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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

#2161

View PostHank, on Feb 13 2011, 10:27 AM, said:

Also, since Polymer is a new engine using OpenGL, does anyone plan to contact AMD? It's a simple question, before 10.4 drivers; the games worked without white squares, after 10.5 drivers; the game shows white squares, the renderer is using OpengGL 2. Please advice what further info you require to solve our dilemma, code or whatever. Again just a suggestion. The worst thing is that AMD does not respond, but if they do - hey Bob's Your Uncle! ;)


Yes, that's the thing to do and I've done it several times in the past in this context (I have direct contacts there). However, you can't just report it like that. You have to make sure you understand exactly what's going wrong first and provide a simplistic test case that shows the issue happening just by toggling a few bits of functionality. Just dumping an application (which implies having to set it up, understanding how to reproduce the problem and investigating it inside of a flurry of other stuff that's happening at the same time) on a team that's strapped for manpower and resources will usually net you a fair amount of nothingness. This level of support can usually only be afforded by customers with paid contracts or issues receiving wide end-user exposure. To be able to submit a helpful bug report, I need to understand the issue enough to have it worked around on my end first.
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User is offline   Tea Monster 

  • Polymancer

#2162

I know that Maya has been struggling with problems, especially with ATI's 'professional' cards. Because of my tech support background, I was called in to help a fellow artist who'd bought a firepro card and was having problems. After trying every different driver we could find on the net, I rang the firepro helpdesk. Now bear in mind that this card is sold on the basis of being a professional product with professional support - the guy on the other end of the phone ummed and ahhed for a minute and asked ME what the version number was of the latest driver. He said he had no clue what to do next. He took my name and number. I called back a week later to check up on the case and they had no record of my call. He called his studio eventually and it turns out that they had a few firepro cards in to test. They had the same problems and they got no satisfaction either. They wound up sending the cards back in the end (as did the artist I was working with).

Now, Im NOT saying that to wind Mikko up or to bash ATI. I'm saying that as my personal experience. The reason I'm trotting all this out is to explain why it was that I suggested Plagman check in with other OSS projects. I don't think he's going to get anywhere with their tech division. If he can prove me wrong and he has an inside contact, then great.
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User is offline   Awesomebob 

#2163

View PostPlagman, on Feb 13 2011, 01:59 PM, said:

I find it awesome that everyone is so glad to jump in and make it sound like Polymer ATI users are constantly rounded up and sent to extermination camps, yet despite my various attempts no-one has been willing to provide me with a remote shell to an affected system so that I could actually fix the problems. But sure, maybe enough whining will make the problems vanish on their own.


I would totally be willing to be a lab rat for you. I have no choice right now but to use ATI till finances become a little less strained. Just PM me details.
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User is offline   The Commander 

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

#2164

View PostPlagman, on Feb 14 2011, 09:59 AM, said:

I find it awesome that everyone is so glad to jump in and make it sound like Polymer ATI users are constantly rounded up and sent to extermination camps, yet despite my various attempts no-one has been willing to provide me with a remote shell to an affected system so that I could actually fix the problems. But sure, maybe enough whining will make the problems vanish on their own.

I know I was suppose to help you with this, but due to the moving I have done recently I have been forced to mobile internet and the my upload speed would not be the best. Unless upload speed won't matter to much?
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User is offline   Scott_AW 

#2165

I finally got a new system.

Acer
Win7 Premium
Nvidia 1gb ? don't know too much about it, but I can run Oblivion full detail with HDR, yay!
AMD 3gz Dual Core
4gb DDR3 Ram
1tb HD

So with it the first thing I tried was Black Shadow in Polymost 32bit and was surprised with how fast it ran in 800x600, averaging 200fps even with voxels converted into models. Nice.

