EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2245 Posted 13 April 2011 - 12:32 PM
This post has been edited by Jhect: 13 April 2011 - 12:34 PM
#2246 Posted 13 April 2011 - 12:53 PM
Jhect, on 13 April 2011 - 12:32 PM, said:
You really need to look closer at the page dude, mainly at the very top.
Full command list (alphabetized · categorized)
#2248 Posted 13 April 2011 - 02:10 PM
DeeperThought, on 12 April 2011 - 11:26 PM, said:
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
#2249 Posted 18 April 2011 - 04:24 AM
http://pastebin.com/DJsCednp
and here's my log from the last snapshot that works, dated 24th of March 2011:
http://pastebin.com/zejvV3y5
#2250 Posted 18 April 2011 - 04:57 AM
#2251 Posted 24 April 2011 - 01:39 AM
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?
#2252 Posted 25 April 2011 - 06:41 AM
#2253 Posted 25 April 2011 - 11:35 AM
Thank you!
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
#2254 Posted 01 May 2011 - 02:47 AM
James, on 18 April 2011 - 04:24 AM, said:
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.
#2255 Posted 01 May 2011 - 03:43 AM
I've got no errors and my PC is fully updated. Does someone else have this problem too?
#2256 Posted 01 May 2011 - 06:17 PM
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
#2257 Posted 03 May 2011 - 11:34 PM
*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
#2258 Posted 05 May 2011 - 05:21 AM
Thanks in advance guys.
#2259 Posted 08 May 2011 - 07:22 AM
#2260 Posted 08 May 2011 - 07:37 AM
WheatleyNukem, on 08 May 2011 - 07:22 AM, said:
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.
#2261 Posted 08 May 2011 - 07:42 AM
This post has been edited by WheatleyNukem: 08 May 2011 - 08:06 AM
#2262 Posted 08 May 2011 - 08:00 AM
This post has been edited by The Commander: 08 May 2011 - 08:33 AM
#2263 Posted 08 May 2011 - 08:08 AM
The Commander, on 08 May 2011 - 08:00 AM, said:
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.
#2264 Posted 08 May 2011 - 08:36 AM
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
#2265 Posted 08 May 2011 - 09:00 AM
The Commander, on 08 May 2011 - 08:36 AM, said:
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
#2266 Posted 08 May 2011 - 09:14 AM
#2267 Posted 08 May 2011 - 09:55 AM
WheatleyNukem, on 08 May 2011 - 09:00 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.
#2268 Posted 08 May 2011 - 10:53 AM
DeeperThought, on 08 May 2011 - 09:55 AM, said:
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
#2269 Posted 08 May 2011 - 11:37 AM
WheatleyNukem, on 08 May 2011 - 10:53 AM, said:
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.
#2270 Posted 08 May 2011 - 02:23 PM
1. Are you absolutely sure you're using a non-ancient version? I introduced
"print 'cached tile' messages only from 5 ms up so as not to flood the OSD/log" in r1784, yet your log shows stuff like
"Load tile 2293: p0-m4-e0 "highres/sprites/decals/2293.png"... 1 ms"
2. Is an eduke32.crashlog produced? That should be much more helpful, but it's likely that it doesn't show up consistently with each different crash.
#2271 Posted 09 May 2011 - 04:10 AM
WheatleyNukem, on 08 May 2011 - 10:53 AM, said:
- Shadows are not casted
- No Flares
- Standard Polymer lighting
Standard Polymer lighting includes dynamic shadow-casting lights.
#2272 Posted 09 May 2011 - 04:41 AM
But I agree with DT that this one crash has been taking up a fair amount of the eduke32 and polymer thread. I've been wondering if this is a good idea or not but I went ahead and did it anyway, I made a thread that could potentially be used to discuss everyone's crashes, rather than have a new thread for each new crash, kind of like how the mapster32 problems and bugs thread works. I hope it can come as some use, here it is: http://forums.duke4....e-crash-thread/
#2273 Posted 13 May 2011 - 12:39 PM
James, on 18 April 2011 - 04:24 AM, said:
http://pastebin.com/DJsCednp
and here's my log from the last snapshot that works, dated 24th of March 2011:
http://pastebin.com/zejvV3y5
I'm still getting this problem even with the latest snapshot.

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