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

User is offline   The Commander 

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

#2240

Press F3 in 2D mode.

This post has been edited by The Commander: 12 April 2011 - 10:51 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2241

I'm not sure where to post this, but it involves Polymer so I'll post it here.

For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.
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User is offline   Stabs 

#2242

View PostDeeperThought, on 12 April 2011 - 11:26 PM, said:

I'm not sure where to post this, but it involves Polymer so I'll post it here.

For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.


its also interesting to note in scenarios where i have turned off lights with the intent of getting frames the fps is actually worse than it would be with the lights on.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2243

View PostJhect, on 05 April 2011 - 07:40 AM, said:

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? )

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

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.

View PostJhect, on 05 April 2011 - 09:10 AM, said:

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.

Here's a categorized command list which I've sorted over the past week. There are only a handful of commands that I don't know how to sort listed under "unsorted". Tell me what you think.
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User is offline   Danukem 

  • Duke Plus Developer

#2244

View PostHendricks266, on 13 April 2011 - 08:16 AM, said:

Here's a categorized command list which I've sorted over the past week. There are only a handful of commands that I don't know how to sort listed under "unsorted". Tell me what you think.


That's pretty good overall. I would change "meta-settings" to "game settings", and move some stuff around. I'll take another look at it when I have more time.
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#2245

That's awesome dude! Just what we need. Let's put in on the scripting page. Is it the same list as the full command list, just categorized? If it is, should we just replace the "full command list" link? Or make a link under the "full command list" link saying categorized full command list? Your list, you choose :dukegoof:

This post has been edited by Jhect: 13 April 2011 - 12:34 PM

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User is offline   The Commander 

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

#2246

View PostJhect, on 13 April 2011 - 12:32 PM, said:

That's awesome dude! Just what we need. Let's put in on the scripting page. Is it the same list as the full command list, just categorized? If it is, should we just replace the "full command list" link? Or make a link under the "full command list" link saying categorized full command list? Your list, you choose :dukegoof:

You really need to look closer at the page dude, mainly at the very top.
Full command list (alphabetized · categorized)
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#2247

Sure, but that doesn't matter lol.
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User is offline   The Commander 

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

#2248

View PostDeeperThought, on 12 April 2011 - 11:26 PM, said:

I'm not sure where to post this, but it involves Polymer so I'll post it here.

For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.

On similar type of note,

Apparently this was fixed, but from my testing it does not seem to be the case (Someone else please confirm this)
If the APLAYER spawns a sprite, and that sprite is tuned into a Polymer light everything works BUT.
Spotlights cast a projection of the APLAYER and not a proper light.
It makes no difference to what the .owner member is set to, even before or after it it turned into a light.
I even DNDEBUG'ed and looked at the light in mapster, oddly it works correctly there and has the .owner -1 (or what ever I set it to in code)

It seems the code is all correct, but Polymer fails to set the right .owner in gameplay.
Point lights work fine though.

This post has been edited by The Commander: 13 April 2011 - 02:10 PM

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User is offline   Jblade 

#2249

The latest few snapshots give me compiling errors, it doesn't seem to want to accept rotatesprite commands in states anymore:
http://pastebin.com/DJsCednp

and here's my log from the last snapshot that works, dated 24th of March 2011:
http://pastebin.com/zejvV3y5
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User is offline   The Commander 

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

#2250

I use rotatesprite in a few of my states, but I don't get any errors oddly.
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User is offline   Tea Monster 

  • Polymancer

#2251

Hey, Plagman,

Now that Blender 2.5 is 'Stable' (as far as Blender ever is!). I was wondering if there was any chance of getting your exporter upgraded to work with the new Blender?

The reason I'm asking is that Blender 2.57 is miles ahead of Blender 2.4x in animation capabilities. Also, recent versions have fixed that awful backwards normal mapping thing they had going on. You can actually use Blender for OpenGL model viewing without having to arse around with flipping colour channels. It just makes creating stuff much, much better.

A guy going by the name Xembie has made one for the 2.5X series, but his isn't compatible with the latest Blender (they took a while to get the API down pat).

http://xembie.com/2010/md3-exporter/

Info on the new API for 2.57
http://www.blender.o...i_2_57_release/

I was hoping that by building off of Xembie's version, you could possibly mod your exporter in less time than it would normally take - or it may be able to quickly 'tweak' Xembies so that it works with the latest Blender.

Any chance of this?
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User is offline   Plagman 

  • Former VP of Media Operations

#2252

Ah, cool; I didn't know the stable released already happened. Yeah, I'll definitely be doing that, as well as fix up the ASE importer for people that prefer to work with 3DS.
2

User is offline   Tea Monster 

  • Polymancer

#2253

:D :dukegoof: :D :) :) ;)

Thank you! B)

P.S. Can you drop a link to your latest version of your 2.4 Blender MD3 exporter? I just want to make sure I've got the right one. Cheers again!

This post has been edited by Tea Monster: 26 April 2011 - 04:47 AM

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User is offline   Jblade 

#2254

View PostJames, on 18 April 2011 - 04:24 AM, said:

The latest few snapshots give me compiling errors, it doesn't seem to want to accept rotatesprite commands in states anymore:
http://pastebin.com/DJsCednp

and here's my log from the last snapshot that works, dated 24th of March 2011:
http://pastebin.com/zejvV3y5

Repeating this post since I'm still getting this problem even with the latest snapshot.
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#2255

Sorry to pop out of nowhere but it seems like that since snapshot r1859 SE49 and SE50 for polymer lighting doesn't work anymore.
I've got no errors and my PC is fully updated. Does someone else have this problem too?
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User is offline   The Commander 

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

#2256

@insane_metalhead

I actually seem to be having the same issue, I can see them in mapster but they don't seem to work in game.
Sprites like FIRE ect emit light though.