But of course this would be really about eduke if I didn't give DukePlus and HDR in polymer a spin, which was also super nice. Glad I can finally experience it. I think the only slow downs I noticed was with excessive jibs and explosions all at once, but funny enough that just made me remember the old days.
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User is offline   Micky C 

  • Honored Donor

#2166

I don't think polymer has HDR?
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User is offline   Tea Monster 

  • Polymancer

#2167

I think he meant to say 'HRP' but mistyped it (got a bit confuseled).
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User is offline   Scott_AW 

#2168

Exactly, Oblivion=HDR, Eduke=HRP.
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User is offline   Spirrwell 

  • tile 1018

#2169

How about in the eduke32 GUI when it first runs it asks you if you have an ATI card? Based on your answer it could do the change to the filtration or whatever it is that was discussed as a fix.
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User is offline   Roma Loom 

  • Loomsday Device

#2170

Crap. I'm experiencing black mirrors on GF9600GT with latest drivers on eduke32 bild #1783. WinXP. Setting r_pr_lighting 0 makes them work again. Also at certain random angles mirrors could work for a bit of second then they go into black.
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User is offline   Spirrwell 

  • tile 1018

#2171

View PostRoma Loom, on Feb 16 2011, 07:28 AM, said:

Crap. I'm experiencing black mirrors on GF9600GT with latest drivers on eduke32 bild #1783. WinXP. Setting r_pr_lighting 0 makes them work again. Also at certain random angles mirrors could work for a bit of second then they go into black.

Heh, same here, although it happens no matter what OS I have.
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#2172

I can confirm that, having a GeForce GTX 275. It doesn't bother me too much, though.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2173

Crash report (missing texture, self-compiled svn1800):

"Error: file 'highres/screen/fonts/redfont13/2929_8b.png' does not exist"

(gdb) run
Starting program: c:\Programme\_No_Installer\Duke Nukem/eduke32.debug.exe -game_dir DukePlus -cfg DukePlus/dp_custom.cfg
[New Thread 2804.0xf90]

Program received signal SIGSEGV, Segmentation fault.
0x004daa79 in defsparser (script=<value optimized out>) at src/defs.c:555
555 if (col->f < alphacut) { ftd[i*ysiz+j] = 255; continue; }
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User is offline   Gambini 

#2174

Will, anytime, the incompatibility issues with 8bits be fixed?

You know, sprites stuck into walls (decals) tend to clip behind them. And sprites that are placed very near to other sprites, clip eachother. Also there´s this old problem with parallax fake ror doors that work in any renderer but polymer.

This post has been edited by Gambini: 03 March 2011 - 07:21 PM

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User is offline   Skulldog 

#2175

Can you add a way to select which Folder to use as Autoload Folder? Like the one used for Custom game directory. So that a folder for Original hrp can
be loaded or the one with polymer hrp can be loaded.
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User is offline   TerminX 

  • el fundador

  #2176

No. Autoload is deprecated and should probably be removed altogether.
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User is offline   Hank 

#2177

View PostTX, on Mar 8 2011, 12:06 PM, said:

No. Autoload is deprecated and should probably be removed altogether.

Is there one or two wiki pages, or a blog, that summarizes all those Eduke32 changes? The only reason I will know this (No more Autoload) is, because I happened to be home. In two days this post will be lost with the other 2000 posts. Just a thought. :P
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User is offline   Master Fibbles 

  • I have the power!

#2178

View PostTX, on Mar 8 2011, 12:06 PM, said:

No. Autoload is deprecated and should probably be removed altogether.

:P When did that happen? I need to start paying more attention...
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User is offline   Danukem 

  • Duke Plus Developer

#2179

View PostMr.Flibble, on Mar 8 2011, 09:18 AM, said:

:P When did that happen? I need to start paying more attention...


It's not something that "happened", TX is saying (more or less) that autoload was a bad idea and he wishes he hadn't added it in the first place.
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User is offline   Skulldog 

#2180

View PostTX, on Mar 8 2011, 12:06 PM, said:

No. Autoload is deprecated and should probably be removed altogether.


Remove it , that would work for me.
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User is online   Hendricks266 

  • Weaponized Autism

  #2181

View PostTX, on Mar 8 2011, 11:06 AM, said:

No. Autoload is deprecated and should probably be removed altogether.

What is better?
0

User is offline   TerminX 

  • el fundador

  #2182

Putting files in their own separate mod dirs and loading them using the included drop-down selector in the startup window.
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User is offline   Danukem 

  • Duke Plus Developer

#2183

But if you remove it now, a whole generation of Duke players who strained their tiny brains to understand the concept of the autoload folder will think the HRP is broken and will flood the forums asking how to make it work again.

Nah, just kidding. There aren't enough Duke players left to flood the forums.
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User is offline   TerminX 

  • el fundador

  #2184

View PostDeeperThought, on Mar 8 2011, 11:37 PM, said:

Nah, just kidding. There aren't enough Duke players left to flood the forums.

