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

User is offline   Danukem 

  • Duke Plus Developer

#2390

View PostHelixhorned, on 11 August 2011 - 01:56 PM, said:

found a new bug: weapon hud models behave differently with rotscrnang between Polymer and Polymost (this is a good example of what I mean by the above).


I was going to mention that earlier and forgot. I don't know about hud models specifically, but I can verify that rotscrnang has a different scale in Polymer. In Polymost, a rotscrnang of 1024 turns the screen perfectly upside down. In Polymer, it takes less (about 656).
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User is offline   Hendricks266 

  • Weaponized Autism

  #2391

View PostHelixhorned, on 11 August 2011 - 01:56 PM, said:

To be fair, there are not only deficiencies. For example, 8-bit style tiled pskies are closer to the classic look in Polymer. I think we should maintain a general comparative list for the sake of maximising the compatibility of non-"eye candy" features.

I agree that Polymer has many improvements over Polymost. However, I don't see a reason to make such a list (other than patting Plagman on the back). This list serves to contain the only obstacles that prevent Polymer from rendering Polymost completely obsolete.

(See what I did there?)
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User is offline   Plagman 

  • Former VP of Media Operations

#2392

I seem to remember that "ang" didn't work right on rotatesprite()'d models since none of the stock weapons used it. I don't remember if I fixed it or not. Is that rotscrnang a different problem than that? Does that refer to the global view tilt angle that's eg. used when looking over the shoulder in polymost?
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User is offline   Danukem 

  • Duke Plus Developer

#2393

View PostPlagman, on 11 August 2011 - 04:28 PM, said:

Does that refer to the global view tilt angle that's eg. used when looking over the shoulder in polymost?


Yes, it does. rotscrnang rotates the rendered scene but does not rotate the hud at all.
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User is offline   Hank 

#2394

View PostDeeperThought, on 11 August 2011 - 04:32 PM, said:

Yes, it does. rotscrnang rotates the rendered scene but does not rotate the hud at all.

You should have a website, entailing your knowledge. Yes, I'm off-topic, but ... Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#2395

View PostHank, on 11 August 2011 - 04:53 PM, said:

You should have a website, entailing your knowledge. Yes, I'm off-topic, but ... Posted Image


If I know something useful that is not in the wiki, and if I'm not being lazy, I'll put it there (note all of the ifs).
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User is offline   Hendricks266 

  • Weaponized Autism

  #2396

View PostHank, on 11 August 2011 - 04:53 PM, said:

You should have a website, entailing your knowledge. Yes, I'm off-topic, but ... Posted Image

He does "have" one!

http://wiki.eduke32.com/
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User is offline   Mblackwell 

  • Evil Overlord

#2397

View PostDavoX, on 09 August 2011 - 02:08 PM, said:

Is there a way to use TX's version of ROR in polymer for people that find it really hard to juggle between all the lines? :)


Polymer doesn't render the multiple passes necessary. This is also why you won't see showview working without glitches.


@Plagman:
I haven't tested Polymer again since I originally reported the model rotation being different in Polymer vs Polymost (where they don't tilt appropriately in accord with rotscrnang). But, has this been fixed?
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User is offline   Plagman 

  • Former VP of Media Operations

#2398

Model rotation or HUD model rotation?
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User is offline   Mblackwell 

  • Evil Overlord

#2399

View PostPlagman, on 11 August 2011 - 06:49 PM, said:

Model rotation or HUD model rotation?


HUD model rotation.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2400

I committed some changes today. Besides minor cleanup and improvements, the function that calls quotes in the source has been modified so that it will not print blank quotes, which would cancel an existing quote and add a blank line to the log file. Quotes can still be canceled by setting player[THISACTOR].fta to 0.

For example, if you wish to completely disable the printing of the "Mighty Foot Engaged" quote (which is a ridiculous "feature" to begin with), simply leave quote 80 blank. This is useful for mutators because you can redefine a quote to be blank but you can't undefine a quote.

As a side note, Qstrcat is deprecated, specifically due to the fact that definequote ignores leading and trailing spaces. Therefore, modders were forced to use underscores and other hackish methods to insert a space between the two quotes. Its replacement is the qsprintf command. Its functionality mirrors two components of the C printf family: %ld or %d will insert a gamevar, while %s will insert another string, or as we know it, a quote.

This post has been edited by Hendricks266: 20 August 2011 - 04:45 PM

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User is offline   Micky C 

  • Honored Donor

#2401

I did a bit of messing around with SE lights and sector effects. From what I can see, while SE lights will move in a subway train, they do not move in a two-way train. As I described in another thread (about a past experience but this is still the case): an SE light will stay fixed to its original position, and will stop emitting light once it crosses the sector boundary (i.e when the sector moves away). Is there a reason why it behaves differently with the two way train than it does with the subway train?