EDIT: It seems that the added
s->yrepeat < 4) || (
on line 7967 in actors.c makes the sector effect lights not work.

This post has been edited by The Commander: 01 May 2011 - 06:42 PM

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User is offline   NightFright 

  • The Truth is in here

#2257

Has something changed with handling of mdxoff/mdyoff/mdzoff/roll/pitch hacks lately? I have found that some of the defs in the maphacks didn't work any more, especially those for the flipped underwater slimebabes and the Terminator hand in E3L11. Most of them are fixed again, but to me it seems some of them don't work at all any more or at least different than before (otherwise the old hacks would still work, anyway)...

*EDIT*
Ehm, I think something is rather wrong with the Terminator arm model (#1357)... it uses #1356 (Terminator) model ingame, but the defs seem to be correct. Is this a render error, or are we using a wrong model for this?

This post has been edited by NightFright: 04 May 2011 - 01:43 PM

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#2258

Is it possible to disable the polymer lighting effects (in con of console) for the Shrinker/Expander (ingame, when player holds it) and the blue teleport light effect when you teleport.

Thanks in advance guys.
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User is offline   Hool 

#2259

Does anyone have some "Quickfixes" for Eduke32 crashing with ATI HD Raedon 5700?
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User is offline   The Commander 

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

#2260

View PostWheatleyNukem, on 08 May 2011 - 07:22 AM, said:

Does anyone have some "Quickfixes" for Eduke32 crashing with ATI HD Raedon 5700?

eduke32.log or eduke32.crashlog would really help.
Also note that I am running a 5750 and experience no crashing, so defining your "crashing" would also help.
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User is offline   Hool 

#2261

http://pastebin.com/jAqq5tTM

This post has been edited by WheatleyNukem: 08 May 2011 - 08:06 AM

-1

User is offline   The Commander 

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

#2262

Does it crash in the same place/map every time?

This post has been edited by The Commander: 08 May 2011 - 08:33 AM

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User is offline   Hool 

#2263

View PostThe Commander, on 08 May 2011 - 08:00 AM, said:

FFS!
attachment or use pastebin.com ! ;)
Seeing a wall of Load tile/skin spam makes my eyes bleed.

Does it crash in the same place/map every time?


Fixed.

Crashes on any map, at any time. Is Polymer the cause of the problem? I heard that Plagman is trying to find a soloution ASAP.
1

User is offline   The Commander 

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

#2264

Does it also still happen if you are not using DukePlus?
Polymer is quite well known for bugging out on ATI users, but I vary rarely experience a crash, not like the one your log suggests anyway.

This post has been edited by The Commander: 08 May 2011 - 08:37 AM

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User is offline   Hool 

#2265

View PostThe Commander, on 08 May 2011 - 08:36 AM, said:

Does it also still happen if you are not using DukePlus?
Polymer is quite well known for bugging out on ATI users, but I vary rarely experience a crash, not like the one your log suggests anyway.


I turned DukePlus off, and it works! It was DukePlus' added lighting effects that was causing the crashes. Can you send your Duke Plus files (if you use them that is), to see if I can still use DukePlus?

This post has been edited by WheatleyNukem: 08 May 2011 - 09:01 AM

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User is offline   The Commander 

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

#2266

I have not updated my DP! in many months so my files would be of no use, also I don't play DP! with Polymer when I am using that mod.
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User is offline   Danukem 

  • Duke Plus Developer

#2267

View PostWheatleyNukem, on 08 May 2011 - 09:00 AM, said:

I turned DukePlus off, and it works! It was DukePlus' added lighting effects that was causing the crashes. Can you send your Duke Plus files (if you use them that is), to see if I can still use DukePlus?


The version available at Fissile Materials is the most recent public release, and I don't think I have changed anything lighting related since then. I wonder what lighting effects you are referring to.
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User is offline   Hool 

#2268

View PostDeeperThought, on 08 May 2011 - 09:55 AM, said:

The version available at Fissile Materials is the most recent public release, and I don't think I have changed anything lighting related since then. I wonder what lighting effects you are referring to.


Polymer with DukePlus

  • Shadows are casted against surfaces
  • Flares can cast light
  • Added lighting from existing Polymer Lighting

Polymer without DukePlus

  • Shadows are not casted
  • No Flares
  • Standard Polymer lighting


I have also tried changing the commands:

r_pr_shadowcount 2
r_pr_maxlightpasses 2
r_shadescale 0.99
r_texcompr 1

To

r_pr_shadowcount 1
r_pr_maxlightpasses 1
r_shadescale 0
r_texcompr 0

Still crashes. So its DukePlus that is causing the problem. So can you help me out here DeeperThought? Can I lower the lighting but still keep DukePlus (Reloading, intelligent AI Ect.)?

Here is a new recent crashlog:
http://pastebin.com/3MkT2MK9

This post has been edited by WheatleyNukem: 08 May 2011 - 10:55 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2269

View PostWheatleyNukem, on 08 May 2011 - 10:53 AM, said:

Still crashes. So its DukePlus that is causing the problem. So can you help me out here DeeperThought? Can I lower the lighting but still keep DukePlus (Reloading, intelligent AI Ect.)?


I still need to get the latest HRP and test it. I'll try to get back to you soon. Let's try to keep these sorts of discussions in the bug reports forum in the future:

http://forums.duke4....elp-me-threads/

EDIT: I just played a few maps using the new HRP and the latest DP with the most recent build of EDuke32. Everything worked fine and there were no crashes.
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