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

User is offline   Mike Norvak 

  • Music Producer

#2028

View PostDavoX, on Dec 20 2010, 12:25 PM, said:

I didn't get half of that :rolleyes:


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. :lol: First of all i´ll investigate how a srcript works.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2029

Oh, I see you said "palette", in which case my code does the wrong thing. But conceptually it's super-easy.
for i allsectors	// iterate over all sectors, its index will be i in each iteration
{	// a brace; opens a block
	ife sector[i].ceilingpicnum XXX	// if the tile number of sector i's ceiling *e*quals XXX, ...
		set sector[i].ceilingpal YYY	// set sector i's palette number to YYY; no brace needed because only 1 statement
	ife sector[i].floorpicnum XXX	// same thing with floor
		set sector[i].floorpal YYY
}

0

#2030

View PostVinsaneOne, on Dec 18 2010, 07:30 PM, said:

I will take that advice.


I hope so!


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.

Why don't you update to SP3 instead of SP2? SP3 is what we are talking here. Don't update to old stuff if you want new stuff to have a chance at starting.
Is there any reason to update to SP2 instead of SP3?
0

User is offline   VinsaneOne 

#2031

View PostMr.Deviance, on Dec 22 2010, 01:44 PM, said:

Why don't you update to SP3 instead of SP2? SP3 is what we are talking here. Don't update to old stuff if you want new stuff to have a chance at starting.
Is there any reason to update to SP2 instead of SP3?

I have updated everything ...

EDuke32 2.0.0devel 20100727
Using I:/Duke3dHRP/duke3d/ for game data
Windows XP (build 5.1.2600) Service Pack 3w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Using file 'autoload/duke3d.grp/polymer_hrp174.zip' as game data.
Using file 'autoload/duke3d.grp/polymer_mhk.zip' as game data.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 28ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file 'duke3d.def' loaded.
RTS file DUKE2.RTS was not found
Initializing OSD...
Initializing DirectInput...
- Enumerating attached game controllers
* JOYSTICK: Logitech Attack 3
Controller has 3 axes, 11 buttons, and 0 hat(s).
Executing "settings.cfg"
Setting video mode 1280x720 (32-bit fullscreen)
OpenGL Information:
Version: 2.1.2
Vendor: NVIDIA Corporation
Renderer: GeForce 6100/PCI/SSE2/3DNOW!
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
Caching "highres/screen/menu/2502.png"
PR : Board loaded.
Loaded map hack file '/E1L1.mhk'
***************************************
But you were right, as the updated Eduke and Polymer HRP lags that machine too much. I could still run the older version if I want but I ran into a more serious problem....
...I lost the color red! I don't know what the hell went wrong, but lucky I still have this machine to use while I try to figure it out. I suspect it's the on-board video and not the monitor. When the computer is off, the monitor shows a quick test pattern 'r' 'g' 'b' with the correct colors. Damn it!
0

User is offline   Tea Monster 

  • Polymancer

#2032

OEM's like Gateway abhor just sticking a nice, virgin copy of Windows onto a PC. There are usually loads of crappy 3rd party bloatware that goes on. There can sometimes be strange stuff that they have installed to get weird kit they have included working. For example, my Daughter's laptop has a web cam that will work with the installation CD for the laptop, but won't be detected with the drivers from the web cam manufacturer when installed under a vanilla Windows install.

So nuking your hard drive and doing a vanilla install of Windows may solve some of your problems, just be sure you backed up your restore images first!
0

User is offline   Plagman 

  • Former VP of Media Operations

#2033

Losing a component usually means the monitor cable isn't properly seated.
0

User is offline   SwissCm 

#2034

Or if it isn't the cable there could be something wrong with the monitors input processing hardware. Are you using a CRT or LCD and if you are using an LCD does it have DVI and if it has DVI why are you using VGA.
0

User is offline   VinsaneOne 

#2035

View PostTea Monster, on Dec 23 2010, 04:47 AM, said:

So nuking your hard drive and doing a vanilla install of Windows may solve some of your problems, just be sure you backed up your restore images first!

This was a fresh install on a brand new drive. Yea the things that had to be added like OEM drivers for the mobo, SATA controllers, and everything that runs on that nForce chipset like the HD audio and the ethernet controller.

