EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1969 Posted 02 December 2010 - 01:04 PM
Right. Those are the most fun to debug. I'll boot to Windows and see if I can reproduce it myself since I didn't use Polymer earlier.
... no crash in 32-bit XP and Vista for me.
... no crash in 32-bit XP and Vista for me.
#1970 Posted 02 December 2010 - 01:06 PM
as for vidrestart bug on my notebook with ATI HD4300 onboard GDB returnes this after r_hightile 0, restartvid, r_hightile 1, restartvid:
with eduke's crashlog with the following content
Starting program: D:\Games\Duke3D Polymer/eduke32.debug.exe [New Thread 5916.0x1bec] warning: `C:\Windows\system32\ntdll.dll': Shared library architecture i386:x8 warning: `C:\Windows\SYSTEM32\wow64.dll': Shared library architecture i386:x8 warning: `C:\Windows\SYSTEM32\wow64win.dll': Shared library architecture i386 warning: `C:\Windows\SYSTEM32\wow64cpu.dll': Shared library architecture i386 warning: Could not load shared library symbols for ntdll32.dll. Do you need "set solib-search-path" or "set sysroot"? warning: Could not load shared library symbols for WOW64_IMAGE_SECTION. Do you need "set solib-search-path" or "set sysroot"? warning: Could not load shared library symbols for WOW64_IMAGE_SECTION. Do you need "set solib-search-path" or "set sysroot"? warning: Could not load shared library symbols for NOT_AN_IMAGE. Do you need "set solib-search-path" or "set sysroot"? warning: Could not load shared library symbols for NOT_AN_IMAGE. Do you need "set solib-search-path" or "set sysroot"? [New Thread 5916.0x357c] [New Thread 5916.0x33fc] [New Thread 5916.0x3ffc] [New Thread 5916.0x2cbc] [New Thread 5916.0x26fc] [New Thread 5916.0x43f0] [New Thread 5916.0x21a4] [New Thread 5916.0x3248] [New Thread 5916.0x39ac] [New Thread 5916.0x32dc] [New Thread 5916.0x3db8] warning: HEAP[eduke32.debug.exe]: warning: Invalid address specified to RtlFreeHeap( 1E400000, 2DA3C230 ) warning: HEAP[eduke32.debug.exe]: warning: Heap block at 2DA178F0 modified at 2DA1790A past requested size of c Program received signal SIGSEGV, Segmentation fault. 0x0000002b in ?? ()
with eduke's crashlog with the following content
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
#1971 Posted 02 December 2010 - 05:08 PM
thanks helix. you explained a lot. so it is not possible to move the floor or ceiling vertic alone. maybe some time in the future? man i can see opportunities
#1972 Posted 02 December 2010 - 06:43 PM
You do realize that it would be best to make an entire new 3D bsp system for that?
#1973 Posted 02 December 2010 - 09:45 PM
Helixhorned, on Dec 2 2010, 04:44 AM, said:
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.
The ability to not only create sectors from the ground... but to create sectors from the wall.
That's what I mean. The ability to actually start creating sectors from the walls horizontally. Sort of a true, room over room ability (actual 3D).
#1974 Posted 02 December 2010 - 10:25 PM
You can already do that, unofficially of course, and only in polymer. It's not perfect (I'm not sure about the clipping and it disappears when you can no longer see the wall that it's branched from, but that's not a big problem). Check out High Treason's videos on how to do that http://forums.duke4....?showtopic=2988.
Just to clarify, walls can never EVER be made to slope, that's the nature of the engine. It's 2D. The closest thing to that will always be having a ridiculously vertical floor or ceiling.
Jhect, on Dec 3 2010, 11:38 AM, said:
thanks helix. you explained a lot. so it is not possible to move the floor or ceiling vertic alone. maybe some time in the future? man i can see opportunities
Just to clarify, walls can never EVER be made to slope, that's the nature of the engine. It's 2D. The closest thing to that will always be having a ridiculously vertical floor or ceiling.
#1975 Posted 03 December 2010 - 03:29 AM
I have seen it... I know it's unofficial... but I'm talking about a proper, official way to build proper room over room levels.
Maybe even room over room over room
Maybe even room over room over room
#1976 Posted 03 December 2010 - 12:28 PM
oh thats sad. i wonder what the next move will be then. how will you upgrade the mapster32. maybe you should start with the controlls of the 3d view
#1977 Posted 04 December 2010 - 07:24 AM
djdori11, on Dec 2 2010, 01:46 AM, said:
the problems i have with lastest builds and polymer hrp:
1.this problem:
http://img408.imageshack.us/img408/2189/ed...20123041814.jpg
2.the game crashing randomly.
3.the game slow on my nice computer.
4.all other ati card problems (only liner and nearest textures filters work etc..)
when you will fix it? i really want to finsih the game with polymer hrp but this problems really annoy me.. (especialy the crashing problem) so.. yeah.. plz try to fix this problems and most important the crashing problem! thanks!
1.this problem:
http://img408.imageshack.us/img408/2189/ed...20123041814.jpg
2.the game crashing randomly.
3.the game slow on my nice computer.
4.all other ati card problems (only liner and nearest textures filters work etc..)
when you will fix it? i really want to finsih the game with polymer hrp but this problems really annoy me.. (especialy the crashing problem) so.. yeah.. plz try to fix this problems and most important the crashing problem! thanks!
oh and i want u 2 know that this problems (except 4) happens only when i use polymer!
so.. hope you'll fix the problems soon!
#1978 Posted 07 December 2010 - 01:05 AM
My uncle just bought a laptop and I tried running Polymer on it. I didn't expect it to run it since it just has Intel graphics, but it did run it and quite well. Well, that was without using the maphacks and Polymer HRP pack. I tried it with those installed, too, but it lagged a bit. That was the only problem. Here's the specs:
#1980 Posted 08 December 2010 - 12:09 PM
I too can run Polymer on my Intel graphics accelerater from 2007. The lights don't have any brightness level between super bright and dark, so I'm not bragging I can get it running flawlessly, but I can at least load it and play a level.
#1981 Posted 10 December 2010 - 05:44 PM
What the hell is going on, I'm away for a month and we get an isometric view for 2D mode and model clipping?
#1982 Posted 10 December 2010 - 07:44 PM
Daedolon, on Dec 10 2010, 05:44 PM, said:
What the hell is going on, I'm away for a month and we get an isometric view for 2D mode and model clipping? 
Yeah. Imagine what we could get if you would leave for a year.
j/k
#1983 Posted 11 December 2010 - 04:36 AM
hehe. right now all it really does is giving you another view. but that can actually be useful. at least for me :S
that is the 3d view i am talking about
that is the 3d view i am talking about
#1984 Posted 12 December 2010 - 10:43 PM
Finally, I now have a rig with enough balls to run Polymer!
It's fan-fuckin-tastic!
Setting video mode 1024x768 (32-bit fullscreen)
OpenGL Information:
Version: 2.1.2
Vendor: NVIDIA Corporation
Renderer: GeForce 6100/PCI/SSE2/3DNOW!
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
EOF: EDuke32

