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

User is offline   Muelsa 

  • Bad Mother Fucker

#2300

View PostHelixhorned, on 23 May 2011 - 03:51 AM, said:

How about the -cachesize parameter to eduke32, e.g. "eduke32 -cachesize 32768" for 32 megs?


This only work for eduke32, any way to make this for mapster ? And I think i need much more cache size than 32 megs, this limit is frustrating, I have a great project, but I can't continue :)

This post has been edited by Muelsa: 23 May 2011 - 08:10 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2301

Oh, Mapster! In r1894...
3

User is offline   Muelsa 

  • Bad Mother Fucker

#2302

View PostHelixhorned, on 23 May 2011 - 10:09 AM, said:

Oh, Mapster! In r1894...



Uninitializing DirectInput...
Initialized 512.0M cache !!!!!
Loading 'duke3d.def'

thank you for that, you makes me happy :)
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#2303

I am not entirely sure where to post this, here or on the Duke Plus thread but.... I've had a problem for well over an year now.

I have been using EDuke32, HRP, and DukePlus together for a long time now. Right up to the latest releases, including HRP 5.0 and DP 2.30 with the latest binaries, I must always keep EDuke32.cfg read-only. Why? Because on the first run the value of "Polymer = 1" gets toggled to 0. The one in DP.cfg remains 1. On the next startup of EDuke32, Polymer gets toggled to 0 on DP.cfg aswell and all Polymer effects stop. Keeping EDuke32.cfg read-only pretty much solves it but if I ever want to change resolution I have to remove the attribute and manually put it in EDuke32.cfg, then make it read-only again. Why is "Polymer = 0" spreading like a plague through the configs?

Even if i delete EDuke32.cfg, when I run it and it pops up the config window, I select my resolution, check fullscreen, CHECK POLYMER, exit the game as soon as I'm in and check the config file, "Polymer = 0".

This is the entire contents of my EDuke32.cfg. The rest of the settings are in DukePlus\DP.cfg
[Misc]
Executions = 0

[Setup]
ForceSetup = 0
NoAutoLoad = 0
SelectedGRP = "Duke3D.grp"
ModDir = "DukePlus"
ConfigVersion = 228

[Screen Setup]
ScreenBPP = 32
ScreenHeight = 1024
ScreenMode = 1
ScreenWidth = 1280
WindowPositioning = 0
WindowPosX = 0
WindowPosY = 0
Out = 0
Password = ""
Polymer = 1

[Updates]
CheckForUpdates = 0
LastUpdateCheck = 0


This post has been edited by Searinox Navras: 29 May 2011 - 01:27 AM

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User is offline   Micky C 

  • Honored Donor

#2304

Can you also post up your log? It contains information about your graphics card and other things and saves time having to ask you to explain all these different aspects. Don't post it directly into your post though, upload it as an attachment or paste it here: http://pastebin.com/ then give us the link.
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#2305

http://pastebin.com/yWwjx7Vf

Here it is.
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User is offline   Danukem 

  • Duke Plus Developer

#2306

I thought that was normal behavior. I've had to check the Polymer box every time I play (if I want to use Polymer) for as long as I can remember.
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User is offline   E.C.S 

#2307

Same here.
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User is offline   TerminX 

  • el fundador

  #2308

That doesn't happen here... sounds like a bug with cfg handling in mod dirs to me.
0

#2309

Again the variable is first zero-toggled in the original cfg, then in the mod folder's cfg on the next run.
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User is offline   djdori11 

#2310

hi, i wanted to ask if you going to do something about ati problems with polymer, i getting crashes and low performance on Duke Nukem Eternity, and i really wanna play this mod normally, thank you.
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User is offline   The Commander 

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

#2311

View Postdjdori11, on 04 June 2011 - 08:31 AM, said:

hi, i wanted to ask if you going to do something about ati problems with polymer, i getting crashes and low performance on Duke Nukem Eternity, and i really wanna play this mod normally, thank you.

http://forums.duke4....dpost__p__88492

That is your answer, something that can't be done in 5 minutes. (Read and Google the words if you have to)
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User is offline   djdori11 

#2312

just finished the first episode again with the lastest eduke and hrp build and all was cool but the first episode ending cutscene was not ok its was like black screen then i saw the duke shooting the boss then nothing happan so i press ENTER then another black screen pressed ENTER and level completed stats, then pressed enter and i was back to the title screen. can you fix it?
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User is offline   E.C.S 

#2313

View Postdjdori11, on 08 June 2011 - 04:58 AM, said:

just finished the first episode again with the lastest eduke and hrp build and all was cool but the first episode ending cutscene was not ok its was like black screen then i saw the duke shooting the boss then nothing happan so i press ENTER then another black screen pressed ENTER and level completed stats, then pressed enter and i was back to the title screen. can you fix it?


