EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2306 Posted 29 May 2011 - 03:16 PM
#2308 Posted 29 May 2011 - 04:46 PM
#2309 Posted 30 May 2011 - 12:35 PM
#2310 Posted 04 June 2011 - 08:31 AM
#2311 Posted 04 June 2011 - 11:39 AM
djdori11, on 04 June 2011 - 08:31 AM, said:
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)
#2312 Posted 08 June 2011 - 04:58 AM
#2313 Posted 08 June 2011 - 08:31 AM
djdori11, on 08 June 2011 - 04:58 AM, said:
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.
#2314 Posted 08 June 2011 - 10:45 AM
#2315 Posted 09 June 2011 - 03:19 AM
TX, on 08 June 2011 - 10:45 AM, said:
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
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
#2316 Posted 09 June 2011 - 03:31 AM
djdori11, on 09 June 2011 - 03:19 AM, said:
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
This post has been edited by Micky C: 09 June 2011 - 03:32 AM
#2317 Posted 09 June 2011 - 03:51 AM
Micky C, on 09 June 2011 - 03:31 AM, said:
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
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
#2318 Posted 10 June 2011 - 01:49 AM
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!
#2319 Posted 12 June 2011 - 01:03 AM
Quote
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?
#2320 Posted 12 June 2011 - 03:53 PM
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?
#2321 Posted 12 June 2011 - 03:55 PM
#2322 Posted 12 June 2011 - 04:02 PM
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
#2323 Posted 12 June 2011 - 06:30 PM
JDR13, on 12 June 2011 - 04:02 PM, said:
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.
#2324 Posted 13 June 2011 - 06:14 PM
#2325 Posted 14 June 2011 - 08:58 PM
MusicallyInspired, on 13 June 2011 - 06:14 PM, said:
I would have hated trying to play Duke with that horrible N64 controller though.
#2326 Posted 15 June 2011 - 12:34 PM
This post has been edited by MusicallyInspired: 15 June 2011 - 12:35 PM
#2327 Posted 15 June 2011 - 12:54 PM
MusicallyInspired, on 15 June 2011 - 12:34 PM, said:
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
#2328 Posted 15 June 2011 - 05:37 PM
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
#2329 Posted 15 June 2011 - 07:57 PM
I hope people agree with me.
This post has been edited by Micky C: 15 June 2011 - 07:58 PM
#2330 Posted 15 June 2011 - 08:09 PM
Micky C, on 15 June 2011 - 07:57 PM, said:
I hope people agree with me.
I totally understand why you feel that way, but the problem is that Polymer still has a lot of issues, and the result of making it default would probably be even more complaints than we are getting now. Also, we don't know how many people use the HRP -- it seems like a high percentage because of the complaints, but that could be due to the fact that non-HRP users have nothing to complain about so are staying quiet and happy. They won't be happy when their frame rate drops to 10 in a big map. Plagman is planning an overhaul, and until that happens I believe Polymer should not be the default renderer.
While we are on this subject, one thing I would like --and have requested several times now-- is some way to detect in CON code whether models are being used for sprites. If there were an mdflag for it, that would be very useful. In DukePlus, I could use this to make an informed guess as to whether the player is using the HRP, and then I could have a message pop-up if Polymer is not being used. It would have other uses as well.
#2331 Posted 15 June 2011 - 08:30 PM
DeeperThought, on 15 June 2011 - 08:09 PM, said:

Maybe need this again... lol
#2332 Posted 16 June 2011 - 01:34 AM
DeeperThought, on 15 June 2011 - 08:09 PM, said:
I see your reasoning, but polymer really isn't that bad at the moment, especially when playing the original maps. You said that the people who don't use the HRP are quite satisfied at the moment, and wouldn't be happy if their framerate suddenly drops. What I'm trying to say is, if they're not using the HRP with all the hires textures and bump/spec maps, their framerate shouldn't drop down that low anyway, so there wouldn't be anything to worry about. I don't think anyone's going to complain saying "how do I switch off these amazing lights?", then again, maybe they will.
#2333 Posted 16 June 2011 - 01:56 AM
Personally I'm not having any frame rate\lag issues with polymer more like odd bugs with the renderer that may be specific to the platform I'm on (OS X) which I have mentioned elsewhere (has to do with the way it handles sectors and on my system it sometimes seems to forget to draw them for one reason or another so I see the skybox). But if a polymer overhaul could address those at problem as well it would be great. On the one hand I do have a separate gaming PC I use to play games sometimes I'd like to be able to play it on my main system without that problem cropping up.
This post has been edited by Tetsuo: 16 June 2011 - 01:58 AM
#2334 Posted 16 June 2011 - 03:10 AM
Polymer is badly in need of optimization before it can be used in major projects like Eternity.
#2335 Posted 16 June 2011 - 06:34 AM
Micky C, on 16 June 2011 - 01:34 AM, said:
Maybe you have an awesome rig and this isn't an issue for you, but on my rig at least (which may not be awesome but is still better than a lot of eduke32 users) frame rate with Polymer gets unplayably low on _many_ user maps even without the HRP. I'm not talking about the original episodes or Duke in DC, or any of that ancient stuff (although I think it drops down low in some of those maps as well). I mean the big and complex maps, which are some of the best ones. And I have an Nvidia card. People with ATI cards are completely fucked, from what I've heard --either it won't work at all, or it crashes after a few levels due to the memory leak. As much as I love Polymer when it is working well (and I really do, believe it or not), it should honestly be considered alpha software at this point. And I didn't even mention various bugs and unfinished stuff.

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