EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#2336 Posted 16 June 2011 - 10:50 AM
Then what if one of them people go and load a user map that takes certain little effects like the "FIRE" sprite wall aligned and pasted like 16x at slight angles to give the effect of a cool 3D fire, even with out the HRP thats a ton of lights in one spot and would look like complete shit for the users who are not so smart to read and turn things off, then they come here and complain.
So now I agree that Polymer should be made default any time soon.
This post has been edited by The Commander: 16 June 2011 - 10:52 AM
#2337 Posted 16 June 2011 - 10:59 AM
DeeperThought, on 15 June 2011 - 08:09 PM, said:
Would something like "ifmd3" suffice?
#2338 Posted 16 June 2011 - 11:03 AM
DeeperThought, on 16 June 2011 - 06:34 AM, said:
#2339 Posted 16 June 2011 - 11:36 AM
Awesomebob, on 16 June 2011 - 11:03 AM, said:
Is that using the HRP 5.0?
#2340 Posted 20 June 2011 - 06:55 AM
#2341 Posted 20 June 2011 - 08:14 AM
The Commander, on 16 June 2011 - 11:36 AM, said:
Yes it is. Sorry for the late reply. After months of not doing anythign with duke, I downloaded the new HRP, got caught up on snapshots and played through all of ep 1 with out a single problem. Frame rate would dip in the low 20's in really intense parts but other than that, flawless.
#2342 Posted 20 June 2011 - 09:16 AM
gt1750, on 20 June 2011 - 06:55 AM, said:
If you want to get some more life out of it, Google "graphics card baking".
#2343 Posted 21 June 2011 - 04:52 AM
#2344 Posted 21 June 2011 - 04:09 PM
Quote
I just noticed this was in a recent revision. Good job Helixhorned! It seems like you fixing bugs and making improvements on a daily basis. Awesome work.
#2345 Posted 21 June 2011 - 07:39 PM
#2346 Posted 21 June 2011 - 07:41 PM
DanM, on 21 June 2011 - 07:39 PM, said:
true rainbow over room
#2347 Posted 21 June 2011 - 07:52 PM
when that rainbow changes to room i can map again! YAY
but no sorry... iam not risking spending a ton of time on a map with a glitch that might not ever be fixed properly
#2348 Posted 24 June 2011 - 02:31 PM
#2349 Posted 24 June 2011 - 03:13 PM
Arti9m, on 24 June 2011 - 02:31 PM, said:
Yes, but not in this thread. Do you see the words crash/bug/problem anywhere in the title of this thread? Oh look, there's a whole other subforum devoted to this sort of thing and might be the better place to ask for help
http://forums.duke4....elp-me-threads/
If you're saying the game is crashing when you try to load a level, use this thread: http://forums.duke4....e-crash-thread/
And IIRC, ATI cards have texture caching disabled because it caused an easily fixable bug that nevertheless caused a never ending flow of people asking about 'white boxes' which drove everyone insane. So you can blame people who don't look around before they post, and who don't post in the right place for that one
DO NOT REPLY TO MY POST HERE!!!
#2350 Posted 26 June 2011 - 04:21 PM
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This should be 320x200, for classic goodness and really easy debugging of rotatesprite (maybe not any more since TX's widescreen awareness change).
This post has been edited by Hendricks266: 26 June 2011 - 04:22 PM
#2351 Posted 27 June 2011 - 02:09 AM
This post has been edited by Tetsuo: 27 June 2011 - 02:15 AM
#2352 Posted 27 June 2011 - 02:18 AM
Hendricks266, on 26 June 2011 - 04:21 PM, said:
I still don't understand why the hack applies to 320x200 as well as it makes all classic (and from mods) weapons and on-screen elements crushed horizontally to a 267x200 area (it reads them as 320x240 artwork and resizes it them to the vertical 200px limit). My biggest problem with it that showview still uses 320x200 and is stretched along with the screen, it should accept an orientation argument.
It should only change stuff in 4:3 and 16:9, but alas.
Tetsuo, on 27 June 2011 - 02:09 AM, said:
That's what anything displayed on screen defaults (defaulted) to, on 4:3 the pixel aspect ratio of the artwork is not consistent (polymost and polymer do fix this though). That's what the game was made for.
This post has been edited by Daedolon: 27 June 2011 - 02:23 AM
#2353 Posted 12 July 2011 - 03:35 AM
#2354 Posted 12 July 2011 - 09:24 AM
#2355 Posted 12 July 2011 - 10:34 AM
#2356 Posted 12 July 2011 - 06:32 PM
rasmus thorup, on 12 July 2011 - 10:34 AM, said:
Huh?
#2357 Posted 13 July 2011 - 04:11 PM
rasmus thorup, on 12 July 2011 - 10:34 AM, said:
You can get the default values and reset them yourself.
#2358 Posted 24 July 2011 - 10:48 AM
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