ATI card with the latest drivers installing eduke for the first time with the HRP, they are going to be getting that white bird shit problem.
0

User is offline   Plagman 

  • Former VP of Media Operations

#1885

MusicallyInspired, you have an ATI X something right? Does that have that texture bug, or is it only newer cards? This has gone unfixed for long enough that I'm willing to figure out what's wrong with the drivers and officially report a bug to get it sorted out, but I don't have any current-gen ATI cards at my disposal.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1886

Yeah, I get white boxes too. But it's not just eDuke that doesn't work properly. My ATI Catalyst Control Centre doesn't even function at all if I use the latest drivers. I had to find these obscure 3rd party drivers using and older variation of Catalyst to get anything to work right (Xtreme-G 9.11 XP Legacy Drivers). I have an ATI X1650 AGP.

This post has been edited by MusicallyInspired: 16 November 2010 - 06:39 AM

0

#1887

View PostMusicallyInspired, on Nov 16 2010, 07:36 AM, said:

My ATI Catalyst Control Centre doesn't even function at all if I use the latest drivers. I had to find these obscure 3rd party drivers using and older variation of Catalyst to get anything to work right (Xtreme-G 9.11 XP Legacy Drivers). I have an ATI X1650 AGP.

Yet another example of ati's driver fail :blink:
I've been hearing issues like this since ages from hundreds of people.
Ati is the biggest piece of shit card that ever existed.

This post has been edited by Mr.Deviance: 16 November 2010 - 07:00 AM

0

User is offline   Tea Monster 

  • Polymancer

#1888

View PostThe Commander, on Nov 13 2010, 08:27 PM, said:

Till ATI sorts there shit out, I highly recommend that the default texture filtering mode be set to Nearest or Linear.

This should stop the high amount of "All I see is white boxes!" from new people installing and playing eduke32 with the HRP etc.


Based on experience with ATI cards, you might be waiting quite a while.
0

User is offline   Awesomebob 

#1889

View PostMr.Deviance, on Nov 16 2010, 07:55 AM, said:

Yet another example of ati's driver fail :blink:
I've been hearing issues like this since ages from hundreds of people.
Ati is the biggest piece of shit card that ever existed.


My ATI run everything just fine and dandy, even WoW (and blizzard is VERY bias toward nVidia). The only thing I can't play on this card is polymer eduke with filtering higher than liner. Every other game I play run fantastic on max settings with no overheat and no crashes or glitches.

All this and roughly $200 cheaper than a comparable nVidia card.
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User is offline   The Commander 

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

#1890

Yeah all the cards (correct me if I am wrong, but I know the X1650 is one of them) have moved to that legacy driver thing, so the last official update of those drivers was in February.

If I remember correctly the 10.2 drivers worked fine and didn't give the white boxes?
0

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