EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2000 Posted 14 December 2010 - 04:12 PM
DanM, on Dec 14 2010, 05:59 PM, said:
Yeah i'm checking and the price for this product (GeForce GTX 460) is too expensive, near to double. So i think gtx9800 or 250 is the best (just about 165 -175 dollars)
And could i run poly fine with the system specifications pointed before?, u know, maps like those on Eternity ,etc.
#2001 Posted 14 December 2010 - 04:14 PM
#2002 Posted 14 December 2010 - 04:44 PM
#2003 Posted 15 December 2010 - 12:33 AM
Roma Loom, on Dec 13 2010, 12:37 PM, said:
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thanks to The_Commander I've looked at this room in e1l2 and have to say that you don't have polymer HRP or it's very outdated: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
Mr.Deviance, on Dec 13 2010, 11:49 PM, said:
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But I'm just enforcing what has been said above, to confirm that what you are showing in that screenshot looks very outdated/broken.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.
You need to start playing some duke 3D man http://forums2.duke4...tyle_emoticons/default/laugh.gif
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.
Sobek, on Dec 14 2010, 07:44 PM, said:
All I know is it looks real good to me compared to what I've been use to seeing all these years. An this......
......it's not that outdated as you see in the log below.
EDuke32 2.0.0devel 20100311
addsearchpath(): Added I:/DN3D/
OS: Windows XP (5.1.2600) Service Pack 1
Large page support available
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d.grp/polymer_hrp.zip'.
#2004 Posted 15 December 2010 - 07:44 AM
Update your shit.
#2005 Posted 15 December 2010 - 07:57 AM
The Commander, on Dec 15 2010, 07:44 AM, said:
Update your shit.
Dude, with a 6100 and with winxp sp1 the latest HRP would lag like shit.
The more you have, the more you want. If he's happy with that old version I think it can only mean good news for him. If that old version looks awesome for him and it also runs decent on his 6100, I think is better than have the latest version lag like shit.
I've tried the latest hrp with polymer on a 6600gt for the fuck of it, and it lags like shit on xp sp3 and win 7 x64. So imagine how a win xp sp1 with a 6100 would run the latest version...
I don't even want to think about it.
This post has been edited by Mr.Deviance: 15 December 2010 - 08:00 AM
#2006 Posted 15 December 2010 - 08:03 AM
Mr.Deviance, on Dec 15 2010, 07:57 AM, said:
The more you have, the more you want. If he's happy with that old version I think it can only mean good news for him. If that old version looks awesome for him and it also runs decent on his 6100, I think is better than have the latest version lag like shit.
I've tried the latest hrp with polymer on a 6600gt for the fuck of it, and it lags like shit on xp sp3 and win 7 x64. So imagine how a win xp sp1 with a 6100 would run the latest version...
I don't even want to think about it.
He should at least get the latest eduke32.exe, though, because it will actually run better than the one from a year ago. Also, Polymer with no HRP doesn't look half bad.
#2007 Posted 15 December 2010 - 08:40 AM
VinsaneOne, on Dec 15 2010, 02:33 AM, said:
Try the latest synthesis though : Eduke32 - 1734
This post has been edited by Norvak: 15 December 2010 - 08:42 AM
#2008 Posted 15 December 2010 - 04:50 PM
VinsaneOne, on Dec 15 2010, 07:03 PM, said:
......it's not that outdated as you see in the log below.
EDuke32 2.0.0devel 20100311
That's OK, but just as a note, around August the new builds came into effect that supported HUD lighting and, for a lot of people, some pretty impressive performance improvements.
Definitely update to the newest release in Norvak's post above!
#2009 Posted 15 December 2010 - 06:53 PM
#2010 Posted 15 December 2010 - 09:29 PM
DanM, on Dec 15 2010, 06:53 PM, said:
Run DNF with and integrated geforce 6100 on winxp sp1? Are you on ethnobotanical supplements mate?
If the game will come out as a multiplatform game, they will most likely optimize it for multicore cpu's and make it require at least an 8800 gt and 2gb of ddr2 as it's absolute minimum requirements.
Trust me, when I tell you that nothing in this world will make a 6100 run DNF on winxp sp1.
My guess is that it won't even start due to old software to begin with and if by any chance the the os and other drivers get updated, the game will most likely error at launch due to missing shading or other rendering capabilities of that 6100.
If he has winxp sp1 and one year old eduke stuff, he most likely has outdated directx an drivers too.
That pc needs some serious update and upgrading, if he wants to even see one pixel of dnf on his screen.
And I'm saying this with absolutely no exaggeration or irony.
This post has been edited by Mr.Deviance: 15 December 2010 - 09:38 PM
#2012 Posted 15 December 2010 - 09:41 PM
The Commander, on Dec 15 2010, 09:37 PM, said:
I don't.
#2013 Posted 16 December 2010 - 02:01 AM
i played through unreal and ff7 back in the day on a p120 16mb of ram with no gfx acceleration it wasnt the best but it could be done and bioshit had some patch to disable shaders and let you run it on older cards and thats running on the unreal engine
some peoples definition of running fine is very different to a lot of people, personally iam a constant 60 fps man but some find 30 fine or even 15 fine
#2014 Posted 17 December 2010 - 12:21 AM
#2015 Posted 17 December 2010 - 07:19 PM
This post has been edited by Norvak: 17 December 2010 - 08:54 PM
#2016 Posted 17 December 2010 - 08:28 PM
Norvak, on Dec 17 2010, 07:19 PM, said:
That is really strange. I wonder why no one else is having the problem.
Did you try deleting your cfg files?
#2017 Posted 17 December 2010 - 09:16 PM
DeeperThought, on Dec 17 2010, 10:28 PM, said:
Yeah, but it´s the same.
