Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 63
  • 64
  • 65
  • 66
  • 67
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   king karl 

#1921

i havnt updated my polymer in a long time where can i get it?
0

User is offline   The Commander 

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

#1922

http://dukeworld.duk...ke32/synthesis/
Latest version is always at the top.

Or do you mean the HRP, that can be downloaded here.
http://hrp.duke4.net/download.php
0

User is offline   The Commander 

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

#1923

I like the new addition to Mapster.
Posted Image

For those that don't know what they are looking at, it's E1L1 but in a angled view.
0

User is offline   DavoX 

  • Honored Donor

#1924

FOR THE LOVE OF HOLY FUCKING SHIT CHRIST WITH 5 DICKS!
0

User is offline   Tea Monster 

  • Polymancer

#1925

Can I haz textures with that?
0

User is offline   Danukem 

  • Duke Plus Developer

#1926

View PostTea Monster, on Nov 30 2010, 08:27 AM, said:

Can I haz textures with that?


If you want to view the level in all its glory, just use the full 3D mode.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1927

I bow before Helixhorned. This reminds me of some stuff Ken has on his site about trying to upgrade BUILD and write Polymost.

If you want textures, I believe you can use the Polymer renderer and clip outside the map.

This post has been edited by Hendricks266: 30 November 2010 - 09:18 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#1928

It would still have perspective, though; this is an orthogonal projection, way easier to edit. I always wanted to replace 2D mode with an orthogonal view like that; it wouldn't be too hard to make the transition between 2D and 3D mode seamless that way, but I always give up after I take a look at the editor code..
0

User is offline   Tea Monster 

  • Polymancer

#1929

http://www.youtube.c...h?v=q6YU4Z6D5iw
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1930

Isometric view! Sweet!
0

User is offline   Micky C 

  • Honored Donor

#1931

It's not just isometric, you can rotate it.

Is it just me or are people unable to edit anything in this mode? Although I'm aware that this feature is still in its early stages and has much potential for the future as it becomes more complex.

Edit:

 Hendricks266, on Dec 1 2010, 02:47 AM, said:

If you want textures, I believe you can use the Polymer renderer and clip outside the map.

That thing is so useful for so many reasons. I made my avatar with an external render in mapster :blink:

This post has been edited by Micky C: 30 November 2010 - 01:48 PM

0

User is offline   Piano Man 

#1932

Interesting question... Now that you can start looking at it in different angles in 2D mode... Is it possible to start editing and building sectors along a different axis for once??? Instead of building sectors on one axis???

Would it be possible to start building truly 3D maps???
0

User is offline   Micky C 

  • Honored Donor

#1933

If by truly 3D maps you mean ROR then yes it is potentially possible. Polymer is already capable of rendering such scenes with a single pass but I recall helixhorned and plagman conferring about what changes to the editor would be necessary. This is probably one of the stepping stones on the way to being able to edit ROR in 2D mode, but there's still a fair way to go with kinks to iron out.

This post has been edited by Micky C: 01 December 2010 - 04:49 AM

0

User is offline   herejex 

#1934

Hi everbody!

Is there a donwloadable Polymer version, or is only available for delopers?

Thanks for everything folks!
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1935

http://forums.duke4.net/index.php?s=&s...ost&p=63829
Although you deserve being called a lazy noob for not finding the solution on this very page, I'd suggest DT to edit the top posting of this thread and add an obvious download link.
0

User is offline   herejex 

#1936

 LeoD, on Dec 1 2010, 05:49 PM, said:

http://forums.duke4.net/index.php?s=&s...ost&p=63829
Although you deserve being called a lazy noob for not finding the solution on this very page, I'd suggest DT to edit the top posting of this thread and add an obvious download link.

Thanks for the information.

I downloaded eduke with that links this morning :blink: , specifically I downloaded the .zip file, but what I get was a eduke.exe version without the polymer light effects. Do I have to download the bz2 file and compile it to get eduke + polymer? :blink:

This post has been edited by herejex: 01 December 2010 - 09:04 AM

0

#1937

You have to tick the Polymer box when EDuke32 first starts, though if your system is not powerful enough it will switch itself back to Polymost when the game starts up.
0

User is offline   herejex 

#1938

 High Treason, on Dec 1 2010, 06:13 PM, said:

You have to tick the Polymer box when EDuke32 first starts, though if your system is not powerful enough it will switch itself back to Polymost when the game starts up.

I my good! It's true! Thank you!
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1939

Most effects only work with patched maps, sprites/models, and textures. You will need the PolymerHRP.
But you can tell if polymer works for you without that:

Attached thumbnail(s)

  • Attached Image: DukePolymost.jpg
  • Attached Image: DukePolymer.jpg

0

User is offline   Tea Monster 

  • Polymancer

#1940

I'm on Windows 7 64. If I tab-out and tab-back to mapster, it crashes.
0

User is offline   Stabs 

#1941

ive mentioned this but they think iam crazy and talking shit

ctrl + p is your freind here
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1942

 Micky C, on Nov 30 2010, 10:46 PM, said:

Is it just me or are people unable to edit anything in this mode? Although I'm aware that this feature is still in its early stages and has much potential for the future as it becomes more complex.

Yes, for the time being various editing keys are disabled in side-view mode. The problem here is that it would be potentially confusing since you need to map a (x, y) mouse position to a position in 3D space. I intend to disambiguate the controls by having the middle mouse button have a special function: for example, when dragging a sprite, without MMB it's drag in BUILD (x, y) plane and with MMB, in the plane that corresponds to the screen.

 Piano Man, on Dec 1 2010, 06:07 AM, said:

Interesting question... Now that you can start looking at it in different angles in 2D mode... Is it possible to start editing and building sectors along a different axis for once??? Instead of building sectors on one axis???

