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EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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
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Thank you!
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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 !
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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.
#2274 Posted 13 May 2011 - 04:29 PM
#2275 Posted 14 May 2011 - 02:39 AM
Mblackwell, on 13 May 2011 - 04:29 PM, said:
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
#2276 Posted 14 May 2011 - 08:54 AM
#2277 Posted 14 May 2011 - 09:00 AM
Mblackwell, on 14 May 2011 - 08:54 AM, said:
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).
#2278 Posted 14 May 2011 - 09:45 AM
http://pastebin.com/2zHECa1c
I don't know what is wrong.
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#2279 Posted 14 May 2011 - 11:46 AM
WheatleyNukem, on 14 May 2011 - 09:45 AM, said:
http://pastebin.com/2zHECa1c
I don't know what is wrong.
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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?