Anyways i fixed the problem. The logic solution was to reinstall everything and it works, however i wonder (like u) why the f..ck it happened...
BTW haha i wrote extrange instead of strange, a cognate in spanish : "extrano" http://forums2.duke4...tyle_emoticons/default/unsure.gif
#2018 Posted 17 December 2010 - 10:03 PM
Build started using "cc -fomit-frame-pointer -funswitch-loops -O2 -fno-stack-protector -W -Wall -Wimplicit -Werror-implicit-function-declaration -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -Isource -Ibuild/include -Isource/jmact -Isource/jaudiolib/include -Isource/enet/include -D_FORTIFY_SOURCE=2 -fjump-tables -march=pentium3 -mtune=generic -mmmx -fno-pic -DUNDERSCORES -I../sdk/dx/include -DHAVE_INTTYPES -DRENDERTYPEWIN=1 -DSUPERBUILD -DPOLYMOST -DUSE_OPENGL -DPOLYMER -DNEDMALLOC" /bin/sh: /c/cygwin/bin/cc: Bad file number Failed building obj_win/game.o from source/game.c! make: *** [obj_win/game.o] Error 1
Perhaps it's time to upgrade to 4.5.1.
#2019 Posted 17 December 2010 - 11:54 PM
make PLATFORM=WINDOWS CC='wine gcc' CXX='wine g++' AS='wine nasm' RC='wine windres' STRIP='wine strip' AR='wine ar' RANLIB='wine ranlib' PRETTY_OUTPUT=0 NEDMALLOC=0
#2020 Posted 18 December 2010 - 07:30 PM
Sobek, on Dec 15 2010, 07:50 PM, said:
Definitely update to the newest release in Norvak's post above!
I will take that advice.
DanM, on Dec 15 2010, 09:53 PM, said:
I hope so!
Mr.Deviance, on Dec 16 2010, 12:29 AM, said:
If the game will come out as a multiplatform game, they will most likely optimize it for multicore cpu's and make it require at least an 8800 gt and 2gb of ddr2 as it's absolute minimum requirements.
Trust me, when I tell you that nothing in this world will make a 6100 run DNF on winxp sp1.
My guess is that it won't even start due to old software to begin with and if by any chance the the os and other drivers get updated, the game will most likely error at launch due to missing shading or other rendering capabilities of that 6100.
If he has winxp sp1 and one year old eduke stuff, he most likely has outdated directx an drivers too.
That pc needs some serious update and upgrading, if he wants to even see one pixel of dnf on his screen.
And I'm saying this with absolutely no exaggeration or irony.
It is a Gateway GT5228 w/Athlon 64 x2 Dual core 4200+ at 2.21 GHz w/1.87 GB Ram. I just installed Win Xp Pro on a fresh, new WD Caviar SATA 320 GB HD, so it still has SP1 untill I find out why I'm having some errors updating to SP2. BSOD is one problem after installing SP2! Had to do a system restore from before that update to get it to boot to my desktop. Damn Microshaft! I have all the latest graphic drivers as well as DX9c. Also have the latest device drivers for all my hardware, but think I may need to update the bios as a last resort if another SP2 install craps out again.
This post has been edited by VinsaneOne: 18 December 2010 - 07:39 PM
#2022 Posted 19 December 2010 - 08:28 AM
Plagman, on Dec 18 2010, 08:54 AM, said:
make PLATFORM=WINDOWS CC='wine gcc' CXX='wine g++' AS='wine nasm' RC='wine windres' STRIP='wine strip' AR='wine ar' RANLIB='wine ranlib' PRETTY_OUTPUT=0 NEDMALLOC=0
For me, putting the variables before the make command works more reliably. Specifically, when I run scan-build like this:
CC=clang RELEASE=0 scan-build make
it will analyze the code as described on their page, while using gcc will compile but not analyze, and putting the variables as arguments to make won't build.
Hendricks: it seems that your default C compiler (the CC variable) is set to Cygwin's, therefore the new Makefile tries to use it and fails.
I'll commit a fix shortly but IMO the user-dependent stuff needs to be ripped out from the 4 Makefiles into a single one.
#2023 Posted 19 December 2010 - 09:48 AM
Helixhorned, on Dec 19 2010, 05:28 PM, said:
CC=clang RELEASE=0 scan-build make
it will analyze the code as described on their page, while using gcc will compile but not analyze, and putting the variables as arguments to make won't build.
Hendricks: it seems that your default C compiler (the CC variable) is set to Cygwin's, therefore the new Makefile tries to use it and fails.
I'll commit a fix shortly but IMO the user-dependent stuff needs to be ripped out from the 4 Makefiles into a single one.
Putting "export CC=gcc" (without the quotes) into .bashrc fixes the issue for the time being.
#2024 Posted 19 December 2010 - 07:31 PM
This post has been edited by Norvak: 19 December 2010 - 07:41 PM
#2025 Posted 20 December 2010 - 02:12 AM
#2026 Posted 20 December 2010 - 09:11 AM
Norvak, on Dec 20 2010, 04:31 AM, said:
Sure, nothing easier than that.
for i allsectors, { ife sector[i].floorpicnum XXX, set sector[i].floorpicnum YYY; ife sector[i].ceilingpicnum XXX set sector[i].ceilingpicnum YYY }I think that this should go into the Mapster32 problems and bugs thread, even though it's not a bug.
#2027 Posted 20 December 2010 - 10:25 AM
#2028 Posted 20 December 2010 - 05:42 PM
DavoX, on Dec 20 2010, 12:25 PM, said:
http://forums2.duke4...tyle_emoticons/default/blink.gif Neither i do. I think i shouldn´t ask things as if i knew what i´m talking about.

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