Yeah, that's a bug from time ago, this is possibly planned to be fixed in the future. The issue is listed in the HRP readme.
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User is offline   TerminX 

  • el fundador

  #2314

I keep forgetting to fix that... d'oh. I've kind of been taking a break from EDuke32 for the past couple of months (as if anyone hasn't noticed). I hope to get back into things sometime in the next couple of months though.
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User is offline   djdori11 

#2315

View PostTX, on 08 June 2011 - 10:45 AM, said:

I keep forgetting to fix that... d'oh. I've kind of been taking a break from EDuke32 for the past couple of months (as if anyone hasn't noticed). I hope to get back into things sometime in the next couple of months though.

ok, so also finished episode 2 now with eduke 1902 and hrp 5.1.263 and here is a little review:
(i have ati) so, the lag, bad framerate and crashes are obvious i guess, but i also had some sounds cut and missing sounds, the ending cutscens problems, bugs, and some hrp glitches...
but overall it was playable and the graphics and stuff are just amazing :dukecry:
i think reducing the polymer lights will help to the framerate.. but i also have kinda solution to heavy lag, very bad framerate and crashes, just play 10 minutes, save and exit the game, restart your computer and continue playing and so on, if youll play like this its going to be much better.
so hope youll one time fix all the stuff, although duke nukem forever is out so duke nukem 3d going to get old.

This post has been edited by djdori11: 09 June 2011 - 03:22 AM

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User is offline   Micky C 

  • Honored Donor

#2316

View Postdjdori11, on 09 June 2011 - 03:19 AM, said:

i think reducing the polymer lights will help to the framerate..
so hope youll one time fix all the stuff, although duke nukem forever is out so duke nukem 3d going to get old.



I kept the framerate in mind as a medium-high priority when I made the light maphacks for episodes 1 and 2, and it runs at a solid 30+ frames per second with everything maxed out on my nVidia 9800GT.

And you're wrong about Duke Nukem 3D getting old (well yeah technically it's very old), but not only is the gameplay different to Duke Nukem Forever (and in some ways better) so that people will keep on playing it, but the engine is completely different; it's one of the easiest to use, and most modible engines around, and that's saying something. I can easily see eduke32 lasting another 10+ years.


Edit: if you think the framerate is bad on the original levels, you should try out my polymerized version of Project Zero, you'll probably get 1 frame a minute :dukecry:

This post has been edited by Micky C: 09 June 2011 - 03:32 AM

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User is offline   djdori11 

#2317

View PostMicky C, on 09 June 2011 - 03:31 AM, said:

I kept the framerate in mind as a medium-high priority when I made the light maphacks for episodes 1 and 2, and it runs at a solid 30+ frames per second with everything maxed out on my nVidia 9800GT.

And you're wrong about Duke Nukem 3D getting old (well yeah technically it's very old), but not only is the gameplay different to Duke Nukem Forever (and in some ways better) so that people will keep on playing it, but the engine is completely different; it's one of the easiest to use, and most modible engines around, and that's saying something. I can easily see eduke32 lasting another 10+ years.


Edit: if you think the framerate is bad on the original levels, you should try out my polymerized version of Project Zero, you'll probably get 1 frame a minute :dukecry:

maybe, and i know there is not too many polymer lights, but there are some places which really lag, a good example was the 2nd boss fight, the room was full of green polymer lights i guess, my framerate was like 5 in this boss fight, i cant belive i killed him before the game crashed.

This post has been edited by djdori11: 09 June 2011 - 03:52 AM

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User is offline   djdori11 

#2318

ok so also finished episode 3 now XD
the ending cutscene of episode 3 was perfect i think, so just fix the ending of episode 1 and 2, maybe ill also finish episode 4 now.
so for this episode i really wanted to stop the lag so i found the The Commander suggestion in a thread here and added this:
r_pr_specularmapping "0"
r_pr_shadowcount "1"
r_pr_shadowdetail "1"
r_pr_maxlightpasses "1"
r_pr_maxlightpriority "4"
to settings,cfg and also reduced the graphics a bit, and the game worked with much better framerate, less lag, and almost no crashes and stuff.
but i noticed some low res textures in episode 3, and also looks like there is less polymer lights..
but yeah, thanks again for doing this hrp and stuff, its awesome!
0

User is offline   The Commander 

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

#2319

I was doing some testing and saw that ATI released a new driver update that stated,

Quote

Includes performance optimizations and resolves various quality issues for the upcoming release of Brinkā„¢

So I put back in my ATI card (was using a 8800 GTS) installed the ATI drivers.