Now going to enjoy playing all the Polymer maps I once avoided.....who needs DNF now? Not me! Hell, I can wait!
It's fan-fuckin-tastic!
Setting video mode 1024x768 (32-bit fullscreen)
OpenGL Information:
Version: 2.1.2
Vendor: NVIDIA Corporation
Renderer: GeForce 6100/PCI/SSE2/3DNOW!
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Initializing sound...
EOF: EDuke32

Now going to enjoy playing all the Polymer maps I once avoided.....who needs DNF now? Not me! Hell, I can wait!
#1985 Posted 13 December 2010 - 09:37 AM
Looks like the texture above the door is outdated. It was polymerized long time ago. I'd gladly doublechecked it but I don't recognize this map...
Actually thanks to The_Commander I've looked at this room in e1l2 and have to say that you don't have polymer HRP or it's very outdated:

Uploaded with ImageShack.us
Actually thanks to The_Commander I've looked at this room in e1l2 and have to say that you don't have polymer HRP or it's very outdated:

Uploaded with ImageShack.us
This post has been edited by Roma Loom: 13 December 2010 - 10:05 AM
#1987 Posted 13 December 2010 - 10:15 AM
My first thought was that it's related to e1l2 but I've never looked at this door from this angle.
#1989 Posted 13 December 2010 - 10:33 AM
You mean you've never went behind that counter to get the shotgun?
#1990 Posted 13 December 2010 - 10:45 AM
I always stop there and check all my weapons because there is a sign stating me to do so.
#1992 Posted 13 December 2010 - 08:49 PM
VinsaneOne, on Dec 12 2010, 10:43 PM, said:
Finally, I now have a rig with enough balls to run Polymer!
It's fan-fuckin-tastic!

Now going to enjoy playing all the Polymer maps I once avoided.....who needs DNF now? Not me! Hell, I can wait!
It's fan-fuckin-tastic!

Now going to enjoy playing all the Polymer maps I once avoided.....who needs DNF now? Not me! Hell, I can wait!
Not sure if you care about it, but what you have there is either very outdated or not working properly.
But then again, with a geforce 6100, the newest version of polymer wouldn't probably run decent anyway.
But I'm just enforcing what has been said above, to confirm that what you are showing in that screenshot looks very outdated/broken.
There are no bumpmaps and the lighting is too bright.
Roma Loom's screenshot shows how the latest version of polymer looks like.
Roma Loom, on Dec 13 2010, 10:15 AM, said:
My first thought was that it's related to e1l2 but I've never looked at this door from this angle.
You need to start playing some duke 3D man
I instantly recognized the door the second I saw it.
I've seen every door and every level of Duke 3D from all possible angles hundreds of times.
I would even recognize areas of duke 3d if they were untextured.
This post has been edited by Mr.Deviance: 13 December 2010 - 08:59 PM
#1993 Posted 14 December 2010 - 02:29 AM
Mr.Deviance, on Dec 14 2010, 05:49 AM, said:
I've seen every door and every level of Duke 3D from all possible angles hundreds of times.
I would even recognize areas of duke 3d if they were untextured.
I would even recognize areas of duke 3d if they were untextured.
Sounds like first symptoms of the blackhart-disease.
#1994 Posted 14 December 2010 - 08:18 AM
Mr.Deviance, on Dec 14 2010, 05:49 PM, said:
I've seen every door and every level of Duke 3D from all possible angles hundreds of times.
I would even recognize areas of duke 3d if they were untextured.
I would even recognize areas of duke 3d if they were untextured.
Type in the console
r_pr_wireframe 1 and hit enter.
#1995 Posted 14 December 2010 - 09:26 AM
LeoD, on Dec 14 2010, 03:29 AM, said:
Sounds like first symptoms of the blackhart-disease. 
I wasn't being ironic. I've literally played Duke 3D way too much, especially the first levels, I know them with my eyes closed.
#1996 Posted 14 December 2010 - 03:39 PM
I hav a question? What graphic card recommend me to run Polymer properly, i ´m looking for something below $170 (dollars) maybe too cheap? I´m running under Windows 7 32 bits , with an AMD Athlon 64 X2 Dual core 6000+ at 3.00Ghz and 2Gb on RAM
#1997 Posted 14 December 2010 - 03:45 PM
#1998 Posted 14 December 2010 - 03:52 PM
Okay Thanks! Now i'm gonna check what's the price in my country...

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