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

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 online   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 online   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 online   Danukem 

  • Duke Plus Developer

#2057

So the queen is too small? Weird.
0

User is offline   0utlawz 

#2058

Maybe it looks small because I stay away from her :P
look nice when she making babies out from her bottom :P
I've just tried the latest polymer hrp, now the alien's egg look shiny like from duke nukem forever screen shot :P
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2059

View PostThe Commander, on Jan 11 2011, 03:24 AM, said:

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"

Since I'm not that deep into compiling/debugging: does it make sense to run a self-compiled debug-executable (I have fiddled with some compile options) or will the debugger outputs be mostly unusable to the developers?
0

User is offline   Plagman 

  • Former VP of Media Operations

#2060

As long as you build with RELEASE=0 on Windows, it should enable the code that dumps the crashlog. You're using MinGW/GCC, right?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2061

View PostPlagman, on Jan 11 2011, 09:04 PM, said:

As long as you build with RELEASE=0 on Windows,

I do.

View PostPlagman, on Jan 11 2011, 09:04 PM, said:

You're using MinGW/GCC, right?

Yes.

OK, I'll keep using my debug executables.
0

User is offline   Scrooge 

#2062

 

View PostScrooge, on Jan 7 2011, 09:25 PM, said:

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
...
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
......
 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


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 !


Whoo ! Found the problem myself in the code ,1759 smapshot
sdllayer. c (1138) and winlayer.c (2854):
  if (!Bstrncmp(glinfo.renderer,"Radeon X1", 9))
                {
                    r_vbos = 0;
#ifdef POLYMER
                    pr_ati_nodepthoffset = 1;
                    initprintf("Enabling ATI R520 polygon offset workaround.\n");
#endif
                }


==> Problem is, the test in glinfo.renderer fails because it expects somthing starting with "Radeon X1.." so that
my Mobility x1900 defined as ATI MOBILITY RADEON X1900 fail the test.

I think the ATI model test should be smarter here, since it leads for some perfectly good cards to be inplayable because they fail to be detected properly, such as (seen in own driver .inf installation file):

"ATI MOBILITY RADEON X1600"
"ATI MOBILITY RADEON X1700"
...

but also desktop ones that (may ) be OK, that have vendor-specific strings:

"ATI Radeon X1050 "
"ATI Radeon X1550 Series"
"ASUS Radeon X1550 Series "

....such as [whatever] Radeon X[NNNN] ..."

indeed, in my Catalyst 10.2 Legacy driver (latest available for pre-HD boards)
the only cards that could have worked are very few...

I confirmed this by two means :
- hacking the test string in the excutable
- Reinstalling my driver after modifying the string in the driver Inf into something "Radeon X1900 MOBILITY"

And no, I was too lazy to install VS2010, SVN and recompiling the thingy, sorry... :P

So, after that, the pr_ati_nodepthoffset was indeed set at Polymer startup, and... the game works well, if not very fast !! :P :P :D

Enabling ATI FBO color attachment workaround.
Enabling ATI R520 polygon offset workaround.
OpenGL Information:
 Version:  2.1.8545 Release
 Vendor:   ATI Technologies Inc.
 Renderer: Radeon X1900 MOBILITY

0

User is offline   TerminX 

  • el fundador

  #2063

Thanks for the thorough bug report. I'll change the detection to use strstr() to find any instance of the string "Radeon X1" inside the gl.renderer string instead of only checking the beginning of it.
0

User is offline   Scrooge 

#2064

View PostTX, on Jan 15 2011, 06:43 PM, said:

Thanks for the thorough bug report. I'll change the detection to use strstr() to find any instance of the string "Radeon X1" inside the gl.renderer string instead of only checking the beginning of it.


Well...sorry to bother you again :P

I got a problem with texture cache. When I run eduke in command line (-nosetup option), texture cache is activated,
while if I ran using the setup window, it is systematically de-activated with a lovely :
"Unable to open cache index: no such file or directory" in the eduke.log. (I'm runing Windows Vista 32)

My hypothesis: in polymost.c(755) : cacheindexptr = Bfopen(ptempbuf, "at+");

it attempts to open/create/append a file named "textures.cache", doing so in the current dir I suppose.
So apparenty, when lunched in command line , the current dir is set correctly (the one of the executable)
while it is...somewhere else while lunched in the setup window, apparently where we have no RW access.

I definitive fix would be to always pass the full path of the desired file. (concerns both textures and textures.cache file)
A classical trouble I got reguraly in my own job.
0

User is offline   TerminX 

  • el fundador

  #2065

How exactly are you executing it when you run into that problem? I don't have access to Windows for another week but I have NEVER encountered the problem you're experiencing. One thing you might want to check is that you haven't previously set a mod dir to use from that dropdown box in the setup window and then gone and deleted it, possibly leaving an invalid dir specified in the cfg.
0

User is offline   Scrooge 

#2066

View PostTX, on Jan 16 2011, 07:11 PM, said:

... One thing you might want to check is that you haven't previously set a mod dir to use from that dropdown box in the setup window and then gone and deleted it, possibly leaving an invalid dir specified in the cfg.

Well, you got it right !
the ModDir entry in eduke32.cfg pointed to a non existsing dir. Deleting this entry alone set the thing right again.
I didn't realize it first because the drop-down mod list in Setup is hidden, probably due to my police settings (115% normal size) that sometimes make trouble in window layouts.
0

User is offline   TerminX 

  • el fundador

  #2067

Ugh... I don't know how it is in Vista, but in Windows 7 when you increase the size of things, the window controls and layout and everything else scale accordingly. Unfortunately, I think the only way to fix this for the older operating systems is to have a bunch of blank space at the bottom of the window to account for where things will be when the setting is changed. Blah.
0

User is offline   Stabs 

#2068

so whats the deal with newer versions of eduke Iam missing lights in the streets and whole sectors are just unshaded now, lights are not lighting up models untill you get closer to them, is this just early stages of optimization?
0

User is online   Danukem 

  • Duke Plus Developer

#2069

View PostDanM, on Jan 16 2011, 06:09 PM, said:

so whats the deal with newer versions of eduke Iam missing lights in the streets and whole sectors are just unshaded now, lights are not lighting up models untill you get closer to them, is this just early stages of optimization?


You have done a direct comparison with the older versions using the exact same CON code and Polymer settings, right? Just making sure.

EDIT: Try comparing r1759 with r1760, since r1760 is the most likely recent revision to be the culprit.

This post has been edited by DeeperThought: 16 January 2011 - 06:25 PM

0

User is offline   Stabs 

#2070

View PostDeeperThought, on Jan 16 2011, 06:17 PM, said:

You have done a direct comparison with the older versions using the exact same CON code and Polymer settings, right? Just making sure.

EDIT: Try comparing r1759 with r1760, since r1760 is the most likely recent revision to be the culprit.


yeh ive played around with older version i can give some more exact numbers when i get home tho
0

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