View PostPlagman, on Dec 23 2010, 01:58 PM, said:

Losing a component usually means the monitor cable isn't properly seated.

I wish that was the case. I even swapped cables and checked for bent/broken pins. All checked out good and the cable screws are tight.

View PostSwissCm, on Dec 23 2010, 05:20 PM, said:

Or if it isn't the cable there could be something wrong with the monitors input processing hardware. Are you using a CRT or LCD and if you are using an LCD does it have DVI and if it has DVI why are you using VGA.

It's an eMachine E17T4W LCD which only has a VGA port. When it self-tests before the system boots and at shutdown, the colors are correct. Just now as I'm writing this, I opened the monitors OSD while in the desktop and all colors are displayed in its OSD. That's very strange. I will try to get a screenshot of that to show you. Also, color red in my normal display seems to be black. Think it's a software or driver problem? Sorry, this should be in the HW/SW thread as this has gone slightly off topic. :rolleyes:
0

User is offline   BlackDays 

#2036

EDIT:

Thanks.

This post has been edited by BlackDays: 30 December 2010 - 05:19 AM

0

User is offline   The Commander 

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

#2037

@BlackDays

http://forums.duke4....?showtopic=2596

If you looked just the little bit harder you would have found this thread easily enough and saved yourself from making a rather large unneeded post.
0

User is offline   Danukem 

  • Duke Plus Developer

#2038

Since that is the number one issue with the HRP these days, a thread with the solution in the first post should be stickied.
0

User is offline   fgsfds 

#2039

Is it possible to add 'wide' in .def instructions to support widescreen textures in menu like in proasm SWP?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2040

r1751 isn't compiling due to an error in the makefile.

Quote

Makefile:170: *** missing separator. Stop.

MISCLINKOPTS=
ifeq($(PLATFORM),WINDOWS)
	MISCLINKOPTS+= -Wl,--large-address-aware
endif
ifneq (0,$(KRANDDEBUG))
	MISCLINKOPTS+=-Wl,-Map=$@.memmap
endif
ifneq (0,$(PROFILER))
	MISCLINKOPTS+=-pg
endif

A space is needed in the line "ifeq($(PLATFORM),WINDOWS)".
0

User is offline   Plagman 

  • Former VP of Media Operations

#2041

Yeah, that's fixed. Thanks for the heads-up, though the synthesis email notification failures were faster than you :P
0

User is offline   Scrooge 

#2042

Hello,

I have a ATI X1900, and I want to set the option r_pr_ati_nodepthoffset manually,
because this looks like what I need. (freeze when a sprite come in sight)

