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

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?
0

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.
0

#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?
0

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

0

#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.
0

User is offline   Hool 

#2259

Does anyone have some "Quickfixes" for Eduke32 crashing with ATI HD Raedon 5700?
0

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.
0

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

0

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

1

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.
0

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.
0

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

0

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.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2270

@WheatleyNukem

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.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2271

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

Polymer without DukePlus

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



Standard Polymer lighting includes dynamic shadow-casting lights.
0

User is offline   Micky C 

  • Honored Donor

#2272

Yeah, whether lights cast shadows or not really depends on the level you're playing as some maps don't have any shadow casting lights in them.

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/
0

User is offline   Jblade 

#2273

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

I'm still getting this problem even with the latest snapshot.
0

User is offline   Mblackwell 

  • Evil Overlord

#2274

I'd be curious to see AMCWEPS.CON since I'm definitely not getting any errors.
0

User is offline   Jblade 

#2275

View PostMblackwell, on 13 May 2011 - 04:29 PM, said:

I'd be curious to see AMCWEPS.CON since I'm definitely not getting any errors.

Here's an example of one of the states Eduke has a problem with:
state displaytemp_jplasma

  setvar x 245
  subvarvar x WEAPSWAYX
  addvarvar x weapon_xoffset
  subvarvar x looking_angSR1
      
  setvar y 240
  subvarvar y WEAPSWAYY
  addvarvar y looking_arc
  subvarvar y gun_pos

switch weaponcount
case 1
addvar y 5
addvar x 5
case 2
subvar x 5
subvar y 5
case 3
addvar y 5
addvar x 5
case 4
case 0
  getplayer[THISACTOR].weapon_pos DISPLAY_TEMP2
  mulvar DISPLAY_TEMP2 -20
  rotatesprite x y NORMALSIZE DISPLAY_TEMP2 12104 shade pal 1024 0 0 xdim ydim
  getplayer[THISACTOR].random_club_frame DISPLAY_TEMP
   sin DISPLAY_TEMP DISPLAY_TEMP
   divvar DISPLAY_TEMP 1024 // 2^10
   addvar DISPLAY_TEMP 16 
  rotatesprite x y NORMALSIZE DISPLAY_TEMP2 12105 DISPLAY_TEMP 0 1024 0 0 xdim ydim
  break
endswitch

ends

This code works in the earlier snapshot I've used, it works for a long time. It seems the compiler's having a problem because it's in a state or something.

This post has been edited by James: 14 May 2011 - 02:39 AM

0

User is offline   Mblackwell 

  • Evil Overlord

#2276

The state shouldn't matter unless the state gets called in a weird place. I have rotatesprite in states everywhere. It's probably to do with your switch statement.
0

User is offline   Danukem 

  • Duke Plus Developer

#2277

View PostMblackwell, on 14 May 2011 - 08:54 AM, said:

It's probably to do with your switch statement.


Yeah I would try changing that up in various ways and see what happens. Try adding a default case. If that doesn't work, add breaks after each case (and then make the necessary changes so it is functionally equivalent).
0

User is offline   Hool 

#2278

Reinstalled Eduke32, DukePlus and HRP. Still crashing, here is the new log:

http://pastebin.com/2zHECa1c

I don't know what is wrong. ;)
0

User is offline   Danukem 

  • Duke Plus Developer

#2279

View PostWheatleyNukem, on 14 May 2011 - 09:45 AM, said:

Reinstalled Eduke32, DukePlus and HRP. Still crashing, here is the new log:

http://pastebin.com/2zHECa1c

I don't know what is wrong. ;)


I don't know what to make of that, maybe one of the eduke32 developers could help interpret it.

It says that it crashed while the current actor was FIRE, but that's one of the actors whose code is completely unchanged from the original game. Also, I see the "clearmapstate" command being referenced, but that command is not used anywhere in the CONs. So I'm puzzled.

What was happening when the game crashed?
0

User is offline   Jblade 

#2280

Adding breaks and default cases didn't work - my states were working fine for a very long time and now the game doesn't want to take the rotatesprites being in a switch statement.
0

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