I can't really give proper feedback about Polymer due to the fact that I have gone from 10.5 drivers which HAD shadows where as it seems anything above 10.5 removes any shadows.

Was it known that the latest drivers removed shadows and not just that white box issue?
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User is offline   JDR13 

#2320

First, I'd like to give my thanks to everyone who was involed with EDuke32 and the HRP. Kudos on an incredible job!

I've got a question, and I apologize if it's a dumb one. I've been playing DN3D the last few days, and I just completed the first episode. After the cutscene, it just drops me back to the main menu. Is that normal?
It's been quite a few years since the last time I played Duke, but I thought finishing the first episode sends you to the first level of the next episode.

So is that right? There is no continuity between episodes?
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User is offline   Plagman 

  • Former VP of Media Operations

#2321

There is, but you're right that you have to start the second episode manually (and so on). The second one starts just after the first one finishes, and so does the third; you just start without any of your weapons.
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User is offline   JDR13 

#2322

Ok, thank you. I just wanted to make sure that was how it was supposed to work.

I read a walkthrough that mentioned you would automatically start the next episode after the cutscene, but I think that was for the Xbox Live version.

This post has been edited by JDR13: 12 June 2011 - 04:05 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #2323

View PostJDR13, on 12 June 2011 - 04:02 PM, said:

Ok, thank you. I just wanted to make sure that was how it was supposed to work.

I read a walkthrough that mentioned you would automatically start the next episode after the cutscene, but I think that was for the Xbox Live version.

It could also be for the N64 or Saturn versions; they had just one campaign.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2324

I know Duke64 automatically starts the next episode, but you can't pick which episode you want from the main menu. You have to start from the beginning and go straight through. Makes it quite an epic campaign, actually. It doesn't have episode 4 but some of the secret levels are Duke Burger and Area 51 (which has an alternate entrance). Also, some episode 4 levels are mixed together with levels from the standard 3 episodes. Mostly in Episode 3 I believe.
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User is offline   JDR13 

#2325

View PostMusicallyInspired, on 13 June 2011 - 06:14 PM, said:

I know Duke64 automatically starts the next episode, but you can't pick which episode you want from the main menu. You have to start from the beginning and go straight through. Makes it quite an epic campaign, actually. It doesn't have episode 4 but some of the secret levels are Duke Burger and Area 51 (which has an alternate entrance). Also, some episode 4 levels are mixed together with levels from the standard 3 episodes. Mostly in Episode 3 I believe.


I would have hated trying to play Duke with that horrible N64 controller though. :D
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2326

Are you kidding? I love that controller. The only thing I dislike about it is that the analog stick wears out after a while.

This post has been edited by MusicallyInspired: 15 June 2011 - 12:35 PM

1

#2327

View PostMusicallyInspired, on 15 June 2011 - 12:34 PM, said:

Are you kidding? I love that controller. The only thing I dislike about it is that the analog stick wears out after a while.


And then you have to replace the analog stick. At least those controllers have spare parts available for sale, and replacing the stick isn't too much work.

It was an interesting controller design, but I found that most games either used 2 out of 3 of the "handles" (whatever you want to call them), or that switching your hands to a different "handle" was a bit awkward. Also, I got a lot of thumb blisters.

This post has been edited by BrentNewland: 15 June 2011 - 12:55 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2328

Rotatesprite16 is quite a usefull command to scale a Hud, however a problem I have faced is that you can't do the same with gametext displayed content, which is casually used for a Hud.

Would it be possible to transfer the "shift 16" stuff into a orientation flag instead of a different command?

This post has been edited by Fox: 15 June 2011 - 05:45 PM

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User is offline   Micky C 

  • Honored Donor

#2329

Ever since polymer became the required renderer to use with the HRP, there have been several people complaining that their RPG looks strange and other things, despite the warning that graphical glitches will occur when using polymost. I believe that polymer should be made the default openGL renderer, with the checkbox made to select polymost. It's logical because a lot of people wanting to look at Duke 3D coming from DNF will have no idea what all the options and renderers are, and god knows they don't read the text, so since polymer is the main HRP renderer, so should it be the default eduke32 renderer. Those of us on the forums who still use polymost for whatever reason would know what to do.

I hope people agree with me.

This post has been edited by Micky C: 15 June 2011 - 07:58 PM

1

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