Unfortunately, setting this option, followed by "restartvid" doesn't seem to work, and the flag is reset after the restart : (eduke32.log)
EDuke32 2.0.0devel 20100727
Using D:/Games/Duke3D/ for game data
Windows Vista (build 6.0.6002) Service Pack 2w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using D:/Games/Duke3D/autoload/ for game data
Using 'duke3d.grp' as main game data file.
Using file 'autoload/duke3d_soundtrack_true_midi_sound_sc55.zip' as game data.
Using file 'autoload/polymer_hrp174.zip' as game data.
Using file 'autoload/polymer_mhk.zip' as game data.
Using file 'autoload/duke3d_soundtrack_true_midi_sound_sc55.zip' as game data.
Using file 'autoload/polymer_hrp174.zip' as game data.
Using file 'autoload/polymer_mhk.zip' as game data.
Compiling: GAME.CON (149972 bytes)
Including: DEFS.CON (35688 bytes)
Including: USER.CON (43474 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3941: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5864: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 92ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 0000040C to 00000409
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1280x800 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  2.1.8545 Release
 Vendor:   ATI Technologies Inc.
 Renderer: ATI MOBILITY RADEON X1900
Cache contains 62487817 bytes of garbage data
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
Found 2 possible completions for 'r_pr_ati_':
  r_pr_ati_fboworkaround   r_pr_ati_nodepthoffset   
Press TAB again to cycle through matches
"r_pr_ati_fboworkaround" is "1"
r_pr_ati_fboworkaround: enable this to workaround an ATI driver bug that causes sprite shadows to be square - you need to restart the renderer for it to take effect
Found 2 possible completions for 'r_pr_ati_':
  r_pr_ati_fboworkaround   r_pr_ati_nodepthoffset   
Press TAB again to cycle through matches
"r_pr_ati_nodepthoffset" is "0"
r_pr_ati_nodepthoffset: enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect
r_pr_ati_nodepthoffset 1
"r_pr_ati_nodepthoffset" is "1"
r_pr_ati_nodepthoffset: enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect
Disabling desktop composition...
Setting video mode 1280x800 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
Cache contains 62487817 bytes of garbage data
Initializing Polymer subsystem...
PR : Initialization complete.
PR : Board loaded.
Loaded map hack file '/E3L1.mhk'
Cache time: 176561ms
E3L1: RAW MEAT
Found 2 possible completions for 'r_pr_ati':
  r_pr_ati_fboworkaround   r_pr_ati_nodepthoffset   
Press TAB again to cycle through matches
"r_pr_ati_fboworkaround" is "1"
r_pr_ati_fboworkaround: enable this to workaround an ATI driver bug that causes sprite shadows to be square - you need to restart the renderer for it to take effect
"r_pr_ati_nodepthoffset" is "0"
r_pr_ati_nodepthoffset: enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect
OpenGL Information:
 Version:  2.1.8545 Release
 Vendor:   ATI Technologies Inc.
 Renderer: ATI MOBILITY RADEON X1900
 Maximum anisotropy:      16.0
 BGRA textures:           supported
 Non-power-of-2 textures: supported
 Texure compression:      supported
 Clamp-to-edge:           supported
 Multisampling:           not supported
 Nvidia multisample hint: not supported
 ARBfp fragment programs: supported
 Depth textures:          supported
 Shadow textures:         supported
 Frame Buffer Objects:    supported
 Rectangle textures:      supported
 Multitexturing:          supported
 env_combine:             supported
 Vertex Buffer Objects:   supported
 Shader Model 4:          not supported
 Occlusion queries:       supported
 GLSL:                    supported
 Extensions:
   GL_AMD_performance_monitor GL_ARB_depth_texture
   GL_ARB_draw_buffers GL_ARB_fragment_program
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
   GL_ARB_framebuffer_object GL_ARB_half_float_pixel
   GL_ARB_half_float_vertex GL_ARB_map_buffer_range
   GL_ARB_multisample GL_ARB_multitexture
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
   GL_ARB_point_parameters GL_ARB_point_sprite
   GL_ARB_shader_objects GL_ARB_shader_texture_lod
   GL_ARB_shading_language_100 GL_ARB_shadow
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp
   GL_ARB_texture_compression GL_ARB_texture_cube_map
   GL_ARB_texture_env_add GL_ARB_texture_env_combine
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program
   GL_ARB_vertex_shader GL_ARB_window_pos
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap
   GL_ATI_fragment_shader GL_ATI_meminfo
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc
   GL_ATI_texture_env_combine3 GL_ATI_texture_float
   GL_EXT_abgr GL_EXT_bgra
   GL_EXT_blend_color GL_EXT_blend_equation_separate
   GL_EXT_blend_func_separate GL_EXT_blend_minmax
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
   GL_EXT_copy_texture GL_EXT_draw_range_elements
   GL_EXT_fog_coord GL_EXT_framebuffer_blit
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
   GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
   GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
   GL_EXT_point_parameters GL_EXT_rescale_normal
   GL_EXT_secondary_color GL_EXT_separate_specular_color
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap
   GL_EXT_subtexture GL_EXT_texgen_reflection
   GL_EXT_texture3D GL_EXT_texture_compression_s3tc
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
   GL_EXT_texture_env_add GL_EXT_texture_env_combine
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
   GL_EXT_texture_object GL_EXT_texture_rectangle
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle
   GL_EXT_vertex_array GL_KTX_buffer_region
   GL_NV_blend_square GL_NV_texgen_reflection
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
   GL_SGIS_texture_lod GL_WIN_swap_hint
 
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...

