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

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2210

Just wanted to say that the recent updates to EDuke32 and the Polymer HRP are phenomenal! Now that I can play it at decent framerates (flawless, actually) I can truly appreciate everything even more than I did before. Fine work Plagman, TX, Helixhorned, the Polymer artists/modelers, Nightfright for putting the HRP all together for easy access, and anybody else who's had a hand in this. It looks GOOD. Fantastic. You guys all rock for doing this just for us to play with at no charge.

This post has been edited by MusicallyInspired: 24 March 2011 - 11:17 PM

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User is offline   Tetsuo 

#2211

The performance of the OS X version has also gotten very good. The long standing bug of sectors outside the one your in ceasing to draw after a while still happens however.

This post has been edited by Tetsuo: 25 March 2011 - 11:28 AM

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User is offline   RPD Guy 

#2212

there is a new bug in mapster! (revision 20110325-1856 and 20110324-1855)
in the tile selection screen, the tiles keep flashing, disappearing and appearing suddenly!
but the performance in game keeps good.
the only thing I don't know is that:
recently, my video card (geforce 9800gtx+) has spoiled, and i'm using my onboard video card.
AND this card is one ATI 4200 (this sux)
there isn't way I can see any shadows, and when "r_pr_shadows 1" the light spot disappear, and all I see is a darkened sector.
QUESTION: the problem is the ATI card? or the revision bug?
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User is offline   Forge 

  • Speaker of the Outhouse

#2213

View PostDk2, on 02 April 2011 - 02:40 PM, said:

there is a new bug in mapster! (revision 20110325-1856 and 20110324-1855)
in the tile selection screen, the tiles keep flashing, disappearing and appearing suddenly!
but the performance in game keeps good.
the only thing I don't know is that:
recently, my video card (geforce 9800gtx+) has spoiled, and i'm using my onboard video card.
AND this card is one ATI 4200 (this sux)
there isn't way I can see any shadows, and when "r_pr_shadows 1" the light spot disappear, and all I see is a darkened sector.
QUESTION: the problem is the ATI card? or the revision bug?


I reported the exact same issue (see mapster32 bug reports thread). I'm using a geforce 9800 GTX+ . The problem doesn't happen with r1849. Haven't tried r1850,53,or 54 to see where it started exactly.
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User is offline   Danukem 

  • Duke Plus Developer

#2214

View PostDk2, on 02 April 2011 - 02:40 PM, said:

there is a new bug in mapster! (revision 20110325-1856 and 20110324-1855)
in the tile selection screen, the tiles keep flashing, disappearing and appearing suddenly!
...
QUESTION: the problem is the ATI card? or the revision bug?


It's a bug in the revision. I fired up mapster after reading your post (it's been a while since I used it) and I'm having the same problem using my Geforce GTS 450.
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User is offline   Forge 

  • Speaker of the Outhouse

#2215

I mentioned this problem a week ago and not a peep from anyone. Someone else mentions the same thing (in the wrong thread even) and gets an immediate response.

so, who did I piss off here, and what did I do to piss them off?

I want to make sure I keep doing it. ;)

This post has been edited by Forge: 02 April 2011 - 03:31 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#2216

verified r1853 is the last snapshot that works. r1854is when problem started
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User is offline   RPD Guy 

#2217

View PostForge, on 02 April 2011 - 03:15 PM, said:

I mentioned this problem a week ago and not a peep from anyone. Someone else mentions the same thing (in the wrong thread even) and gets an immediate response.

so, who did I piss off here, and what did I do to piss them off?

I want to make sure I keep doing it. ;)


Well, this is not the focus of discussion here, but I think I am more beloved than you!

just kidding =)
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User is offline   Forge 

  • Speaker of the Outhouse

#2218

View PostDk2, on 02 April 2011 - 03:31 PM, said:

Well, this is not the focus of discussion here, but I think I am more beloved than you!

just kidding =)


;)
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User is offline   Danukem 

  • Duke Plus Developer

#2219

View PostForge, on 02 April 2011 - 03:15 PM, said:

I mentioned this problem a week ago and not a peep from anyone. Someone else mentions the same thing (in the wrong thread even) and gets an immediate response.

so, who did I piss off here, and what did I do to piss them off?

I want to make sure I keep doing it. ;)


I did see you post about this a week ago, and I did fire up mapster at that time, but for some reason the problem didn't occur (maybe I was using the wrong snapshot?), so I didn't bother posting a reply.

But more importantly, no developer has responded to either of you yet, so in that respect you are being treated equally.
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User is offline   Plagman 

  • Former VP of Media Operations

#2220

I saw the report, but I'm pretty sure it's caused by the new feature that Helix added to the tile selector; I was just going to wait until he saw it as well. I try to stay away from the editor code if I can help it!
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User is offline   Mark 

#2221

I am using the spriteshadow feature in a map. There are clipping issues some times, just like I get occasionally with sprites on walls. I solve the problem on walls by moving the sprite one smallest grid unit away from the wall. But there is no option to move the spriteshadow off the floor. Could it be done easily or would it introduce other problems? The problem has been noticed by others so I assume its not something specific to my setup.

