EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2096 Posted 30 January 2011 - 05:21 AM
This post has been edited by Marked: 30 January 2011 - 05:22 AM
#2097 Posted 30 January 2011 - 06:59 PM
http://sourceforge.n...ojects/eduke32/
havnt been able to find out what the new revisions do
#2098 Posted 30 January 2011 - 07:13 PM
And reading the changelog.txt
#2099 Posted 30 January 2011 - 08:17 PM
#2101 Posted 31 January 2011 - 08:23 AM
Marked, on Jan 30 2011, 03:21 PM, said:
Any idea why? It's really fucked up now.
#2102 Posted 31 January 2011 - 09:28 AM
Mikko_Sandt, on Jan 31 2011, 08:23 AM, said:
They were attempts to make the shading more like the software renderer, and actually it sort of succeeded except that it goes to black too soon.
This is why, in my mods I include an autoexec.cfg file that contains the line: r_shadescale 0.99
Changing the shade scale fixes it.
I hope that people are not mapping differently to compensate for the problem, because if they do their maps will be too bright in software mode, or if the shade scale is adjusted (e.g. DukePlus), or if the problem is fixed in eduke32.
This post has been edited by DeeperThought: 31 January 2011 - 09:32 AM
#2103 Posted 31 January 2011 - 11:39 AM
#2104 Posted 31 January 2011 - 11:57 AM
Plagman, on Jan 31 2011, 11:39 AM, said:
I don't know if it's widely accepted, it is just what I use. But here is the strange thing: the difference between .99 and 1.00 should be trivial, and yet it makes a big difference in game. Or maybe 1.00 is not the default setting? IIRC, DanM uses 1.05 and that gets rid of the premature blackness as well.
This post has been edited by DeeperThought: 31 January 2011 - 11:59 AM
#2105 Posted 31 January 2011 - 12:39 PM
Plagman, on Jan 31 2011, 04:39 PM, said:
If you´re going to tweak the shading, do it also with the visibility. The difference between software and 32 bits doesn´t exactly stand out in the shading but more in how distant stuff looks. In software mode it´s darker but more lineal, in 32bits it tends to fade off at a pretty short distance, either with polymost or polymer, only that in the latter this seems to affect the sky too!
EDIT: Another thing that should be revised is that while in 8bits visibility doesn´t affect the z axis, it does in 32bits. Suppose you´re looking up a skycraper. in software mode you´ll be able to see the top of it as bright as the bottom, instead in 32 bits the top will look pitch black unless it´s shade 0. Maybe this difference can´t be sorted out, but surely can be disguised somehow.
This post has been edited by Gambini: 31 January 2011 - 12:44 PM
#2106 Posted 31 January 2011 - 01:34 PM
Gambini, on Jan 31 2011, 12:39 PM, said:
EDIT: Another thing that should be revised is that while in 8bits visibility doesn´t affect the z axis, it does in 32bits. Suppose you´re looking up a skycraper. in software mode you´ll be able to see the top of it as bright as the bottom, instead in 32 bits the top will look pitch black unless it´s shade 0. Maybe this difference can´t be sorted out, but surely can be disguised somehow.
This raises the question of whether we really want the new renderers to imitate the software renderer in all respects. The z-axis feature of software could be regarded as a bug, since arguably visibility should be a function of true distance, not just xy distance. The renderers have been different since the first version of polymost. The top priority should be fixing the recent fuckery.
#2107 Posted 31 January 2011 - 02:33 PM
With 16-32bit, there is more potential in color blending, shadows, alpha and other nice stuff.
However there are some things you can't replicate easily in a fixed palette system. There's a lot of control when you only have to deal with 256 colors, but there's very little control over thousands and millions of colors.
I imagine once polymer is more refined it can make an awesome engine for a TC, since the build scripting and mapping is easy to work with, throw in the special effects and you have something comparable to a modern engine, although with limits. I'd like to work on a hi-res project with this engine sometime in the future.
#2108 Posted 31 January 2011 - 02:35 PM
How many times you drive by the highway and see how the road turns pitch black ten meters away? That´s not realistic. That doesn´t happen in modern games. Thus, there´s no doubt this effect is there just to make things look remotely like in 8bits.
Do we agree? If so: why not making it work just like it works in 8bits?
#2109 Posted 31 January 2011 - 02:59 PM
#2110 Posted 01 February 2011 - 12:48 AM
This post has been edited by Tetsuo: 01 February 2011 - 12:51 AM
#2111 Posted 01 February 2011 - 03:51 AM
#2112 Posted 01 February 2011 - 09:20 AM
SwissCm, on Feb 1 2011, 03:51 AM, said:
SE lights can already be scripted to turn on/off and do other things upon activation, such as when switches are used:
They are already scriptable like that: http://fissile.duke4...ymer_switch.wmv
#2113 Posted 01 February 2011 - 09:37 AM
DeeperThought, on Feb 2 2011, 03:20 AM, said:
They are already scriptable like that: http://fissile.duke4...ymer_switch.wmv
I meant with maphacks.
#2114 Posted 01 February 2011 - 09:53 AM
#2115 Posted 01 February 2011 - 10:54 AM
#2116 Posted 01 February 2011 - 11:03 AM
The plan with maphacks was indeed to be able to override part or all sector lighting of a map in order to let Polymer lights do their thing. There's also an existing interface to map a lighthack intensity to the shade of the sector it's in, allowing it to react to stuff like lightswitches and broken lights. It was working fine in the first iteration, but at some point I reworked the light system and seemed to have broken it (it's the minshade and maxshade members of lighthacks). I'll need to take a look at some point.
#2117 Posted 04 February 2011 - 01:15 PM
It's getting really annoying. This is an indoor location from MRCK's latest map:
#2118 Posted 04 February 2011 - 01:57 PM
#2120 Posted 04 February 2011 - 02:36 PM
Not that this is neccesarily a bad thing.
#2121 Posted 04 February 2011 - 05:56 PM
DeeperThought, on Feb 4 2011, 01:57 PM, said:
i really think its between 1650 - 1660, i remember terminex did some shading changes, and i said it was a bit too dark and he said it was needed for classic maps or something
#2122 Posted 05 February 2011 - 02:12 PM
#2123 Posted 07 February 2011 - 04:28 AM
#2124 Posted 08 February 2011 - 12:24 AM
Is what happened Mikko? Or has anyone else noticed this?
#2125 Posted 08 February 2011 - 11:08 PM
First happens when I make screenshot in fullscreen mode.
Second when I use filtration except nearest and linear.
This post has been edited by empyrock: 08 February 2011 - 11:09 PM

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