I've tried on build 1750 / 1753, the log contains the glinfo.
Is there another way to force r_pr_ati_nodepthoffset to 1 ?
Thank you for your help !
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2043

As a side note - you won't be hearing the SC55 soundtrack when the file is loaded prior to the HRP because the latter will override 'music.def'. Files in the autoload folder are parsed alphabetically so you will have to rename the SC55 pack in order to be loaded last.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2044

I put all the OGG files in the main Duke directory so they play no matter what.
0

User is offline   Lunick 

#2045

So when the multiplayer code is finished. Would it be possible to have different character models? Such as insted of playing as Duke you could be a Liztrooper or a Pigcop?
0

User is offline   Tea Monster 

  • Polymancer

#2046

View PostLunick, on Jan 8 2011, 04:15 AM, said:

So when the multiplayer code is finished. Would it be possible to have different character models? Such as insted of playing as Duke you could be a Liztrooper or a Pigcop?

You'd have to ask Plagman or someone to code it, but it should be possible. I was working on some multiplayer models a while back. You'd have to take the models and give them 'Duke' animations, but that isn't too hard. I actually got Patrick from Spongebob Squarepants running around in a level.
0

User is offline   The Commander 

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

#2047

Something like prop hunt (tf2 gameplay mode) would be rather fun in duke.
0

User is offline   Tea Monster 

  • Polymancer

#2048

I look forward to the day when Duke4.net holds the largest collection of Duke multiplayer models :P
0

User is offline   Danukem 

  • Duke Plus Developer

#2049

View PostTea Monster, on Jan 8 2011, 06:54 AM, said:

I look forward to the day when Duke4.net holds the largest collection of Duke multiplayer models :P


Well if DNF is released and this site continues to be the main hub for DNF fandom, then logically the MP models for DNF would be here.
0

User is offline   Skulldog 

#2050

View PostLunick, on Jan 8 2011, 06:15 AM, said:

So when the multiplayer code is finished. Would it be possible to have different character models? Such as insted of playing as Duke you could be a Liztrooper or a Pigcop?


This want happen for a while. TX is still on honeymoon, or playing house.
0

User is offline   The Commander 

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

#2051

View PostSkulldog, on Jan 9 2011, 08:40 AM, said:

This want happen for a while. TX is still on honeymoon, or playing house.

No he isn't.
0

User is offline   Gambini 

#2052

Question: Which is the safest eduke32 snapshot? I don´t update it from quite a time and would like to try a few things. I don´t really care about polymer nor mp right now so safe means a snapshot that fully works with 8bits and vanilla game (either for mapster or the game itself).

This post has been edited by Gambini: 10 January 2011 - 05:42 PM

0

User is offline   The Commander 

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

#2053

My suggestion would be to always use the latest one available, and always use the eduke32/mapster32.debug.exe
That way if it "does" crash you can upload the "eduke32.crashlog" which contains a lot more useful information than the "eduke32.log"

If the crash if Mapster related, you can be rest assured that Helixhorned is rather fast to fix/improve it.

http://dukeworld.duk...ke32/synthesis/ (1755 as of this post, I have not encountered in crashes yet)
0

User is offline   Gambini 

#2054

I´m more worried actually about game elements not working such as ambient sounds, SE or any kind of AI/weapons functionality malfunction due to new features. For mapster, as long as it doesnt fuck up my files i´m fine with a crash every once.

Yeah. I downloaded that one.
0

User is offline   Danukem 

  • Duke Plus Developer

#2055

I don't know what the issues with the latest are, but it doesn't seem any worse than older versions. I haven't noticed any new bugs for a while. Just the old bugs.
0

User is offline   0utlawz 

#2056

Sorry I don't know where to post screen shot for Eduke32 and Polymer so I post here, please delete this if I'm wrong
This is what I got from Eduke32 + Duke Plus + HRP + Polymer Version 4.2.082 (Apr 11, 2010):
Attached Image: eduke32_2011_01_11_19_21_28_97_resize.jpgAttached Image: eduke32_2011_01_11_19_21_37_90_resize.jpg g]
Thanx to all who developing this, I just amazed how duke nukem 3d could look like this now :P
I'm going to try polymer_hrp174 now :P
This is what I got from Eduke32 + Duke Plus + HRP + Polymer Version 4.2.174 (Dec 06, 2010):
Attached Image: eduke32_2011_01_11_20_10_48_12_resize.jpgAttached Image: eduke32_2011_01_11_20_10_57_44_resize.jpg g]Attached Image: eduke32_2011_01_11_20_11_02_64_resize.jpg

This post has been edited by 0utlawz: 11 January 2011 - 10:38 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#2057

So the queen is too small? Weird.
0

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