Would it be possible to start building truly 3D maps???

I'm not sure what you mean by "building on different axes" but there are no new inherent capabilities -- all you can do with the new mode you also could do before. The main goal is simply convenience for architecture that spreads wide in the z direction, for spritework, and the like.

 Tea Monster, on Dec 1 2010, 09:04 PM, said:

I'm on Windows 7 64. If I tab-out and tab-back to mapster, it crashes.

A crashlog would help :blink:.

edit: Shift-A/Z tilts the side-view up and down. Forgot to mention that in the commit message...
0

User is offline   Roma Loom 

  • Loomsday Device

#1943

Alt-tabbing mapster32 or windowed eduke32 always make them go into infinite not-responding for me, and it was like for ages.
Also few vidrestarts make mapster and eduke crash which is really annoying since I need to vidrestart to compare classic and polymer textures. The crashlog of eduke32_debug executable is something like this:
Failed to init bfd from (C:\Windows\system32\atioglxx.dll)
0x1db58eea : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll)
0x1e00a3c7 : C:\Windows\system32\atioglxx.dll : atiPS 
0x5661ed : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
polymer.c (775) : in function (polymer_loadboard) 
0x565d29 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
polymer.c (620) : in function (polymer_init) 
0x5182a6 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
engine.c (8260) : in function (setgamemode) 
0x4d9c53 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/osdcmds.
c (364) : in function (osdcmd_restartvid) 
0x54ef21 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
osd.c (1776) : in function (OSD_Dispatch) 
0x54ebbd : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
osd.c (1619) : in function (OSD_DispatchQueued) 
0x426452 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10017) : in function (app_main) 
0x55df94 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
winlayer.c (494) : in function (WinMain@16) 
0x5b5a16 : D:\Games\Duke3D Polymer\eduke32.debug.exe : main.c 
0x4010db : D:\Games\Duke3D Polymer\eduke32.debug.exe : crt1.c 
0x401158 : D:\Games\Duke3D Polymer\eduke32.debug.exe : crt1.c 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll)
0x75d43677 : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll)
0x77259d72 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll)
0x77259d45 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain


This post has been edited by Roma Loom: 01 December 2010 - 12:53 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#1944

It looks like it's crashing inside the ATI GL driver?
0

User is offline   herejex 

#1945

View PostLeoD, on Dec 1 2010, 06:22 PM, said:

Most effects only work with patched maps, sprites/models, and textures. You will need the PolymerHRP.
But you can tell if polymer works for you without that:

I have been working with it a lot of time (I mean, high resolution pack).

Unfortunatelly, the game crashes when the process of the textures is terminated. I can see a first screen of the game inside the map, then it crashes.
Here is one of the logs:

Quote

...
[a lot of "Error: glGetTexLevelParameteriv returned GL_FALSE!" errors]...
Caching "highres/screen/fonts/smallfont/3134_21.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/smallfont/3134_11.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/smallfont/3134_23.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/smallfont/3134.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Cache time: 10564ms
Caching "highres/sprites/build/0001.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/sprites/build/0002.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/sprites/build/0003.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/sprites/build/0004.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
E1L8: USER MAP
Fatal Signal caught: SIGSEGV. Bailing out.

7767: 3944 ifp 128 148994448
7770: 3945 action 148989084
7772: 3946 else 148994476
7774: 3947 ifp 32 148994476
7777: 3948 action 148989124
7779: 3949 else 148994504
7781: 3950 ifp 8 148994504
7784: 3951 action 148989164
7786: 31337 }
7787: 3953 enda 30 0 0 0
7792: 3960 ifcount 48 148994544
7795: 3961 resetcount
7796: 3962 else 148994584
7798: 31337 {
7799: 3964 ifcount 32 148994580
7802: 3965 sizeto 32 32
7805: 31337 }
7806: 3978 ifhitweapon
current actor: 9 (1405)
g_errorLineNum: 3953, g_tw: 4

Wrote eduke32.cfg
Wrote settings.cfg
Syncing memcache to texcache
Uninitializing DirectDraw...


Here is my old friend "segmentation fault"...
Could be a hardware problem? I mean, my computer is not able to handle polymer... :blink:

Thanks!
0

User is offline   Plagman 

  • Former VP of Media Operations

#1946

Use the latest build from there, reproduce the crash with the eduke32.debug.exe, and attach the generated eduke32.crashlog.

http://dukeworld.duk...ke32/synthesis/
0

User is offline   Roma Loom 

  • Loomsday Device

#1947

View PostPlagman, on Dec 2 2010, 12:23 AM, said:

It looks like it's crashing inside the ATI GL driver?

I'm pretty sure same thing happens at the office on GF9600GT, but I will check this out soon to be sure. Also I've re-played doom3 recently in windowed mode, alt-tabbing here and there and everything was ok.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1948

So how do you activate orthogonal view mode?

EDIT: n/m, how can you change angles?

This post has been edited by MusicallyInspired: 01 December 2010 - 04:25 PM

0

#1949

View PostMusicallyInspired, on Dec 2 2010, 01:19 AM, said:

So how do you activate orthogonal view mode?

EDIT: n/m, how can you change angles?


F3

edit... press w. that looks really good!!


OK this is sick. these few minutes i have been editing my mountain map. ive always wanted the walls to be perfectly sloped. but without 3d editing i did not have the possibility. but with this ive already fixed it so it looks decent o.O

This post has been edited by Jhect: 01 December 2010 - 05:22 PM

0

User is offline   DavoX 

  • Honored Donor

#1950

I think it's "Q"
0

Share this topic:


  • 213 Pages +
  • « First
  • 63
  • 64
  • 65
  • 66
  • 67
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options