Because if it can be changed so that the light SEs will move with the two way train, it'd be very, very useful to pull off some really neat effects.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2402

Do you tested it in identical sectors? Because I assume it would be because of the ceiling being wall aligned or something like that.
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User is offline   Micky C 

  • Honored Donor

#2403

Both the ceiling and floor had their relativity bits set. Here's a short video of a test map of a mini-mod I was working on a while back:

http://youtu.be/l_zp_8qtRa0

Why the media function isn't working I do not know.

Edit: that was with a pretty recent if not the latest revision. (Downloaded yesterday or today).

This post has been edited by Micky C: 21 August 2011 - 03:11 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2404

 Micky C, on 21 August 2011 - 02:51 AM, said:

Why the media function isn't working I do not know.

It probably doesn't support the youtu.be shortened links.
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User is offline   DavoX 

  • Honored Donor

#2405

I'm having some problems right now, this is what I get when I try to run with polymer activated:

Initializing Polymer subsystem...
PR : Your video card driver/combo doesn't support the necessary features!
PR : Disabling Polymer...
Rendering method changed to polygonal OpenGL


I want to note that I was able to use polymer on this PC. But I changed the GPU from a Gforce 210 to a 8800 GT. Now it doesn't work. (Bear in mind that the 8800 GT was from another computer that DID have polymer activated as well.)

I installed the latest drivers too.


EDIT: After checking, my stadium map works with polymer but Eddy's Quake MOD doesn't... weird...

EDIT 2 : I used the old stadium Eduke32 and now Eddy's mod works with polymer.

This post has been edited by DavoX: 22 August 2011 - 01:31 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#2406

What happens if you use the very latest build? http://dukeworld.duk.../20110821-1991/
Please attach the full log after running the `glinfo` command in the console.
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User is offline   Danukem 

  • Duke Plus Developer

#2407

@Hendricks266: This is a minor thing concerning your revision that makes blank quotes not print at all. Before this, blank quotes could have been used as a way of wiping the current quote off the screen before fta reaches 0. I may have even used them this way myself in some of my older mods, though I don't remember. I guess it doesn't warrant printing blank quotes, but don't be surprised if some old mod is messed up by it.
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User is offline   DavoX 

  • Honored Donor

#2408

 Plagman, on 22 August 2011 - 01:39 PM, said:

What happens if you use the very latest build? http://dukeworld.duk.../20110821-1991/
Please attach the full log after running the `glinfo` command in the console.


That build works perfect :)
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User is offline   TerminX 

  • el fundador

  #2409

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.
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User is offline   djdori11 

#2410

View PostTX, on 28 August 2011 - 11:31 AM, said:

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.

YEAH I TRIED IT AND ITS FINALLY FIX THE CRASH\STUCK\"MEMORY LEAKING" WITH ATI DRIVERS!!!!!! FINALLY!!!!!! ITS AWESOME GO PLAGMAN +999999999 ROCK THE WORLD MAN
AND ITS ALSO IMPROVES PERFORMANCE!!!!!!!!!!!!!! ITS AWESOME!!!!!!!!!!!!!!! ! PLAGMAN FTW!!!

This post has been edited by djdori11: 28 August 2011 - 11:46 AM

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User is offline   Master Fibbles 

  • I have the power!

#2411

I don't know when you guys did it, but polymer lights now go through layers. Awesome. No longer will levels with spot lights or fires look odd when lights are supposed to go through the sections. :)
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User is offline   Plagman 

  • Former VP of Media Operations

#2412

http://forums.duke4....post__p__104503
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User is offline   Tetsuo 

#2413

View PostTX, on 28 August 2011 - 11:31 AM, said:

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.

That's great... now I need someone to compile it for Mac so I can test that out.

This post has been edited by Tetsuo: 28 August 2011 - 06:42 PM

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User is offline   The Commander 

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

#2414

View PostTX, on 28 August 2011 - 11:31 AM, said:

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.

Cool, shame the shadows are still broken with ATI though.
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User is offline   Plagman 

  • Former VP of Media Operations

#2415

About that, I remember you said it got broken again with a specific driver. Do you remember which one was the last "good" one?
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User is offline   The Commander 

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

#2416

10.5 was the last one that worked fine anything after bought the whitebox and shadow issues.
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User is offline   Tetsuo 

#2417

Hmmm... I'm wondering where Helixhorned is because he seems to be the dev around here who seems to be able\interested in compiling eDuke32 for OS X. Rhoenie doesn't seem to do it any more.
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User is offline   Plagman 

  • Former VP of Media Operations

#2418

Why don't you do it yourself? It shouldn't be rocket science, I even think rhoenie has an HOWTO up.
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User is offline   Mike Norvak 

  • Music Producer

#2419

View PostPlagman, on 29 August 2011 - 08:30 PM, said:

It definitely ought to be solvable; if you don't wish to send me the big map, maybe you can just copy paste the problem stucture in a regular duke3d map or recreate it as a test case that I can work on?


I post this here in case you missed my comment on the other forum.

Attached File(s)


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