OOPS. I posted in the wrong thread. I got fooled because the last few posts were about bugs and I clicked post instead of heading over to the bugs section.

This post has been edited by Marked: 03 April 2011 - 04:31 AM

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User is offline   RPD Guy 

#2222

View PostMarked, on 03 April 2011 - 04:27 AM, said:

I am using the spriteshadow feature in a map. There are clipping issues some times, just like I get occasionally with sprites on walls. I solve the problem on walls by moving the sprite one smallest grid unit away from the wall. But there is no option to move the spriteshadow off the floor. Could it be done easily or would it introduce other problems? The problem has been noticed by others so I assume its not something specific to my setup.

OOPS. I posted in the wrong thread. I got fooled because the last few posts were about bugs and I clicked post instead of heading over to the bugs section.



not answering your question, but doing another, what the hell is spriteshadow? I'm curious! =)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2223

EDukeWiki, promoting reading things instead of asking stupid questions since 2005 ;)

This post has been edited by Hendricks266: 03 April 2011 - 08:31 AM

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User is offline   RPD Guy 

#2224

View PostHendricks266, on 03 April 2011 - 08:30 AM, said:



i'm sorry, i'm not idiot, i just forget it =)
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#2225

Some of the commands are hidden. You would only find them if you know they are there... ( how did i find them in the first place? )
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User is offline   Hendricks266 

  • Weaponized Autism

  #2226

There are no hidden commands.
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#2227

You know what i mean. Some commands are hard to find, especially if you don't know where they are. That's what i mean with hidden. Sometimes you just get surprised that there are some commands that you didn't know were there. Takes time to learn the wiki in your head.
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User is offline   Master Fibbles 

  • I have the power!

#2228

In other words: there are commands in the wiki that aren't easily accessible. It needs a usability revamp.
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#2229

Yea, if you take the command palfrom. I had no idea what the hell that was before someone told me. And that it was extremely useful. Should be called color flash or something.
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User is offline   RPD Guy 

#2230

View PostJhect, on 05 April 2011 - 08:23 AM, said:

You know what i mean. Some commands are hard to find, especially if you don't know where they are. That's what i mean with hidden. Sometimes you just get surprised that there are some commands that you didn't know were there. Takes time to learn the wiki in your head.


you're right! I never used "spriteshadow", I only use on actors "spriteflags 1" (perhaps is the same thing)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2231

Spriteshadow tells the game to set spriteflags 1.

I see what you mean now. Perhaps in addition to an alphabetical listing we should also categorize them all on one page.

This post has been edited by Hendricks266: 06 April 2011 - 07:57 AM

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#2232

Glad to hear that. In case you wonder. Yea i am rasmusthorup on the eduke wiki. So you can talk to me there if you want to. I've been doing a lot of very small updates. But those are the updates that makes it easy to manipulate around. Feel free to correct my graphical errors because sometimes i mess up xD
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User is offline   Mike Norvak 

  • Music Producer

#2233

I know polymer is able only to render one skybox texture per map but I have the next question: Is possible to code it so it could render the same texture but with different palettes? Maybe my first point answer the question, anyway i have this doubt.
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User is offline   Plagman 

  • Former VP of Media Operations

#2234

No, you would hit the same limitation. I really intend to have this fixed at some point, though.
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User is offline   fgsfds 

#2235

It is possible to make autoload work with folders? For example, if I put polymer_hrp (from SVN) in autoload folder, it will work.
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User is offline   Micky C 

  • Honored Donor

#2236

I thought it already worked with folders? Have you tried it?
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User is offline   fgsfds 

#2237

Yes. It works only if you put all files from polymer_hrp in main folder (where is eduke32.exe), but it doesn't work with autoload folder. But maybe I do something wrong.
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User is offline   The Commander 

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

#2238

View PostMicky C, on 09 April 2011 - 04:27 AM, said:

I thought it already worked with folders? Have you tried it?

The autoload folder does not read folders inside it AFAIK, it will only read zip's etc.

He can get the folder to work by having the "polymer_hrp" folder in his main Duke directory and selecting it from the custom game content directory drop down box as shown in the SVN guide.
But I think he may want it to load from the autoload folder so he can use it with DukePlus.

This post has been edited by The Commander: 09 April 2011 - 09:33 AM

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User is offline   Superthijs 

#2239

View PostThe Commander, on 29 November 2010 - 10:38 PM, said:

I like the new addition to Mapster.
Posted Image

For those that don't know what they are looking at, it's E1L1 but in a angled view.


wow that's cool!
how to do that??
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