EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2065 Posted 16 January 2011 - 10:11 AM
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.
#2066 Posted 16 January 2011 - 10:45 AM
TX, 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.
#2067 Posted 16 January 2011 - 10:58 AM
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.
#2068 Posted 16 January 2011 - 06:09 PM
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?
#2069 Posted 16 January 2011 - 06:17 PM
DanM, 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
#2070 Posted 16 January 2011 - 06:36 PM
DeeperThought, 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.
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
#2071 Posted 17 January 2011 - 12:18 AM
It is 1757 fault
Perform the highpal lookup after the diffuse modulation and detail to hit more range in the highpalookup map. This shuffles a fair bit of lighting model around, so I wouldn't be surprised if I broke something.
The prophecy has been fulfilled!
Perform the highpal lookup after the diffuse modulation and detail to hit more range in the highpalookup map. This shuffles a fair bit of lighting model around, so I wouldn't be surprised if I broke something.
The prophecy has been fulfilled!
#2072 Posted 17 January 2011 - 11:35 AM
I totally called it. Sorry about that, can you send me a map where I can easily see the before/after?
#2073 Posted 17 January 2011 - 05:35 PM
DanM, can you try revision 1773? Let me know if you see any more glitches like that; thanks for the heads-up.
#2074 Posted 17 January 2011 - 06:06 PM
Will check it out when i get home in about 3 hours, iam guessing if that map i sent you is displaying properly now then its fixed
interesting to note, some of those dark bug areas still had there height/ spec working and what looked like some faint light, it actually looked like some really good moonlight / global light
interesting to note, some of those dark bug areas still had there height/ spec working and what looked like some faint light, it actually looked like some really good moonlight / global light
#2075 Posted 17 January 2011 - 06:13 PM
Yeah, that's because the bug removed the diffuse contribution of the light but kept the specular contribution, so you only had the highlight remaining. If you change your diffuse maps to be very dark, you'll get the same result (as opposed to using a bright diffuse map and darkening it using sector shading).
#2076 Posted 17 January 2011 - 11:12 PM
Well that works fine again
That "bug" actually looked like some of the best natural moonlight with the way it would just glint the high points and have this dark light on it, I hope global lighting looks like that when it gets implemented, i wouldnt write that of as a bug
That "bug" actually looked like some of the best natural moonlight with the way it would just glint the high points and have this dark light on it, I hope global lighting looks like that when it gets implemented, i wouldnt write that of as a bug
#2077 Posted 18 January 2011 - 12:11 AM
As Plagman was saying, you can change the diffuse maps to be dark in the model defs and it should have the same effect.
#2078 Posted 18 January 2011 - 12:21 AM
Not in the DEF, that's the same as shading and gets ignored by the diffuse contribution of lights. Having an actual dark diffuse texture will do that, though.
#2079 Posted 18 January 2011 - 11:13 PM
Is this right plagman?,
i Had a quick go of 1775 which ran fine, but afterwards i opened up afterburner and it says only averaging 10 - 20% of my GPU for eduke, the max was at the start of the map it when spiked to 32%, its a gtx570 shouldn't it be using a bit more than that?
i Had a quick go of 1775 which ran fine, but afterwards i opened up afterburner and it says only averaging 10 - 20% of my GPU for eduke, the max was at the start of the map it when spiked to 32%, its a gtx570 shouldn't it be using a bit more than that?
#2080 Posted 18 January 2011 - 11:43 PM
It should, but it doesn't because the GPU is constantly interrupted and forced to wait until given more work (when switching materials, etc). That's mostly what the "optimization" work is going to target.
#2081 Posted 20 January 2011 - 12:15 PM
Rev 1776 fails to build with POLYMER=0 :
src/defs.c: In function ‘defsparser’: src/defs.c:1492: error: ‘PR_HIGHPALOOKUP_DATA_SIZE’ undeclared (first use in this function) src/defs.c:1492: error: (Each undeclared identifier is reported only once src/defs.c:1492: error: for each function it appears in.) src/defs.c:1510: error: ‘PR_HIGHPALOOKUP_DIM’ undeclared (first use in this function) src/defs.c:1524: error: implicit declaration of function ‘polymer_definehighpalookup’ Failed building ../eobj/defs.o from src/defs.c!
#2082 Posted 20 January 2011 - 01:33 PM
Is it possible to have the original precalculated shadows while using polymer?
#2083 Posted 20 January 2011 - 03:05 PM
If you mean the sector based shading then yes. Why would you even ask that question? Just load up the game and see for yourself.
#2084 Posted 20 January 2011 - 03:27 PM
I'm pretty sure he was referring to sprite shadows. I wouldn't call those "pre-calculated" though. They are just black transparent sprites that are shortened and placed at the base of the regular sprite.