You'd be surprised. Server logs for dukeworld.duke4.net show 5000+ hits on eduke32_current.zip so far this month and 26500+ hits on stuff within the synthesis directory. I have no idea what these numbers would look like when adjusted for non-unique visitors but it's still going to be a pretty decent number.

Edit: WGR2 is doing pretty well too. WGR2_SIEGEBREAKER.zip is getting a download at least every couple of minutes, to the tune of more than 25000 log entries referencing it so far. Good job!

Edit 2: looks like fissile.duke4.net has moved 80 gigs of data so far this month.
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User is offline   Skulldog 

#2185

View PostTX, on Mar 9 2011, 12:17 AM, said:

Putting files in their own separate mod dirs and loading them using the included drop-down selector in the startup window.


Then you would have to put Hrp packs in each mod dierectory or the main dierectory with no way to turn if off without removing the hrp files.
That would make the eduke directory 50 gigs or so. It would be better to remove checkbox and use a combobox with option of None, or any folder in
the main directory. Add a command for users and mod devs -hrp_dir None or -hrp_dir [dir name] Autoload is good thing to have.

This post has been edited by Skulldog: 09 March 2011 - 07:39 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#2186

I want to call attention to this serious crash bug which affects the vanilla game now. The thread is badly named and may have gone unnoticed:

http://forums.duke4....?showtopic=3591
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User is online   Hendricks266 

  • Weaponized Autism

  #2187

View PostSkulldog, on Mar 9 2011, 09:37 AM, said:

Then you would have to put Hrp packs in each mod dierectory or the main dierectory with no way to turn if off without removing the hrp files.
That would make the eduke directory 50 gigs or so. It would be better to remove checkbox and use a combobox with option of None, or any folder in
the main directory.

No, you put it in the root.

View PostSkulldog, on Mar 9 2011, 09:37 AM, said:

Add a command for users and mod devs -hrp_dir None or -hrp_dir [dir name] Autoload is good thing to have.

-j

Look at the new batch file code I wrote for my add-on HRPs, before I even knew autoload was on the chopping block:

:arguments
set args=
if exist polymer_hrp\ set args=%args% -jpolymer_hrp
if exist duke3d_voxel.zip set args=%args% -gduke3d_voxel.zip
if exist duke3d_hrp.zip set args=%args% -gduke3d_hrp.zip
if exist hrp_update.zip set args=%args% -ghrp_update.zip
if exist maphacks.zip set args=%args% -gmaphacks.zip
if exist eduke32_mus.zip set args=%args% -geduke32_mus.zip
if exist "%addondir%" set args=%args% -j"%addondir:\=/%"
if exist "%addonhrpdir%" set args=%args% -j"%addonhrpdir:\=/%"
set args=%args% -gnwinter.grp -hnwinter.def
if "%editor%"=="1" set args=%args% -namesfile NWNames.h
if not "%editor%"=="1" set args=%args% -xNWEDuke.con
if "%dp%"=="1" (
set args=%args% -hnw_dp.def
if not "%editor%"=="1" set args=%args% -xNWDP.con
)
if "%xxx%"=="1" (
if exist xxx_lite.zip set args=%args% -gxxx_lite.zip
if exist xxx_pack.zip set args=%args% -gxxx_pack.zip
set args=%args% -hnw_xxx.def
if "%dp%"=="1" (
set args=%args% -hnw_dp_xxx.def
if not "%editor%"=="1" set args=%args% -xNWDPXXX.con
) )
set args=%args% %*
if "%dp%"=="1" set args=%args% -jDukePlus

set exe=%exename%
if "%debug%"=="1" set exe=%exename%.debug

if exist %exe%.bat (
call %exe%.bat %args%
) else (
start %exe%.exe %args%
)


This post has been edited by Hendricks266: 09 March 2011 - 09:01 AM

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User is offline   Skulldog 

#2188

So all the hrp packs and Polymer_hrp packs are used in Nwinter Plus with no problems?
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User is online   fgsfds 

#2189

Can you add option to enable\disable dynamic lighting with polymer? It's annoying to add or remove r_pr_lighting from settings.cfg each time.
0

User is offline   The Commander 

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

#2190

Have you tried making the settings.cfg read only?
0

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