This post has been edited by DeeperThought: 20 January 2011 - 03:27 PM
#2085 Posted 20 January 2011 - 10:07 PM
Geez, you're all wrong. He means pre-baked lightmaps and no they aren't going to be implemented since build's levels geometry changes too much on-the-fly for it to look any good.
#2086 Posted 20 January 2011 - 11:27 PM
But that definitely can't be right SwissCm as he used the word "original" as in the feature was in the game since it was released in 1996. What I'm sure we can all agree on is that he worded his question terribly, however DT's interpretation is the most likely.
In that case to answer his question fully: Is it possible? yes. By that I mean one of the eduke developers can put it in, but right now polymer can't do that as far as I'm aware, so in reality the answer is no. But polymer has better, far more realistic shadows so there's no reason to use the old method. Check the maphacks link in the signature of this post to get the light pack for Duke3D. Episode 3 has the best lights with the most shadow emitting lights as well, but I might be biased because I made them myself http://forums2.duke4...tyle_emoticons/default/biggrin.gif
In that case to answer his question fully: Is it possible? yes. By that I mean one of the eduke developers can put it in, but right now polymer can't do that as far as I'm aware, so in reality the answer is no. But polymer has better, far more realistic shadows so there's no reason to use the old method. Check the maphacks link in the signature of this post to get the light pack for Duke3D. Episode 3 has the best lights with the most shadow emitting lights as well, but I might be biased because I made them myself http://forums2.duke4...tyle_emoticons/default/biggrin.gif
#2088 Posted 23 January 2011 - 04:11 AM
I'm actually pretty sure you mean the original shadow people, the Illuminati. I'm quite sure Plagman is a member.
#2089 Posted 24 January 2011 - 10:07 AM
strange problem i had with eduke+polymer hrp:
when i killed the boss of episode 1, i saw the cutscene when duke killin the boss and the music of the level keep playing, and then i got black screen and i pressed "enter" a couple of times and i was back to the title screen..
its was a bug or its something you guys should fix?
thx and sry 4 bad eng.
when i killed the boss of episode 1, i saw the cutscene when duke killin the boss and the music of the level keep playing, and then i got black screen and i pressed "enter" a couple of times and i was back to the title screen..
its was a bug or its something you guys should fix?
thx and sry 4 bad eng.
#2090 Posted 24 January 2011 - 10:28 AM
Is transparent sprite shadows exclusive to opengl modes or is there a trick to get them to work in 8bit?
#2091 Posted 28 January 2011 - 10:52 PM
Is it me, or is the Expander (hud weapon) meant to go completely black in opengl mode, possible the same in software mode.
#2092 Posted 29 January 2011 - 07:26 AM
Scott_AW, on Jan 24 2011, 01:28 PM, said:
Is transparent sprite shadows exclusive to opengl modes or is there a trick to get them to work in 8bit?
Not sure, but don't Panic. They can fix it.
http://www.youtube.c...h?v=xZn0o30tS1c
http://www.bing.com/videos/watch/video/bat...with%20a%20bomb
This post has been edited by Skulldog: 29 January 2011 - 07:44 AM
#2093 Posted 29 January 2011 - 02:36 PM
The Commander, on Jan 29 2011, 12:52 AM, said:
Is it me, or is the Expander (hud weapon) meant to go completely black in opengl mode, possible the same in software mode.
I've reported this in IRC twice, and it happens in all modes. Something strikes me as off about the shrinker too.
#2094 Posted 29 January 2011 - 04:49 PM
http://hendricks266..../stuff/eduke32/
I've made some improvements to the logo images and icons.
I've applied the GIMP "Color to Alpha" tool on a 1-2 pixel ring around the edges of the circles so that there is now a smooth transition (translucent pixels) from the logo to any color background. No change is detectable, even when zooming in, if the background is the original white or black.
eduke32.ico is unchanged, although it still has the fix on the 8x8 icon which was patched into SVN a couple months ago.
eduke32_classic.ico is basically eduke32.ico with the hue adjusted to make it orange. I've tested it to be exact same change to make eduke32.png look exactly like eduke32_classic.png. I think it would be nice to apply it to one of the executables, to tell them apart quickly and easily.
I've made some improvements to the logo images and icons.
I've applied the GIMP "Color to Alpha" tool on a 1-2 pixel ring around the edges of the circles so that there is now a smooth transition (translucent pixels) from the logo to any color background. No change is detectable, even when zooming in, if the background is the original white or black.
eduke32.ico is unchanged, although it still has the fix on the 8x8 icon which was patched into SVN a couple months ago.
eduke32_classic.ico is basically eduke32.ico with the hue adjusted to make it orange. I've tested it to be exact same change to make eduke32.png look exactly like eduke32_classic.png. I think it would be nice to apply it to one of the executables, to tell them apart quickly and easily.
This post has been edited by Hendricks266: 29 January 2011 - 04:52 PM

Help
Duke4.net
DNF #1
Duke 3D #1


